<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Hack64 - All Forums]]></title>
		<link>https://hack64.net/</link>
		<description><![CDATA[Hack64 - https://hack64.net]]></description>
		<pubDate>Tue, 03 Nov 2026 05:54:45 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Ai]]></title>
			<link>https://hack64.net/thread-414.html</link>
			<pubDate>Sun, 25 May 2025 03:44:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=3163">Garrettevoni</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-414.html</guid>
			<description><![CDATA[I realize this is sudden but this grabbed my attention today, there is a lot of individuals who think that artificial intelligence is the way forward and will transform the way we exist but to be honest I am yet to see any differences in my day to day life that are not on my smartphone. <br />
 <br />
Why would anyone bring some robot into their house too let alone from some random user digitally. <br />
 <br />
What do you folks say? Would you rely on a bot android from someone you are unfamiliar with? <br />
 <br />
I know tech giants like Meta, Amazon, and Standard Unions are working on a platform for this, although I am not sure if I would trust these businesses in my house.]]></description>
			<content:encoded><![CDATA[I realize this is sudden but this grabbed my attention today, there is a lot of individuals who think that artificial intelligence is the way forward and will transform the way we exist but to be honest I am yet to see any differences in my day to day life that are not on my smartphone. <br />
 <br />
Why would anyone bring some robot into their house too let alone from some random user digitally. <br />
 <br />
What do you folks say? Would you rely on a bot android from someone you are unfamiliar with? <br />
 <br />
I know tech giants like Meta, Amazon, and Standard Unions are working on a platform for this, although I am not sure if I would trust these businesses in my house.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Luigi64]]></title>
			<link>https://hack64.net/thread-386.html</link>
			<pubDate>Tue, 07 Mar 2023 20:38:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=1320">GManTheMarioGuy</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-386.html</guid>
			<description><![CDATA[[video=youtube]http://https://youtu.be/lGgpxQ60fnA[/video]<br />
I Made A Luigi64 Rom Hack In HackerSM64 (It's Like A New Decomp Repo It's Hard To Explain) I Added Attachment (Attachment Has Patch Download For Luigi64)<br />
<hr class="mycode_hr" />
If You Don't See The Attachment (I Don't) Here It Is On Google Drive: <a href="https://drive.google.com/file/d/19juCHrWWETi6tWa0_GbgVVutMXw-srdv/view" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/19juCHrW...-srdv/view</a>]]></description>
			<content:encoded><![CDATA[[video=youtube]http://https://youtu.be/lGgpxQ60fnA[/video]<br />
I Made A Luigi64 Rom Hack In HackerSM64 (It's Like A New Decomp Repo It's Hard To Explain) I Added Attachment (Attachment Has Patch Download For Luigi64)<br />
<hr class="mycode_hr" />
If You Don't See The Attachment (I Don't) Here It Is On Google Drive: <a href="https://drive.google.com/file/d/19juCHrWWETi6tWa0_GbgVVutMXw-srdv/view" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/19juCHrW...-srdv/view</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ProjectGMan (Still In Development)]]></title>
			<link>https://hack64.net/thread-385.html</link>
			<pubDate>Mon, 27 Feb 2023 17:57:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=1320">GManTheMarioGuy</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-385.html</guid>
			<description><![CDATA[Im Working On A Rom Hack Called ProjectGMan Here's A Video (It's Still In Development): &lt;iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/yMftT8D4n5Q" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Im Working On A Rom Hack Called ProjectGMan Here's A Video (It's Still In Development): &lt;iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/yMftT8D4n5Q" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[In a permanent loop that cannot be exited, Verify ROM and ROM Settings"]]></title>
			<link>https://hack64.net/thread-327.html</link>
			<pubDate>Fri, 10 Dec 2021 12:15:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=833">Artorol</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-327.html</guid>
