Super Mario 64 Online

SM64O, the first online hack!
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Tarek701 helping me for my projects! + SM64O Classic v9.55_05b Beta release -1- (DO NOT CREATE A MOD OF THIS! IT’S NOT STABLE YET!)

Tarek701 | November 18, 2011

I’ve tried all the time, to create the method to make video’s into SGUI’s or the event scripting in dialogs.

I decided to pack that event scripting into a default add-on that can’t be removed, edited.

The pack is actually a extension for dialogs.

The original dialogs contained:

  • Saving/Exit – Happened if you found a star or won a race against Koopa.
  • Star select.

the extension will contain:

  • Dialog talking – Like if you press this button, this happens etc.
  • Connect to INET – Connecting to internet, example for knowing a RSS Blog.
  • Command’s – A type of dialog where you can give in Lua, Java 64 or AS etc. scripts, that will directly be executed in-game. You should make it admin only.
  • GUI, in Dialogs – Think of it: PHP websites in Dialogs? Would be great or? with this it will be possible.

Also, the types can be used together.

I decided to release the next Beta again, so only high ranked beta testers will get this. All other beta testers have still to wait for the stable release.

UPDATES:

  • SGUI ( the uber new awesome GUI, you saw in the Buy Page! )
  • SACS – Yes. Now hackers have no chances anymore.
  • Able to program in banks, in other words: Bank programming.
  • Making classes in Lua and AS is possible now. In Java 64 it is always possible :D
  • Java 64 Scripting support added. Modders can use it also for programming mods!
  • Defining videos is still not possible — sorry!
  • SM64′s XML Standard System. Allows you to use .xml files in SM64!
  • Extended MIO0 Compression format, you are able to lock your add-ons now, so your Source Code cannot be edited.
  • Extension pack for Dialogs. See up.
  • SAPO client information system. Sends information for clients and servers now dynamically. It also allows Modders now to start open connections that are safed via SSL Certificates.
  • Fixed Bugs:
    • Fixed not being able to connect to a server if you are missing a decal or item icon texture
    • Fixed “a bitmap was deleted during the course of gameplay” error
    • Removed “ERROR: Container::castRay() – invalid start/end points!” console spam
    • Fixed issue where console spam consumed excess memory on dedicated server
    • Changing your admin status while in a minigame no longer causes your name to turn black
    • /commands now support unlimted arguments
    • Improved error handling of paint color set
    • If the colorset.txt file is missing, a default will now be created
    • mClamp() and mClampF() console functions added
    • Command arguments are now echoed to console to aid in trouble shooting
    • Error message is displayed when key.dat file is not writable
    • Damage while crouching balance tweaks
    • Improved error checking on removeTaggedString() function
    • Loading bar text is now outlined
    • Fixed vehicle explosion not showing up in terrain repeats
    • Particle emitters now scale to fill the brick they are attached to
    • Improved error handling of old dso formats
    • Jeep run-you-over damage tweaked, now based on relative velocity
    • e(); function now works with add-ons directory (short hand partial name matching exec function)
    • Fixed erroneous “client has no brick group” error message
    • Musiclist.cs moved from base/data/sound/music to base/config/server
    • Error message displayed in console when you exceed the maximum number of datablocks
    • Fixed issue where banning people from the clear bricks menu did not save their name to the ban list
    • Fixed stack corruption bug around display initialization – may fix some alt-tab and startup crashes
    • Fixed scoping issues with bricks that would cause “did not find profile” error spam in console
    • Fixed scoping issues with lights that would cause excessive bandwidth use

I also please every Modder:

DO NOT CREATE A MOD OF THIS! It’s still in Beta and a new mod isn’t needed. If i see Mod’s or any modification of SM64O Classic Beta then you will get no updates anymore for Source Code and Engine.

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SM64O Classic Forum “Points + SM64O Classic v9.55_5.1b maybe releasing!

Tarek701 | November 17, 2011

If you look now at the forum’s, you will see the new Points System. There you can buy some exciting things! Same goes for SM64O Classic v9.55_5.1b i will maybe release it and you need 1290.00$ for this(Not real dollar’s, actually points!). But the Point and shop system doesn’t work right yet.

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SM64O Classic v9.55_05 Progress report – why i post this? Because people are too much egoistic!

Tarek701 | November 15, 2011

So, Citrine and some other random people PMed me or wrote in the comments how stupid i am and i don’t post progress. The reason is: I cannot post everyday a fucking progress. I need time. It’s like begging for a buggy Tool. If you don’t understand it, don’t post here. That’s also a new rule + Begging posts about progress, source code, beta etc. will be removed and results in IP-Ban for 2 months.

