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	<channel>
		<title><![CDATA[Hack64 - All Forums]]></title>
		<link>https://hack64.net/</link>
		<description><![CDATA[Hack64 - https://hack64.net]]></description>
		<pubDate>Fri, 17 Apr 2026 13:21:39 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Ai]]></title>
			<link>https://hack64.net/Thread-Ai</link>
			<pubDate>Sun, 25 May 2025 03:44:31 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Ai</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-Luigi64</link>
			<pubDate>Tue, 07 Mar 2023 20:38:11 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Luigi64</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-ProjectGMan-Still-In-Development</link>
			<pubDate>Mon, 27 Feb 2023 17:57:34 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-ProjectGMan-Still-In-Development</guid>
			<description><![CDATA[Im Working On A Rom Hack Called ProjectGMan Here's A Video (It's Still In Development): <!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="//www.youtube.com/embed/yMftT8D4n5Q" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed -->]]></description>
			<content:encoded><![CDATA[Im Working On A Rom Hack Called ProjectGMan Here's A Video (It's Still In Development): <!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="//www.youtube.com/embed/yMftT8D4n5Q" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed -->]]></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-In-a-permanent-loop-that-cannot-be-exited-Verify-ROM-and-ROM-Settings</link>
			<pubDate>Fri, 10 Dec 2021 12:15:55 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-In-a-permanent-loop-that-cannot-be-exited-Verify-ROM-and-ROM-Settings</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-Importing-Blender-File-into-Mod-Manager-I-need-to-replace-some-NPC-Models</link>
			<pubDate>Mon, 01 Nov 2021 23:49:46 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Importing-Blender-File-into-Mod-Manager-I-need-to-replace-some-NPC-Models</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-Replacing-the-black-Bob-omb-model-Please-help</link>
			<pubDate>Tue, 19 Oct 2021 02:25:36 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Replacing-the-black-Bob-omb-model-Please-help</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-Strange-SM64-Decomp-Error-Please-Help-me</link>
			<pubDate>Fri, 08 Oct 2021 01:23:04 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Strange-SM64-Decomp-Error-Please-Help-me</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-Black-screen-when-entering-castle</link>
			<pubDate>Wed, 08 Sep 2021 05:31:06 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Black-screen-when-entering-castle</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-After-Applying-Patch-or-Changing-Textures-In-A-Rom</link>
			<pubDate>Wed, 04 Aug 2021 16:33:18 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-After-Applying-Patch-or-Changing-Textures-In-A-Rom</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-How-To-Detect-SM64-ROM-Versions-In-C</link>
			<pubDate>Sun, 04 Jul 2021 03:04:00 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-How-To-Detect-SM64-ROM-Versions-In-C</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-More-Objects-Patch-4-Future-Patches</link>
			<pubDate>Tue, 23 Mar 2021 03:49:35 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-More-Objects-Patch-4-Future-Patches</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 />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="//www.youtube.com/embed/-LaiET5I-F0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><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 />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="//www.youtube.com/embed/-LaiET5I-F0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><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-models-and-animations</link>
			<pubDate>Sat, 20 Mar 2021 16:41:27 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-models-and-animations</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-SM64GSW-Updated-For-Linux-Windows-Write-GameShark-Codes-To-USA-ROM-Modify-CIC-Check</link>
			<pubDate>Wed, 13 Jan 2021 07:34:49 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-SM64GSW-Updated-For-Linux-Windows-Write-GameShark-Codes-To-USA-ROM-Modify-CIC-Check</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" alt="[Image: sm64gsw_b_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_linux.png" alt="[Image: sm64gsw_b_linux.png]" class="mycode_img" /><img src="https://alex-free.github.io/sm64gsw/sm64gsw_write_codes_from_file_win95.png" 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" 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" 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" 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" 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" alt="[Image: sm64gsw_b_win95.png]" class="mycode_img" /><br />
<img src="https://alex-free.github.io/sm64gsw/sm64gsw_b_linux.png" alt="[Image: sm64gsw_b_linux.png]" class="mycode_img" /><img src="https://alex-free.github.io/sm64gsw/sm64gsw_write_codes_from_file_win95.png" 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" 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" 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" 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" 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-Lower-the-100-coins-star</link>
			<pubDate>Sat, 28 Nov 2020 11:14:49 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Lower-the-100-coins-star</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-Invisible-walls-Flickering-Textures</link>
			<pubDate>Tue, 24 Nov 2020 19:12:27 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Invisible-walls-Flickering-Textures</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>
		<item>