			<description><![CDATA[<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">So today, I was busy making a sm64 ROM hack just because I was bored, and it worked to start for a while, but today, when I tried to launch my ROM hack, a message came on the screen saying "In a permanent loop that cannot be exited, Verify ROM and ROM Settings"</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">If somebody has a fix for this error, please reply ASAP.</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Programs I ROM hack with (incase that helps): SM64 Text Manager, Quad64 and N64 Sound Tool.</span></span><br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Emulator I use: Project 64</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Thanks! - Artorol</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">So today, I was busy making a sm64 ROM hack just because I was bored, and it worked to start for a while, but today, when I tried to launch my ROM hack, a message came on the screen saying "In a permanent loop that cannot be exited, Verify ROM and ROM Settings"</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">If somebody has a fix for this error, please reply ASAP.</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Programs I ROM hack with (incase that helps): SM64 Text Manager, Quad64 and N64 Sound Tool.</span></span><br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Emulator I use: Project 64</span></span><br />
<br />
<br />
<span style="color: #141414;" class="mycode_color"><span style="font-family: BlinkMacSystemFont, -apple-system;" class="mycode_font">Thanks! - Artorol</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Importing Blender File into Mod Manager (I need to replace some NPC Models)]]></title>
			<link>https://hack64.net/thread-325.html</link>
			<pubDate>Mon, 01 Nov 2021 23:49:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=677">Crocodillian_SM64</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-325.html</guid>
			<description><![CDATA[I've been using SM64 Decomp and Fast 64 plugin for blender to create my romhack and the custom models to replace the enemies  and mario's model with, but I wanted too see how Rom Manger could help me. Long Story Short, it's amazing, But I don't quite understand how to replace models for Mario, Goomba, both Small and Big Bully (LLL), Bob-omb, and King Bob-omb.<br />
<br />
How can I use Mod Manger to relace the models for the characters listed above?<br />
<br />
The only tutorial that I could find about this is this: <a href="https://www.youtube.com/watch?v=xtgMXFeVHuQ" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=xtgMXFeVHuQ</a><br />
But this tutorial dose not show what model he is importing into Rom Manager or How the model was made, and what software was used to create the model.<br />
<br />
Any advise will be appreciated!]]></description>
			<content:encoded><![CDATA[I've been using SM64 Decomp and Fast 64 plugin for blender to create my romhack and the custom models to replace the enemies  and mario's model with, but I wanted too see how Rom Manger could help me. Long Story Short, it's amazing, But I don't quite understand how to replace models for Mario, Goomba, both Small and Big Bully (LLL), Bob-omb, and King Bob-omb.<br />
<br />
How can I use Mod Manger to relace the models for the characters listed above?<br />
<br />
The only tutorial that I could find about this is this: <a href="https://www.youtube.com/watch?v=xtgMXFeVHuQ" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=xtgMXFeVHuQ</a><br />
But this tutorial dose not show what model he is importing into Rom Manager or How the model was made, and what software was used to create the model.<br />
<br />
Any advise will be appreciated!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Replacing the black Bob-omb model. (Please help)]]></title>
			<link>https://hack64.net/thread-324.html</link>
			<pubDate>Tue, 19 Oct 2021 02:25:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=677">Crocodillian_SM64</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-324.html</guid>
			<description><![CDATA[I am at an impasse. (While waiting for replies, I will work on the level I have been working on for weeks) <br />
<br />
For my rom hacking project, I need to replace the models of some of the enemies in the game, with custom models. While replacing the models for Mario, Goomba and King Bob-omb was simple enough, using the instructions from these videos.<br />
<br />
<a href="https://youtu.be/2esvnWE3QsE" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/2esvnWE3QsE</a><br />
<a href="https://youtu.be/hsRK8mzbABg" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/hsRK8mzbABg</a><br />
