Super Mario 64 Online Release [video]
11–20 of 25 posts
Re: Super Mario 64 Online Release [video]
#12http://sm64hacks.com/hack.php?id=59
As well as Super Mario Odyssey 64 (which let you possess anything from Mario 64 by chucking your hat at it):
https://www.youtube.com/watch?v=YGcsVQB1NAA
Super Mario 64 Maker:
https://www.youtube.com/watch?v=XNZk4ggJkcc
And Super Mario 64 3D World (where he set up the custom abilities the players for Mario 64 Online have):
https://www.youtube.com/watch?v=8ePa_FrSNkI
So if you're interested in this project, you should also check out his previous work. It's amazing.
Re: Super Mario 64 Online Release [video]
#13How do people do things like this? They manage to achieve pretty sophisticated modifications to compiled games without access to the source code. Is it really just disassembly and careful low-level work?
In fact, there are level editors for SM64! Kaze, the creator of this hack, occasionally streams development on twitch; it's a lot of cross-referencing different pieces of accumulated documentation.
Edit: An example of some of the documentation, a list of ROM addresses of various textures: http://wiki.origami64.net/super_mario_64/textures
Re: Super Mario 64 Online Release [video]
#14How do people do things like this? They manage to achieve pretty sophisticated modifications to compiled games without access to the source code. Is it really just disassembly and careful low-level work?
First you need to find code relevant to what you want to do. You can take diffs of memory as you do things in the game to narrow down where the relevant addresses are, and then set breakpoints on read/write to those locations to find relevant code. After that, you can mostly just follow the assembly - you can even read backwards up the call stack by reading to what look like the beginning of a procedure, and searching for jumps to that address. Once you've found the code you want to modify, you just need to find some empty space in the ROM that you can branch out to to write your code.
The trickier bit is if you're in a spot where you need to worry about timing. On older consoles, this included things like changing the HUD or wave effects, etc., since you need to make sure whatever work you do gets done in time for HBlank/VBlank.
Some consoles also had some built in functions that would give you an idea of what code was for, like the lz77 compression on the GBA, which was mostly just used for graphics. Similarly, DMA was most often used for copying sprite data. On newer consoles where code was often compiled from C (rather than assembly with macros), I'm under the impression you can also do things like try to pattern match on the signature of standard library functions.
Re: Super Mario 64 Online Release [video]
#15Re: Super Mario 64 Online Release [video]
#16If you haven't heard, the person behind this mod (Kaze Emanuar) was also responsible for tons of amazing mods of the same game. For example, he also made the incredibly technically advanced Super Mario 64 Last Impact with all new levels, enemies, power ups, bosses and gimmicks: http://sm64hacks.com/hack.php?id=59 As well as Super Mario Odyssey 64 (which let you possess anything from Mario 64 by chucking your hat at i…
Re: Super Mario 64 Online Release [video]
#17Amazing work. If you like this, check out Multi Theft Auto and San Andreas Multiplayer, two mods that add online multiplayer support and scripting capabilities to GTA Vice City and San Andreas. MTA:SA even adds a map editor that works inside the game client itself.
Re: Super Mario 64 Online Release [video]
#18Amazing work. If you like this, check out Multi Theft Auto and San Andreas Multiplayer, two mods that add online multiplayer support and scripting capabilities to GTA Vice City and San Andreas. MTA:SA even adds a map editor that works inside the game client itself.
Mostly of the Lua-script-that-made-cars-rain-from-the-sky-above-random-players kind.
Re: Super Mario 64 Online Release [video]
#19Re: Super Mario 64 Online Release [video]
#20With all of the brand new models I'm assuming he either imported or created from scratch (e.g. Peach, Rosalina, Waluigi, Toad, etc), it's a little puzzling why his Luigi is still a palette-swapped Mario instead of going for the longer-thinner variety that's been pretty standard to Luigi's character for over a decade.