Super Mario 64 Online

SM64O, the first online hack!
  • rss
  • Home
  • Old Stuff
    • Buy SM64O (Modern)
    • SM64O Engine
    • Java 64 – Good ol’times
    • SM64O Classic Lua – Introduction
  • FlexROM III
  • Forum
  • SM64O M:X Alpha/Beta
  • Download
  • Credits
  • EULA

SM64O C:X 1.0 – Development Progress

Tarek701 | March 18, 2012

Currently we’ve added:

  • Custom timer, which includes not only secounds and minutes… it includes now secounds, minutes and hours.
  • Added some default custom blocks where mario can stand on. I added: “Trap Block, works for Mario, Players, NPC’s and Enenemys” more later
  • Added default mario shop, you can use my code freely to create your own shop.
  • Added variable support(for REAL this time!)

 

Comments
Comments Off
Categories
Uncategorized
Comments rss Comments rss
Trackback Trackback

SM64O Classic OFFLINE!

Tarek701 | March 17, 2012

SM64O Classic is now offline. All servers are turned off and i payed already everything back. Some are still shocked because of the liar Tarek701 has spread. Yes, we all know that he did something bad, but seriously… It’s time for a new beginning. For the people who still don’t know: Tarek701 did changed the ROM file secretly in a .exe file, that’s maybe why it changed a lot and got a uber looking great graphics. He was really frustrated about his doing. So all SM64O Classic Server’s are down! Beta is coming soon!

Comments
Comments Off
Categories
Uncategorized
Trackback Trackback

We need Developers! + FAQ Extension

Tarek701 | March 11, 2012

For the big work on SM64O C:X 1.0 we need more developers!

Developer list:

  1. Messiaen(me) – Coding the main part.
  2. Flaw – codes the modified Project 64 1.4
  3. Tarek701 – Multiplayer coding, vehicle coding.

Now we need your help! You have to be experienced in programming C or C++.

Now back to our FAQ to SM64O C:X 1.0

Q: If we release GameShark codes, then people are still able to find the ASM part and change it… Can you stop that?

A: Actually, no. But if we make a algorithm that converts your GameShark code into some special encoding, then we could do it. You would have the possibility to release it and people don’t know the address points. However, the most people doesn’t know really about N64′s ASM. We will work on it. I shall call it SM64Code (short: SC).

Comments
Comments Off
Categories
Uncategorized
Comments rss Comments rss
Trackback Trackback

SM64O C:X 1.0b Beta release date

Tarek701 | March 4, 2012

Yes, we just did set the beta release date. We will only allow up to 250 beta users.

The beta release will be on 4/02/12

The officiall release will be in mid-may 2012.

Comments
Comments Off
Categories
Uncategorized
Comments rss Comments rss
Trackback Trackback

SM64O C:X 1.0 – Development Progress + Future C coding

Tarek701 | March 3, 2012

So, here comes what we developed yet:

  • We added a chat
  • We added the Super Debug to edit Objects
  • Made a great looking SM64O Launcher.exe file, that has a chat room, master server etc. when joining a server you will download a .CACHE file which can’t be used to copy ROM’s. :D And guess? I added the SM64O Launcher.exe file to the PJ64 1.4 modified version… lol so there is no SM64O Launcher.exe anymore… look down!
  • Added easy vehicles, doesn’t work yet right.
  • Added ObjSpawn with default limit 500. You can set it, if you don’t use my ICX-E9 Emulator, to 2000 MAX. If you use my ICX-E9 Emu, then you can set the limit up to 290,000 or more. But the absolute Max is 340,000 Objects.
  • Added a Trust system… So if someone spawned a object and the ID doesn’t match with your’s, then you can’t modify it or do anything else to it until you request Trust by the user and he accepts it. You are also able to press ignore Requests if someone spams you Trusting requests.
  • There are Admin, Super Admin and Host now.
  • Added the modifed PJ64 1.4 now called SM64OCX_10.exe, which includes a Tool tab called: Multiplayer -> Server List and does the same like i described up there.
  • Added for the SM64OCX.exe a key activation system which connects to my database and checks if you are in our Database… Yet no one is .. Lol :D
  • Cheats only work in your own ROM. So cheats are disabled on other servers and can’t be used.
  • Added auto-updater. On startup it will check for the newest version instantly, if available it will download else you can’t play SM64O anymore… (Great way to kick the hacker’s ass)

Now, you may ask: How do we make future mods now? Easy. After SM64O C:X 1.0 gets released i’ll add a Package file, which includes a MIPS Compiler, the N64 Toolchain i found on the net and the MSYS Application to write later… make and voilá.