<br />
I need extra help replacing the model for Bob-omb. The first attempt, Ubuntu gave me an error that said something along the lines of "No reference to bobomb_buddy_geo". So then I looked at the Fast 64 menus, and the menu for the actor exporter told me save the model in a separate folder if a Geo file contains 2 objects. (The bob-omb geo file contains the geo data for both Black bob-ombs and Bob-omb Buddies). After exporting the model to a new folder and compiling, Ubuntu gave me these errors. <br />
<br />
"build/us/actors/common0_geo.0: (data+0x65c): undefined reference to 'bobomb_seg8_dl_08022D08'<br />
build/us/actors/common0_geo.0: (data+0x684): undefined reference to 'bobomb_seg8_dl_08022D08'"<br />
<br />
There was a 3rd and final attempt before craving in to my inherit need to ask for help - but I got the same errors. I used the DL Exporter tool to save the model's header.h and model.inc.c files to a folder where I keep all of the assets for my rom hacking project. seemingly I could put the contents of the header.h file in a group file that's in the .h format. and I could place the contents of the model inc file in the bob-omb's model inc file, similar to how you'd replace the title screen logo in this tutorial. I feel like this is the way I have to replace the black bob-omb model, but I could be wrong. <br />
<br />
<a href="https://youtu.be/EqJde2Hh340" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/EqJde2Hh340</a><br />
<br />
Any attempt to compile the game  after the model was exported after that last attempt would not let the level where the bob-omb object was put in, not change the level. So the Bob-omb would not spawn as if the level itself was never edited. <br />
<br />
I've tried everything that I have learned and unfortunately none of those things that I've learned worked, but has seemingly gotten me closer to success (maybe). <br />
<br />
This is where I am stuck, the point to where I need to ask for help. Any advice will be appreciated. <br />
<br />
My apologies for poor grammar, it is currently 10:22 PM (the dead of night) and I just feel tired and exhausted from working on this project all day.<br />
<br />
Tools/ software I am Using:<br />
Blender w/ Fast64 plugin<br />
Visual Studio Code<br />
Notepad++<br />
Project 64]]></description>
			<content:encoded><![CDATA[I am at an impasse. (While waiting for replies, I will work on the level I have been working on for weeks) <br />
<br />
For my rom hacking project, I need to replace the models of some of the enemies in the game, with custom models. While replacing the models for Mario, Goomba and King Bob-omb was simple enough, using the instructions from these videos.<br />
<br />
<a href="https://youtu.be/2esvnWE3QsE" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/2esvnWE3QsE</a><br />
<a href="https://youtu.be/hsRK8mzbABg" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/hsRK8mzbABg</a><br />
<br />
I need extra help replacing the model for Bob-omb. The first attempt, Ubuntu gave me an error that said something along the lines of "No reference to bobomb_buddy_geo". So then I looked at the Fast 64 menus, and the menu for the actor exporter told me save the model in a separate folder if a Geo file contains 2 objects. (The bob-omb geo file contains the geo data for both Black bob-ombs and Bob-omb Buddies). After exporting the model to a new folder and compiling, Ubuntu gave me these errors. <br />
<br />
"build/us/actors/common0_geo.0: (data+0x65c): undefined reference to 'bobomb_seg8_dl_08022D08'<br />
build/us/actors/common0_geo.0: (data+0x684): undefined reference to 'bobomb_seg8_dl_08022D08'"<br />
<br />
There was a 3rd and final attempt before craving in to my inherit need to ask for help - but I got the same errors. I used the DL Exporter tool to save the model's header.h and model.inc.c files to a folder where I keep all of the assets for my rom hacking project. seemingly I could put the contents of the header.h file in a group file that's in the .h format. and I could place the contents of the model inc file in the bob-omb's model inc file, similar to how you'd replace the title screen logo in this tutorial. I feel like this is the way I have to replace the black bob-omb model, but I could be wrong. <br />
<br />
<a href="https://youtu.be/EqJde2Hh340" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/EqJde2Hh340</a><br />
<br />
