SM64O v9.53b Suggestions + Welcome back, Users!
Tarek701 | September 24, 2011First of all, yesterday i found out a lot of People didn’t found SM64O anymore. I just brought them back here thanks to redirecting websites. Now more than 200.000 Users are invading SM64O Classic again, WELCOME BACK!
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The Other News are i have great things to announce, since SM64O Classic needs a bit more power-up the Suggestions for Beta begins.
So, many know Minecraft and “Repeater” should be added too. Since the Idea isn’t bad.
- A complete Repeater System will be added, like in Minecraft.
- I will add some more realistic effects.
You actually should now stay up for the repeater’s. combined with the Events, the Mario Villains will have an advanced technology and will be able to do a lot more.
Also the Variables will be handled out better, before you could only store 32-bit variables. Since it was quick, but stupid i removed that. You can now save Variables from -129032000 until 129032000 if numbers and you can use word’s that are 23293929 Characters long(for each variable! remember that).
Also, i heard People don’t know C# and wanna use ASM. I answered a lot of times: “NO!” But they asked again and again -.- Until, now everyone brought me to this, i will bring back ASM again! But C# will still stay and be the default.
For those who don’t know what it is:
802E5780 lui a2, 0×1300
802E5784 addiu a2, a2, 0×3068 Yellow coin behaviour
802E5788 lw a0, 0×0020(sp) Get pointer to parent object
802E578C jal 0x8029EDCC Spawn object
802E5790 addiu a1, r0, 0×0074 Yellow coin GFX ID
The behaviour value of the yellow coin (0×13003068) to be spawned is loaded into register a2. The spawn function also needs two other parameters, one of which is a pointer to the parent object (the object whose behaviour spawns the object so that it can be positioned accordingly), which is what a0 is used for (the value was previously saved to the stack and is then retrieved). Lastly, the yellow coin GFX ID (0×0074) is loaded into a1 (note the use of r0, i.e. a1=0+0×0074), but the instruction is after the jal. Thanks to the delay slot, however, register a1 will contain the GFX ID value and then the spawn function will be called.
After the spawn function has finished, the MIPS processor will continue executing from address 0x802E5794. The addiu a1, r0, 0×0074 could have been placed before the jal but a nop (do nothing) would have to be placed after the jal, that is, in the delay slot.
I think that should explain it, but remember:
Because i changed something in the Source Code the ASM Hack’s could crash. That’s because the MIPS Processor couldn’t handle such script’s that time. That’s why i presenting again the modified PJ641.6 emulator: “PJ64 MEGA 1.0″(or Project 64 Mega 1.0). The Mega edition will still emulate the MIPS Processor but the emulation will make it advanced, that means the MIPS Processor could have then(in emulated way): 128-bit(like the GameCube’s Processor). But i can’t just code a new Processor in emulated way. And if i change things like 64-bit to 128-bit will completly destroy the ASM Code. So we still stay at 64-bit, but i will 100% work around at that emulated processor to make that ASM Code to work flawless again.
Also, the repeater technology will be explained now:
Before, everything was easy… Just getting Wrench changing the Object’s Events:
OnActivate -> Client -> Centerprint -> “Hi, I am John.”
Very easy or? but then everything changed. Repeaters are advanced and combined with Event’s you could create epic things.
Dream it: “Animated Objects? That move around or builds theirself?” that would be a cool thing. But the problem is you can’t do it really easy, except the animation part(we could add a special event for it).
People will need a Script that is based on MIPS Processor ASM and on my scripting syntax. Let’s begin. The easy thing:
0x702C4924 lui v0,0Cx8030 — This thing loads the repeater function. At this part MIPS ASM is gone.
{ Object.exits = true then
JAL
}
This is the easy syntax you use. Just use Wrench and click the Repeater and that GUI opens. You can read the rest in the Manual(that will soon appear). Instead of that you can use C#.
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But i will also add a lot of other things to SM64O Classic. Currently you should look out for the repeaters. BTW i also will soon increase the Bound Limits of Level Insertion.
ALSO Very Big News:
I released the new Level Importer(v16) with the new Level Preview. I am hoping everyone likes it.






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