The installation works easy:

1 – Install MIPS and MSYS

2 – Extract the N64Toolchain

3 – Now open MSYS and CD to the N64toolchain folder.

4 – Now type in: “cd /c/yourFolder…/n64tree-win32/root/bin”

5 – then type in: “export PATH=$PATH:`pwd`

6 – Now it’s done, just download the important header files(which i will add later) and write your code, then write make in your project folder and it will get compiled to GameShark code.

It’s also important with the makefile. If your C file is called: Justice.c then you have to change the PRJNAME = … to PRJNAME = Justice

Yes, this may sound complicated… and yeah it is complicated, but there is still no other way yet, until im done with following:

Some others of my developing team are currently working on a new compile system C to GameShark for N64. So, you will just have to download the normal SM64 with all included and then you just press on the Tool Tab “Cheats” -> “Coding”  this opens a new Windows where you can type in your code now. It also includes Syntax Highlighting. After typing in you just press compile and your code gets compiled to GameShark code. Now use it in your Server and try it out. You can also press Patch to ROM, but this should be only made if the code really works. But there is still a reverting option.

As example here a C code:

#include “n64.h”
#include “explode.h”

void _start(void) {
asm volatile(“la $gp, _gp”);
PrintXY(160, 160, “Hello World”);
}

compiled, it looks like this:

81400000 27BD
81400002 FFE8
81400004 AFBF
81400006 0014
81400008 AFBE
8140000A 0010
8140000C 03A0
8140000E F021
81400010 3C1C
81400012 8040
81400014 279C
81400016 0050
81400018 2404
8140001A 00A0
8140001C 2405
8140001E 00A0
81400020 3C02
81400022 8040
81400024 0C0B
81400026 59B0
81400028 2446
8140002A 0040
8140002C 03C0
8140002E E821
81400030 8FBF
81400032 0014
81400034 8FBE
81400036 0010
81400038 03E0
8140003A 0008
8140003C 27BD
8140003E 0018
81400040 4865
81400042 6C6C
81400044 6F20
81400046 576F
81400048 726C
8140004A 6400
8140004C AAAA
8140004E AAAA

That was all, of this now the special round:

FAQ:

Q: When will be there an officiall beta of SM64O C:X 1.0?

A: I think it’s still not ready for a beta release yet.

 

Q: Will be there a ROM Memory Emulator which could emulate more than 9000MB?

A: Maybe, but yet we only need our own. But you are also able to buy an own ROM Memory Emulator and set it up.

Comments
Comments Off
Categories
Uncategorized
Comments rss Comments rss
Trackback Trackback

Recent Posts

  • Regarding Net64+, Leaked SM64 source code, etc.
  • FlexROM III Updates – New devices came + |NEW| Requirements for FlexROM and changes ++ New Master Server Updates
  • SM64O M:X 0.8a (r329) RELEASED! + SM64O M:X 0.712 (r251) RELEASED ++ Forums Update
  • FlexROM III – Set up your own SM64 Server in HIGH-SPEED!
  • SM64O M:X r201 RELEASED!

Recent Comments

  • Messiaen on SM64O C:X 2.0b r1323 – Development Progress
  • Messiaen on SM64O C:X 2.0b r1323 – Development Progress
  • DarkMario8847 on SM64O C:X 2.0b r1323 – Development Progress
  • Killer23323 on SM64O C:X 2.0b r1323 – Development Progress
  • Citrine on SM64O C:X 2.0b r1323 – Development Progress

Archives

  • December 2021
  • February 2014
  • September 2013
  • August 2013
  • July 2013
  • June 2013
  • May 2013
  • February 2013
  • January 2013
  • November 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011

Categories

  • Uncategorized

Meta

  • Log in
  • Entries RSS
  • Comments RSS
  • WordPress.org
rss Comments rss valid xhtml 1.1 design by jide powered by Wordpress get firefox