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SM64O M:X 1.0 – New development

Tarek701 | May 26, 2013

After my SM64 Hack wasn’t really successful, and a lot of retards couldn’t post good levels, I decided to work again on SM64O. This time, I’ve had to rework it again, as you know, I lost all data for SM64O. This time, I made some backups of SM64O everywhere, on USB Cable, external harddrives, etc. SM64O M:X 1.0 is a complete new start, but should allow the same again. By of now, I’ve added the “basic” stuff in there, like the multiplayer code:

  • [ADD] SM64 Multiplayer. You can select Mario or Luigi (The Luigi made by VL-Tone) and modify the color of it. When saved, you will be play as that character. Of course, you can change the clothes everytime.
  • [CHANGE] Modified PJ64 2.1 -> Glide64 Support
  • [ADD] DesynchFix 2.6 (This fixes desynch up to 97%, thanks to messiaen, kluxy, etc.)
  • [ADD] Extended SM64O up to 64MB. (With ROM_Extender by Skelux)
  • [ADD] Project 64 2.1 supports now up to 500MB RDRAM for you.

Project 64 2.1 – RDRAM
RDRAM is provided through PJ64 2.1 settings. However, with the modified version of PJ64, you’re able to accquiere up to 10MB RDRAM. (While you had 4MB and 8MB) How does this work?
For example, you join with your ROM to another ROM’s server. (Which is also a ROM) Then we have a ROM to ROM (RtoR) connection. Through this we get a client-side RAM and a server-side RAM. The server-side RAM contains all game activities like an exploding object. The client-side RAM just receives this call from server-sided RAM.
Ex.:
0x803A5C9D is Yoshi for example (Not really) -> When Yoshi explodes, the server-sided RAM (ROM) will notice that first. This callee will get posted to all client-side RAM’s, through simulating the call there. So, the exactly same machine code format will be pasted into your RAM. So your RAM will also target on 0x803A5C9D, cause you will download caches from there, which will be patched into RAM directly when you join a server.
(Example: Your ROM haves to be completly fresh and clean. When you join a server, it downloads caches as cache.bin, but converts them directly on your PC to cache.dat (so you can’t steal stuff). That cache.dat will be then patched into your RAM, directly when downloading is done and your character gets load.

So, but isn’t it dangerous to paste the exactly same code into client-sides RAM? For example: Yoshi explodes call on server-side RAM will be also used on client-side RAM. Modifieing this could allow to hack the server and play around with it;
Well, that isn’t true. There’s still our master server. This master server registers changes made on the server. If this change was made from a client, the client will be deleted from the server and disconnected. But the next is, that the Yoshi callee is not in direct connection with the server. It resembles a client-server architecture. You and the server are completly apart from eachother. Making it impossible to modify the server-sided RAM. An exactly explaintation of “SM64O client-server architecture documetation” is here:
SM64_NetworkDoc

Now to something else;
As I said, the RDRAM is there to emulate RAM for your ROM. If you join a server, which requieres 8MB RDRAM to run, it will automaticly set it. It will always auto-set to the correct RDRAM value, which can range from 500KB RDRAM up to 500MB RDRAM. To start a server, which emulates up to 500MB RDRAM, we’re providing FlexROM III, which emulates enough RAM memory for your ROM server. It has fast downloading and desynch is eliminated to up to 97%.
Soon, you will be able to buy them.

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