Any attempt to compile the game  after the model was exported after that last attempt would not let the level where the bob-omb object was put in, not change the level. So the Bob-omb would not spawn as if the level itself was never edited. <br />
<br />
I've tried everything that I have learned and unfortunately none of those things that I've learned worked, but has seemingly gotten me closer to success (maybe). <br />
<br />
This is where I am stuck, the point to where I need to ask for help. Any advice will be appreciated. <br />
<br />
My apologies for poor grammar, it is currently 10:22 PM (the dead of night) and I just feel tired and exhausted from working on this project all day.<br />
<br />
Tools/ software I am Using:<br />
Blender w/ Fast64 plugin<br />
Visual Studio Code<br />
Notepad++<br />
Project 64]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Strange SM64 Decomp Error...(Please Help me)]]></title>
			<link>https://hack64.net/thread-323.html</link>
			<pubDate>Fri, 08 Oct 2021 01:23:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=677">Crocodillian_SM64</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-323.html</guid>
			<description><![CDATA[Hello! I was following the instructions from the minor tweaks page to skip the Peach intro when you start a save file with no stars collected. However, the complier gives me this exact error message. <br />
<br />
src/game/level_update.c: In function 'init_level':<br />
src/game/level_update.c:1322:1: error: expected declaration or statement at end of input<br />
 1322 | }<br />
         | ^<br />
<br />
The error has nothing to do with the code the page told me to edit, and I have no clue on how to fix it! The error has something to do with a formatting issue revolving around missing brackets (These symbols: {}), but there is no missing or out of place brackets, so what's causing the error and preventing me from compiling the rom? <br />
<br />
Tweaks Page I am referring too:<br />
<a href="https://hack64.net/wiki/doku.php?id=super_mario_64:minor_decomp_tweak" target="_blank" rel="noopener" class="mycode_url">https://hack64.net/wiki/doku.php?id=supe...comp_tweak</a><br />
<br />
The Romhacking Tools I am using:<br />
Blender<br />
Fast64<br />
SM64 Decomp<br />
Ubuntu]]></description>
			<content:encoded><![CDATA[Hello! I was following the instructions from the minor tweaks page to skip the Peach intro when you start a save file with no stars collected. However, the complier gives me this exact error message. <br />
<br />
src/game/level_update.c: In function 'init_level':<br />
src/game/level_update.c:1322:1: error: expected declaration or statement at end of input<br />
 1322 | }<br />
         | ^<br />
<br />
The error has nothing to do with the code the page told me to edit, and I have no clue on how to fix it! The error has something to do with a formatting issue revolving around missing brackets (These symbols: {}), but there is no missing or out of place brackets, so what's causing the error and preventing me from compiling the rom? <br />
<br />
Tweaks Page I am referring too:<br />
<a href="https://hack64.net/wiki/doku.php?id=super_mario_64:minor_decomp_tweak" target="_blank" rel="noopener" class="mycode_url">https://hack64.net/wiki/doku.php?id=supe...comp_tweak</a><br />
<br />
The Romhacking Tools I am using:<br />
Blender<br />
Fast64<br />
SM64 Decomp<br />
Ubuntu]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Black screen when entering castle]]></title>
			<link>https://hack64.net/thread-318.html</link>
			<pubDate>Wed, 08 Sep 2021 05:31:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=603">ilovescratchcie</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-318.html</guid>
			<description><![CDATA[<span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, sans-serif;" class="mycode_font">When I enter the castle it doesn't use the inside castle level instead it just uses a black screen, I'm using Mupen64 0.5.1, What emulator can prevent that? <img src="https://hack64.net/images/smilies/undecided.png" alt="Undecided" title="Undecided" class="smilie smilie_20" /> </span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, sans-serif;" class="mycode_font">When I enter the castle it doesn't use the inside castle level instead it just uses a black screen, I'm using Mupen64 0.5.1, What emulator can prevent that? <img src="https://hack64.net/images/smilies/undecided.png" alt="Undecided" title="Undecided" class="smilie smilie_20" /> </span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[After Applying Patch or Changing Textures In A Rom...]]></title>
			<link>https://hack64.net/thread-316.html</link>