Now to the progress:

  • Working on the extension of the MIO0 compression format. More here
  • Possibility to define Event coding while in-game via Dialogs. Great feature! But needs alot of work!
  • Allowing to define Video’s in SGUI’s!
  • Possibility to make Classes in AS and Lua.
  • If statements and while statements are now alot better and are looking same like C# but has differences. More later!
  • SM64′s XML Standard system. Means support for xml files, and for its use.
  • Bringing back Java 64. So main add-on making features will be: Java and Lua.
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SM64O Classic v9.55 – Estimated release date + SM64O Classic v9.55 Preview!

Tarek701 | November 10, 2011

The work will take longer as i have thought, but i have set now a possible release date for SM64O Classic v9.55.

It will be on:

12/22/2011

Before christmas, yeah. But still a gift to everyone!

I have to work still on it, and there are very big things going to be added such like SGUI, bank programming, graphic update and alot more! So expect something big this time!

Also, the next version after v9.55 will maybe v10 or v9.70 then v9.87 and then v10.

What is going to be added?:

  • Bank programming.
  • SGUI(The advanced GUI format) look at the “Buy” page very down and you see the new GUI.
  • Graphic update. We use now as Graphic Engine: OGRE! No USNA anymore!
  • Variables for awesome physic, the Mario Eye controlling variable!
  • Exploits, Hacks fixed + SACS the Anti-Cheating System.
  • SAPO Client sending system. This System should provide sending information to clients better. So open connections cannot hurt someone anymore.
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SM64O Classic v9.55_05b – Bank programming +

Tarek701 | November 8, 2011

In the SM64 ROM there are Banks, that store objects, weapons, etc.

To program a bank, you have to use the program structure of the MIO0 compression format. The feature will be added, so you can finally create a real database and modifying it.

The banks its self does exists forever, but creating them by hand is a bit hard.

Before banks were used to store objects, npc’s and everything. Now we can use it for text files, variables etc.

This will be one of the main features in SM64O Classic v9.55 and will be also available in the Source Code for the modders to edit.

What banks normally contain:s

--Geo/Scr: Contains Geometry Layout commands and/or Level Script commands (Loaded using command 0x17)

--Lvl Scr: Contains main Level Script commands  (Loaded using command 0x00)

--Poly/Tex: Contains GBI polygon commands, textures and sometimes level objects (0x42 and 0x43). Originally loaded using 0x18 from compressed MIO0 data in the ROM, but in the extended ROM the data is
uncompressed and loaded with 0x17.

--Tex: Contains only textures, MIO0 data loaded using command 0x1A. In the extended ROM, the data is uncompressed, but in a MIO0 wrapper because the game will crash if 0x17 is used to load the
uncompressed data from a 0x1A MIO0 bank. The addresses provided here point to the start of the uncompressed data, the MIO0 header is found just before.

The first number (from 001 to 149) is used internally by TT64 to refer to banks in a level-independent maner.

As you can see there are alot of banks available.

But what actually is now a bank, read this to finally understand it:

In SM64, they are sections of the Rom which are loaded into memory which are used by the course (or other places such as the title) to access models, scripts, sounds and many other things.

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Remember SM64O Firmware? + History of SM64O

Tarek701 | November 3, 2011

Many people have asked me why Tarek701 (the main developer of SM64O) calls SM64O “firmware”. In fact that is because it is a kind of core for SM64. SM64O has gone through so many transformations that it is now a pretty special project that is no longer just a “classic” hack, but an almost stand-alone program that performs the tasks to make SM64 run normally in online mode. This included a lot of technical work, also the synchronization of objects, characters, and much more. However, this could not all be incorporated into a simple SM64 hack. So instead we decided to implement SM64O together with a heavily modified Project64. So a lot of the work is done by the emulator (which isn’t really an universal emulator anymore, since it will only start SM64O), while the actual SM64 hack (which is called SM64O) contains essential modifications that add to the overall experience of the online game (like extending the ObjSpawn limit, etc).

Although this might somehow seem reasonable, we still decided to drop the name “firmware” when the v6.00 release became available because I personally think it’s not quite fitting and confuses too many people.

The History of SM64O

Now, back in 2007, Tarek701 had the idea of creating Super Mario 64 “online”. Following on from Super Mario 64 DS, in which the Nintendo developers made a Versus mode available via DS Download Play, so that you could play with four players (but unfortunately no Co-Op), he had the idea of developing an SM64 hack that would enable an online mode for SM64. This goal was certainly not easy, because unlike the Nintendo DS, the Nintendo 64 had no online function and also the N64 emulators implemented Netplay only barely or rather half-heartedly. So he put together a team and started to work on the biggest project for him until today. We first modified SM64 and wrote some assembly code, and made a good foundation for the online function (e.g. optimizations for loading/unloading objects near Mario, removal of limitations of the ObjSpawn function, etc.). Later we heavily modified the source code of the Project64 emulator (v1.4) and implemented an online function (we abandoned Kaillera and developed our own strategy), developed a kind of pseudo-homebrew that runs a master server and then loads the corresponding server list via the online function in the emulator, set nicknames, administrator/moderator rights to keep its server clean from trolls, etc. Over time many useful features have been added.

