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SM64O C:X 2.0b r1323 – Development Progress

Tarek701 | November 8, 2012

Hello, everyone!
We’re back at SM64 Hacking (again). The months went gone so fast, but well let’s see…
Someone called “Celux(Skelux)” released a multiplayer hack to the public for everyone to use in the Kaillera client.
I want to tell here, that this hack is not any affiliated with SM64O C:X
We use a very different way, because as you can see in Skelux’s hack, it uses one camera for 2 players, which can be very annoying. SM64O C:X doesn’t has that problem. Every player has it’s own camera and isn’t bound on another players. This was done with a very complicated hack, which still runs fine. We also don’t use the kaillera client, we use our own modificated version of PJ64 (now called: SM64OCX.exe), which contains an own big master server, with servers. However, those servers ARE the SM64 Games, not like the Kaillera client!

This time in SM64O C:X 2.0 Beta we want to add a lot of new things such like new mario animations. As available in older updates you can create own mario animations for weapons, etc. However, some weapons don’t have animations, which caused that mario is stuck at the moving animation, which looks very ugly(O_o). So I want to create some default holding weapon animations, if the creator of the weapon mod didn’t made any special animations for mario. Another point is to create new characters to play with: Guess what first suggestions came up? Yeah! Yoshi. And indeed, Yoshi will be soon playable, with correct moving animations and all that stuff we need.

As of now, we released a new revision, which contains some new beta stuff:

  • [FIX] Wall glitches.
  • [FIX] Rain/snow doesn’t go through walls anymore.
  • [ADD] Added some nice gamemodes for your server(Inspired from UT2004): Assault(Do missions and the first team who success, wins), Double Domination, etc.
  • [ADD] Super Debug can be now used by admins and super admins, however… it’s limited. Admins just get a half to see of Super Debug, while super admins get to see the whole rest. However, only Host can use the last page, which allows to configure the server. (Safety purpose)
  • [CHANGE] Desynchronisation is still a big problem, I now did bought a completly new server and set it up to be used as master server. It decreases desynch about ~78% even with MaxPlayers 40.
  • [CHANGE] As you saw up there, the maxplayer count has increased to 40 players.
  • [MOD] You can now use C to mod SM64OCX.exe. It’s limited, but you can create own Tabs for example. -> To prevent modders to create cheats, we also changed the way of how server/client stuff is transferred. This does make it impossible to modders to create cheating tabs.
  • [ADD] There’s now a new Debug menu called: Mega Debug, which is a GUI(in SM64O C:X, in classic mario style :) ) and contains normal Super Debug options + some nasty features like doing real-time stuff to the ROM. (Can be only used by Host) For example, you can write a real-time ASM code, which directly affects the server. You can also choose C or LUA(limited).

Super Mario 64 – Source Code in C

Currently, we were able to extract a Z64 file… No, we didn’t decompressed it. We were able to restore the real original files from 1995/1996 of SM64! The same we did with our modificated version of SM64O C:X and we found a lot of errors in code. (This was caused by hack programs, those don’t have the source code, which means that every mod isn’t really correctly working)

We now choose that we’re going to release a part of our SM64O C:X Source code. (This means Server Source Code (SSC) and client Source Code(CSC). ) -> In the server source code you can edit some features we added, like the vehicle support… Everything! Just the main source code for the game isn’t available due to copyright issues. (I’m very sorry about that) Just stuff that has been added by us, is editable and you can create own features for it! In CSC you can edit the layout of the GUI (Remember, this just affects the client which has the mod!) and add own made textures for SM64O.

Please remember to update your mod when a new SM64O C:X version has been released, because new versions can cause errors to older versions. Due to safety, we also added auto-disabling method for mods, which aren’t working for the most current SM64O C:X version.

SM64O C:X – Projectiles(and projectile physics too)

We’re currently working at better projectiles (as suggested by several users) with better projectile physics. This is possible and will be done in the next time. Desynch of projectiles are highly possible, which is a problem. Preventing it isn’t really working, but there are couple of ways to rewrite some parts of the original mario 64 objects. For example, I’m going to rewrite some big sized objects. Yep, I’m going to make them less big to make them fast transferable over the server.

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