			<pubDate>Wed, 04 Aug 2021 16:33:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=527">NostalgicMemoriess</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-316.html</guid>
			<description><![CDATA[it shows me a white screen after the title screen, no save screen...]]></description>
			<content:encoded><![CDATA[it shows me a white screen after the title screen, no save screen...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How To Detect SM64 ROM Versions In C]]></title>
			<link>https://hack64.net/thread-314.html</link>
			<pubDate>Sun, 04 Jul 2021 03:04:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=395">alex_free</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-314.html</guid>
			<description><![CDATA[void check_rom()<br />
{<br />
// Read byte by byte so endian-ness is irrelevant<br />
    fseek(rom, 0, SEEK_SET);<br />
// 59th byte starts region ID<br />
    fseek(rom, 59, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
    <br />
    if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x4A) //NSMJ in hex, both OG japan and shindou ROMs contain this<br />
    {<br />
    fseek(rom, 0, SEEK_SET);<br />
// 35th byte starts ER M in OG japan and ERMA in shindou, how convenient. This is because shindou says the game name is SUPERMARIO64, all other versions say SUPER MARIO 64<br />
    fseek(rom, 35, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
        if(rom_byte_1 == 0x45 && rom_byte_2 == 0x52 && rom_byte_3 == 0x20 && rom_byte_4 == 0x4D) //ER M in hex<br />
        {<br />
        printf("Validated ROM as .z64 Japan\n");<br />
        }<br />
        else if(rom_byte_1 == 0x45 && rom_byte_2 == 0x52 && rom_byte_3 == 0x4D && rom_byte_4 == 0x41) //ERMA in hex<br />
        {<br />
        printf("Validated ROM as .z64 Shindou Edition\n");<br />
        }<br />
        else<br />
        {<br />
// Should be impossible<br />
        printf("Error: Can not figure out if this is the original Japan or the Shindou Edition ROM!\n");<br />
        end_input = TRUE;<br />
        }<br />
    }<br />
    else if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x45) //NSMJ in hex<br />
    {<br />
    printf("Validated ROM as .z64 USA\n");<br />
    }<br />
    else if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x50) //NSME in hex<br />
    {<br />
    printf("Validated ROM as .z64 PAL\n");<br />
    }<br />
    else<br />
    {<br />
    fseek(rom, 0, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
        if(rom_byte_1 == 0x37 && rom_byte_2 == 0x80 && rom_byte_3 == 0x40 && rom_byte_4 == 0x12) // First 4 bytes of a little endian sm64 rom which is NOT supported<br />
        {<br />
        printf("This is a little-endian, .n64 format SM64 ROM file. SM64GSW requires a big-endian, .z64 format SM64 ROM file.\n");<br />
        end_input = TRUE;<br />
        }<br />
        else<br />
        {<br />
        printf("Error: This does not appear to be a valid SM64 ROM!\n");<br />
        end_input = TRUE;<br />
        }<br />
    }<br />
}<br />
<br />
This is a little snippet of the SM64GSW v1.4 I'm working on, and I thought this could be useful to others. The above code was figured out by myself using a hex editor on various .z64 (A.K.A Big-Endian PROPER file format ROMs). This is 3-BSD licensed as SM64GSW is 3-BSD licensed (but does not include this code yet) <a href="https://github.com/alex-free/sm64gsw" target="_blank" rel="noopener" class="mycode_url">https://github.com/alex-free/sm64gsw</a> . Of course simple file markers are not copyrightable so feel free to use them in other software, no matter the license <img src="https://hack64.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[void check_rom()<br />
{<br />
// Read byte by byte so endian-ness is irrelevant<br />
    fseek(rom, 0, SEEK_SET);<br />
// 59th byte starts region ID<br />
    fseek(rom, 59, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
    <br />
    if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x4A) //NSMJ in hex, both OG japan and shindou ROMs contain this<br />
    {<br />
    fseek(rom, 0, SEEK_SET);<br />
// 35th byte starts ER M in OG japan and ERMA in shindou, how convenient. This is because shindou says the game name is SUPERMARIO64, all other versions say SUPER MARIO 64<br />
    fseek(rom, 35, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
        if(rom_byte_1 == 0x45 && rom_byte_2 == 0x52 && rom_byte_3 == 0x20 && rom_byte_4 == 0x4D) //ER M in hex<br />
        {<br />
        printf("Validated ROM as .z64 Japan\n");<br />