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SM64O Classic v9.55_03b RELEASED – Beta closed!

Tarek701 | November 2, 2011

Beta is closed now, no one can access the beta master server anymore, you notice if you start-up your Game again(if you are beta tester) then it will make a rollback to SM64O Classic v9.53.

Im thanking everyone for testing, now im going and take some developers and coding a bit around with the new Engine, that could take some days. SM64O Classic v9.55 will be released before 3th december 2011.

While we develope, there will be no great updates for v9.53. Exploits, hacks etc. will be not fixed while in that. But im actually safe that the Security System(which will also be be updated) will kick or ban the player from the server.

Yes, im also going to update the Anti-Hack System:

SACS(Super Anti-Cheating System)

That System will do following if you hack:

  • Your key will be revoked instantly, no recovery.
  • You get banned from all servers, if you have another key.
  • You get banned from my blog, the forums etc. No one wanna a hacker in the forums that is disagreeing he was hacking.

All this goes same for using Aimbot, No-Clip cheating etc. all these illegal things will make your life even worse. Don’t hack, don’t cheat and you will be safe and have no problems.Just to know:

“Bypassing this system is impossible if you try it you risk a ban and are gone forever. The system uses a special function that detects changes on the client and server. If the connection between Server and client is manipulated then the same happens(Ban). This system was completly coded in C++ and Java and will be not available in the Source Code Pack, it will be automaticly downloaded if you authenticate with my Server as a .dat and .exe file.”

I wish you good luck with getting banned.

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Happy Halloween, SM64O v9.55_02b RELEASED!!!

Tarek701 | October 31, 2011

So it’s here. The great SM64O v9.55_02b.

What’s new?

  • Complete Upgrade of the Engine. Look at the Page “Buy” and be fantastic.
  • Way better GUI
  • Alot of new functions, including the Lua coding ability.
  • Added 2 Extra custom object packs for Zombie Servers, because it is Halloween :D

To the modders:

Upgrade your Engine to v3.0.1 since it is needed else your mod will not work.

Just to know: Game sellings are cancelled until SM64O Classic v9.55 is released.

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Another SM64 Source Code RELEASE!!! SM64Source v2.0.0 IS HERE!!!

Tarek701 | October 30, 2011

I decided now to release the whole and restly source Code (still unfinisiehd and not documented).

I’ve added now the AI part of our own made game engine etc. actually i finally released the whole source code. Now you are able to completly mod SM64O.

I think that should be enough. To get the Source code(if you are a modder) go in-game and press request PW or Request SRC and you get Engine and source.

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Modders are now allowed to sell their Mods for money + SM64O Engine v2.90 RELEASED!!!

Tarek701 | October 29, 2011

I changed the license a bit, you may as modder sell your Mod for real money.

To get your Mod accepted to Community officiall ones then following requierments must be right:

  • The source code you got must be validated and i check if you stolen it, if you stole it then i will go with legal law against you + Your mod won’t get accepted.
  • If you sell your Mod and the price goes over 10$ your Mod will also be not accepted. All mods selled under 9$ gets accepted. Mods aren’t something special.
  • You have to agree the Terms Of Service.
  • If your Mod is very bad quality(what actually shouldn’t happen because i only choose the good ones, but if) then it will be put into the Bargain Bin where all poor quality mods goes.
  • Mods will be NOT accepted if you did crappy coding on it, like changing the LUA codes etc. I check every mod before releasing. Exploits may cause the Servers to crash etc.
  • Mods will be NOT accepted if they have open connections which can anyone access to. It’s horrible and dangerous.
  • Mods that remove the original credits to Messiaen and the Nintendo Team will be not accepted. The License allows to you to do more, but not to remove all the credits to the original authors.

These rules are for all current modders(Exactly: 689)

ALSO! The SM64O Engine v2.90 has been released. Just to know as validated modder you get the Engine in-game, to prevent stealing.

Features:

  • GUI Editor(full functionality).
  • Mission Editor
  • GFX Editor
  • Animation Editor
  • Physic Editor
  • AI Bot Editor
  • Network Editor
  • Alot more features for user-friendly editing.

Go in-game(to modders) and you see a updating bar on your Screen. Now update and be surprised what new things you are allowed to do. That all is just 450MB big. I think that should be okay.

Good luck!

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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!

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