Super Mario 64 Online

SM64O, the first online hack!
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SM64O M:X r57 RELEASED! + Patches, lot of patches

Tarek701 | June 16, 2013

Today, I’ve released the new r57 of SM64O M:X. Yes, I’m sorry. Actually, I’ve wanted to release this version on June 11, but well… I had to fix some errors, which occured.

UPDATES:

  • [ADD] EEP Savefile feature.
  • [ADD] New menu layout.
  • [FIX] Exploit patched.

Then to something else. The last 6-7 days, some hackers discovered a little exploit, that allowed to change server-sided stuff. They used some MIPS Assembling and discovered how to trick the server. I’ve patched this once for all now.

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SM64O M:X r41 – Development Part 4

Tarek701 | June 10, 2013

Today, I was working with the save file. (.EEP) Through this, you can save your current state to the servers ROM folder. Those savefiles are ordered and store the binary data, which is responsible to check if the ROM save file is yours.

With the savefiles you’re able to save in future RPG stuff or anything else. Of course, it will be saved on the ROM folder of the Server or else this wouldn’t make much sense. Lol. Just saying: The .eep files are not compiled or anything, allowing the server owner only to edit the files. If you notice, that he cheats or changes your values, then stop crying. Go to the forums and post it into the “Drama” forums, so in future people won’t join that server. No, really. I don’t have the fucking time to write another compiling algorithm just to prevent “cheating” hosts. If a server owner is cheating, then leave the server and don’t play it.

I will release the new revision tomerrow.

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SM64O M:X r29 – Development Part 3

Tarek701 | June 1, 2013

Today, we’re going to release another version of SM64O M:X

UPDATES:

  • [ADD] Able to code gamemodes now.
  • [ADD] Limited Vehicles
  • [ADD] Mega Debug v2.0 (The very improved one. Super Debug by messiaen was old. We improved with Mega Debug A lot of stuff! It contains the admin menu, build menu, etc.)
  • [ADD] Lua script support for in-game and tabs for PJ64 2.1 ME.
  • [FIX] Polygons are dynamically now. This should prevent the messed up shit in future.

Upcoming stuff:
Improving SM64 Physics Engine.
The SM64 Engine(more specifically: N64 Engine) has a lot of nice features, but some of them are pretty glitched up and have to be bypassed through complex coding. We’ve decided to improve the SM64 Engine, like it’s physics engine etc. -> This will be done through the emulator, for the most. Next will be “Dynamic Lighting”. For example, you set an invisible object, with no purpose. The Emulator can get this object, and emulate dynamic lighting. Through Glide64 coding, we can actually make this true. This would mean, that we get a really fucking new SM64, however still with old classic mario, etc.

We’re going to add projectile physics, in this case emulated bullets. As you know, an object costs a lot of RDRAM in N64. When a server haves over 20 players, shooting all around, it still can be annoying. Yes, of course. The server can have over 100MB RDRAM, but still it could crash several ROMs, because the original N64 never had a lot of RDRAM like that. Through this we’ve decided to make emulated objects, which don’t really exists. But those emulated bullets can be seen by everyone who uses PJ64 2.1 ME. But because PJ64 2.1 ME MUST be used to play SM64O, everyone will see it. But it doesn’t really exists, the bullets. However, the actions are programmed and so the player dies if the bullet has hit him. The best on this thing is: We have a way better control of emulated bullets, than in-game (actually existing) bullets. For example, it’s really hard to set the right configuration when bullets are shot in-game. Speed, gravitation all that can be sometimes completly messed up. With emulated bullets, we can easily send the packets outside of the game and create actions from them into game.

Now to graphically stuff:
I said, that we’re going to add Dynamic Lighting.
Pretty nice, or? This should give SM64 a more better atmosphere and should allow others to make better hacks. I will release the modified PJ64 2.1 emulator soon, however without the features, which were only supposed to be for SM64O (like the gameshark patcher, login, etc.) and I will add the cheats tab, of course, which doesn’t exists in our version, to prevent hackers and cheaters.

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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

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