        }<br />
        else if(rom_byte_1 == 0x45 && rom_byte_2 == 0x52 && rom_byte_3 == 0x4D && rom_byte_4 == 0x41) //ERMA in hex<br />
        {<br />
        printf("Validated ROM as .z64 Shindou Edition\n");<br />
        }<br />
        else<br />
        {<br />
// Should be impossible<br />
        printf("Error: Can not figure out if this is the original Japan or the Shindou Edition ROM!\n");<br />
        end_input = TRUE;<br />
        }<br />
    }<br />
    else if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x45) //NSMJ in hex<br />
    {<br />
    printf("Validated ROM as .z64 USA\n");<br />
    }<br />
    else if(rom_byte_1 == 0x4E && rom_byte_2 == 0x53 && rom_byte_3 == 0x4D && rom_byte_4 == 0x50) //NSME in hex<br />
    {<br />
    printf("Validated ROM as .z64 PAL\n");<br />
    }<br />
    else<br />
    {<br />
    fseek(rom, 0, SEEK_SET);<br />
    fread(&rom_byte_1, 1, 1, rom);<br />
    fread(&rom_byte_2, 1, 1, rom);<br />
    fread(&rom_byte_3, 1, 1, rom);<br />
    fread(&rom_byte_4, 1, 1, rom);<br />
        if(rom_byte_1 == 0x37 && rom_byte_2 == 0x80 && rom_byte_3 == 0x40 && rom_byte_4 == 0x12) // First 4 bytes of a little endian sm64 rom which is NOT supported<br />
        {<br />
        printf("This is a little-endian, .n64 format SM64 ROM file. SM64GSW requires a big-endian, .z64 format SM64 ROM file.\n");<br />
        end_input = TRUE;<br />
        }<br />
        else<br />
        {<br />
        printf("Error: This does not appear to be a valid SM64 ROM!\n");<br />
        end_input = TRUE;<br />
        }<br />
    }<br />
}<br />
<br />
This is a little snippet of the SM64GSW v1.4 I'm working on, and I thought this could be useful to others. The above code was figured out by myself using a hex editor on various .z64 (A.K.A Big-Endian PROPER file format ROMs). This is 3-BSD licensed as SM64GSW is 3-BSD licensed (but does not include this code yet) <a href="https://github.com/alex-free/sm64gsw" target="_blank" rel="noopener" class="mycode_url">https://github.com/alex-free/sm64gsw</a> . Of course simple file markers are not copyrightable so feel free to use them in other software, no matter the license <img src="https://hack64.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More Objects Patch 4 + Future Patches?]]></title>
			<link>https://hack64.net/thread-312.html</link>
			<pubDate>Tue, 23 Mar 2021 03:49:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=58">Blakeoramo</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-312.html</guid>
			<description><![CDATA[What's up? I decided to make a new MOP because there hasn't been a new one in years.<br />
<br />
Note that this only works for SM64 ROM Manager, and not SM64 Editor or Decomp. That said I may probably port this to Decomp and Bowser's Blueprints eventually.  (I already ported Boo Key/Door and Sunshine Dive Last year to decomp)<br />
It is also 90% backwards compatible with MOP 1-3 (ROM Manager Versions), minus Purple ! Box and Beta Shells<br />
<br />
It includes 6 new objects for SM64:<br />
<span style="color: #ff0000;" class="mycode_color">Name - Is Global? - Model - Behavior</span><br />
Boo Key - Non-Global - 0x55 - 0x13001744<br />
Boo Door - Global - Works with any door model - 0x13000F14<br />
Red Koopa - Non-Global - Refer to included docs or set to 0 - Koopa Behavior<br />
Red Koopa Shell - Global - Refer to included docs or set to 0 - Koopa Shell Behavior<br />
Purple ! Box - Not Global? - Refer to included docs or set to 0 - ! Box Behavior (Bparam 2 = 4)<br />
Creeper (Aw Man) - Global - Refer to included docs or set to 0 - 0x130022D8<br />
<br />
Release Trailer/Download: <br />
<br />
&lt;iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-LaiET5I-F0" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I've contacted Pilz to see if he can integrate this into RM as well, so it should work with Global Object Bank soon and what not. If anyone has any ideas for future patches I could make HMU with some ideas, such as a More Collisions Patch or a More Powerups/ ! Blocks Patch, etc, etc.]]></description>
			<content:encoded><![CDATA[What's up? I decided to make a new MOP because there hasn't been a new one in years.<br />
<br />
Note that this only works for SM64 ROM Manager, and not SM64 Editor or Decomp. That said I may probably port this to Decomp and Bowser's Blueprints eventually.  (I already ported Boo Key/Door and Sunshine Dive Last year to decomp)<br />
It is also 90% backwards compatible with MOP 1-3 (ROM Manager Versions), minus Purple ! Box and Beta Shells<br />
<br />
It includes 6 new objects for SM64:<br />
<span style="color: #ff0000;" class="mycode_color">Name - Is Global? - Model - Behavior</span><br />
Boo Key - Non-Global - 0x55 - 0x13001744<br />
Boo Door - Global - Works with any door model - 0x13000F14<br />
Red Koopa - Non-Global - Refer to included docs or set to 0 - Koopa Behavior<br />
Red Koopa Shell - Global - Refer to included docs or set to 0 - Koopa Shell Behavior<br />
Purple ! Box - Not Global? - Refer to included docs or set to 0 - ! Box Behavior (Bparam 2 = 4)<br />
Creeper (Aw Man) - Global - Refer to included docs or set to 0 - 0x130022D8<br />
<br />
Release Trailer/Download: <br />
<br />
&lt;iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-LaiET5I-F0" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I've contacted Pilz to see if he can integrate this into RM as well, so it should work with Global Object Bank soon and what not. If anyone has any ideas for future patches I could make HMU with some ideas, such as a More Collisions Patch or a More Powerups/ ! Blocks Patch, etc, etc.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[models and animations.]]></title>
			<link>https://hack64.net/thread-311.html</link>
			<pubDate>Sat, 20 Mar 2021 16:41:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=411">WeegeeMEME</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-311.html</guid>
			<description><![CDATA[Hey, I am that same guy who made the post about decomp, now I can compile roms, and i need some help importing the gigaleak models and animations.<br />
<br />
<br />
I want to import the unused star dance and other animations, i want the beta penguin, if anyone here can help me, please reply to me.]]></description>
			<content:encoded><![CDATA[Hey, I am that same guy who made the post about decomp, now I can compile roms, and i need some help importing the gigaleak models and animations.<br />
<br />
<br />
I want to import the unused star dance and other animations, i want the beta penguin, if anyone here can help me, please reply to me.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64GSW Updated For Linux/Windows - Write GameShark Codes To USA ROM/Modify CIC Check]]></title>
			<link>https://hack64.net/thread-310.html</link>
			<pubDate>Wed, 13 Jan 2021 07:34:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=395">alex_free</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-310.html</guid>
			<description><![CDATA[SuperMario64GameSharkWriter is an open source 3-BSD command line program written in C that writes GameShark/Xploder64 codes into a Super Mario 64 USA ROM (must be .z64/big endian format), and modifies the CRC check if neccesary (making this an alternatie to the CHKSUM64 program) allowing edited ROMs to boot in emulators. Unlike the old CHKSUM64 program the ROM will work in Mupen64Plus and many other emulators.<br />
<br />
You can write a list of GameShark codes in a txt file, and SM64GSW can write each code line by line into a ROM file. Alternatively, you can type each code into SM64GSW.<br />
<br />
As of version 1.1, Linux x86, Linux x86_64, and Windows 95-Windows 10 builds are available on the official <a href="https://alex-free.github.io/sm64gsw/" target="_blank" rel="noopener" class="mycode_url">web page</a> (which also contains the complete documentation.<br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_win95.png" loading="lazy"  alt="[Image: sm64gsw_b_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_linux.png" loading="lazy"  alt="[Image: sm64gsw_b_linux.png]" class="mycode_img" /><img src="https://alex-free.github.io/sm64gsw/sm64gsw_write_codes_from_file_win95.png" loading="lazy"  alt="[Image: sm64gsw_write_codes_from_file_win95.png]" class="mycode_img" /><br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_wrote_codes_from_file_win95.png" loading="lazy"  alt="[Image: sm64gsw_wrote_codes_from_file_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_wrote_codes_from_file_linux.png" loading="lazy"  alt="[Image: sm64gsw_wrote_codes_from_file_linux.png]" class="mycode_img" /><br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_triple_damage_keyboard_entry_win95.png" loading="lazy"  alt="[Image: sm64gsw_triple_damage_keyboard_entry_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_triple_damage_keyboard_entry_linux.png" loading="lazy"  alt="[Image: sm64gsw_triple_damage_keyboard_entry_linux.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[SuperMario64GameSharkWriter is an open source 3-BSD command line program written in C that writes GameShark/Xploder64 codes into a Super Mario 64 USA ROM (must be .z64/big endian format), and modifies the CRC check if neccesary (making this an alternatie to the CHKSUM64 program) allowing edited ROMs to boot in emulators. Unlike the old CHKSUM64 program the ROM will work in Mupen64Plus and many other emulators.<br />
<br />
You can write a list of GameShark codes in a txt file, and SM64GSW can write each code line by line into a ROM file. Alternatively, you can type each code into SM64GSW.<br />
<br />
As of version 1.1, Linux x86, Linux x86_64, and Windows 95-Windows 10 builds are available on the official <a href="https://alex-free.github.io/sm64gsw/" target="_blank" rel="noopener" class="mycode_url">web page</a> (which also contains the complete documentation.<br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_win95.png" loading="lazy"  alt="[Image: sm64gsw_b_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_linux.png" loading="lazy"  alt="[Image: sm64gsw_b_linux.png]" class="mycode_img" /><img src="https://alex-free.github.io/sm64gsw/sm64gsw_write_codes_from_file_win95.png" loading="lazy"  alt="[Image: sm64gsw_write_codes_from_file_win95.png]" class="mycode_img" /><br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_wrote_codes_from_file_win95.png" loading="lazy"  alt="[Image: sm64gsw_wrote_codes_from_file_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_wrote_codes_from_file_linux.png" loading="lazy"  alt="[Image: sm64gsw_wrote_codes_from_file_linux.png]" class="mycode_img" /><br />
<br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_triple_damage_keyboard_entry_win95.png" loading="lazy"  alt="[Image: sm64gsw_triple_damage_keyboard_entry_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_triple_damage_keyboard_entry_linux.png" loading="lazy"  alt="[Image: sm64gsw_triple_damage_keyboard_entry_linux.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lower the 100 coins star]]></title>
			<link>https://hack64.net/thread-308.html</link>
			<pubDate>Sat, 28 Nov 2020 11:14:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=419">Nxgisa</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-308.html</guid>
			<description><![CDATA[Hi, do someone know how to change the 100 coins star to 75 or 50 coins?]]></description>
			<content:encoded><![CDATA[Hi, do someone know how to change the 100 coins star to 75 or 50 coins?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Invisible walls & Flickering Textures]]></title>
			<link>https://hack64.net/thread-307.html</link>
			<pubDate>Tue, 24 Nov 2020 19:12:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hack64.net/member.php?action=profile&uid=407">SpaceRyan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hack64.net/thread-307.html</guid>
			<description><![CDATA[I've built two areas over the past month and encountered only 2 problems I still haven't found a workaround for.<br />
<br />
First is that when I build a ramp with a similar setup to the one at the start of Bob-omb battlefield (floor underneath ramp) I always encounter an invisible wall in game while walking up or down it.<br />
I've tried extended boundaries with the death floor but this doesn't fix it, it happens with flat planes and cubes regardless within a certain height.<br />
<br />
The second , lesser issue I'm having is that when adding textures such as windows to a building it will flicker and show the wall behind it from a distance in game.<br />
I notice this is an inherent problem from extending the ROM but what is the best solution people have found to stop it showing up?]]></description>
			<content:encoded><![CDATA[I've built two areas over the past month and encountered only 2 problems I still haven't found a workaround for.<br />
<br />
First is that when I build a ramp with a similar setup to the one at the start of Bob-omb battlefield (floor underneath ramp) I always encounter an invisible wall in game while walking up or down it.<br />
I've tried extended boundaries with the death floor but this doesn't fix it, it happens with flat planes and cubes regardless within a certain height.<br />
<br />
The second , lesser issue I'm having is that when adding textures such as windows to a building it will flicker and show the wall behind it from a distance in game.<br />
I notice this is an inherent problem from extending the ROM but what is the best solution people have found to stop it showing up?]]></content:encoded>
		</item>
	</channel>
</rss>