			<title><![CDATA[Decomp.]]></title>
			<link>https://hack64.net/Thread-Decomp</link>
			<pubDate>Wed, 18 Nov 2020 16:26:35 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Decomp</guid>
			<description><![CDATA[Hello, I am new here, and I've been trying to make some tests with the decomp for a really long time, I am always failing, I am trying to import the WinDemoAold.c to the game, can someone help me with it?]]></description>
			<content:encoded><![CDATA[Hello, I am new here, and I've been trying to make some tests with the decomp for a really long time, I am always failing, I am trying to import the WinDemoAold.c to the game, can someone help me with it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Incorrect depth rendering?]]></title>
			<link>https://hack64.net/Thread-Incorrect-depth-rendering--303</link>
			<pubDate>Tue, 10 Nov 2020 16:29:05 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Incorrect-depth-rendering--303</guid>
			<description><![CDATA[I'm new to all of this and plan on learning as I go so bear with me here.<br />
 <br />
I've begun using blender and the ROM manager, I feel I have a grip on using blender for basic geometry and texturing (using original Mario 64 textures)<br />
<br />
I've successfully imported levels, however there is an issue I can't currently figure out where all the textures can be seen, regardless of if they are behind a wall, including Mario's model, which disappears when he moves over a texture besides his shadow.<br />
<br />
I have made sure all faces are pointing out and triangulated but beyond that right now I am lost.<br />
<br />
I've watched a number of tutorials but none I found describe or resolve this problem.<br />
<br />
Can somebody put me out of my misery with this?]]></description>
			<content:encoded><![CDATA[I'm new to all of this and plan on learning as I go so bear with me here.<br />
 <br />
I've begun using blender and the ROM manager, I feel I have a grip on using blender for basic geometry and texturing (using original Mario 64 textures)<br />
<br />
I've successfully imported levels, however there is an issue I can't currently figure out where all the textures can be seen, regardless of if they are behind a wall, including Mario's model, which disappears when he moves over a texture besides his shadow.<br />
<br />
I have made sure all faces are pointing out and triangulated but beyond that right now I am lost.<br />
<br />
I've watched a number of tutorials but none I found describe or resolve this problem.<br />
<br />
Can somebody put me out of my misery with this?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bowser's Church Release!]]></title>
			<link>https://hack64.net/Thread-Bowser-s-Church-Release</link>
			<pubDate>Sat, 10 Oct 2020 15:28:51 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Bowser-s-Church-Release</guid>
			<description><![CDATA[Welcome to Bowsers Church!  Bowser has enacted a church in the Mushroom Kingdom. It is your job to put a stop to him. <br />
Do you save the church, or destroy it? It is your choice, my friend. <br />
Explore 8 New Areas (2 Levels, 6 Sub-Areas), coupled with new music and textures, to bring in a fresh new look at the Nintendo 64 Classic.<br />
Here is a video of me playing it! <a href="https://www.youtube.com/watch?v=zL056IW1rWo" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=zL056IW1rWo</a><br />
<br />
Wanna play it? Here is the Download Link! Just click "DOWNLOAD ALL", and then follow the directions in README.txt, and you will be on your way to enjoying the enriching experience of "Bowser's Church"!<br />
<a href="https://drive.google.com/drive/folders/1hImJ1Jm8poL4vvJQsNeivnKhtLGZV89H?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/drive/folders/1...sp=sharing</a><br />
<br />
<br />
After playing it, I would greatly appreciate it if you could give feedback! Click on this Google Form link, and then fill it out if you feel so inclined! <br />
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdDexXVZs_jdyIV3b1dzylG6HYsKrMgZlUZRWZBI1gIi7hmaA/viewform?usp=sf_link" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/forms/d/e/1FAIpQ...sp=sf_link</a><br />
<br />
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<img src="https://hack64.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Welcome to Bowsers Church!  Bowser has enacted a church in the Mushroom Kingdom. It is your job to put a stop to him. <br />
Do you save the church, or destroy it? It is your choice, my friend. <br />
Explore 8 New Areas (2 Levels, 6 Sub-Areas), coupled with new music and textures, to bring in a fresh new look at the Nintendo 64 Classic.<br />
Here is a video of me playing it! <a href="https://www.youtube.com/watch?v=zL056IW1rWo" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=zL056IW1rWo</a><br />
<br />
Wanna play it? Here is the Download Link! Just click "DOWNLOAD ALL", and then follow the directions in README.txt, and you will be on your way to enjoying the enriching experience of "Bowser's Church"!<br />
<a href="https://drive.google.com/drive/folders/1hImJ1Jm8poL4vvJQsNeivnKhtLGZV89H?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/drive/folders/1...sp=sharing</a><br />
<br />
<br />
After playing it, I would greatly appreciate it if you could give feedback! Click on this Google Form link, and then fill it out if you feel so inclined! <br />
<a href="https://docs.google.com/forms/d/e/1FAIpQLSdDexXVZs_jdyIV3b1dzylG6HYsKrMgZlUZRWZBI1gIi7hmaA/viewform?usp=sf_link" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/forms/d/e/1FAIpQ...sp=sf_link</a><br />
<br />
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=66" target="_blank" title="">Bowser's Church - Project64 2.3.2.202 10_9_2020 4_16_05 PM.png</a> (Size: 225.69 KB / Downloads: 964)
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		<item>
			<title><![CDATA[SM64GSW Write GameShark Codes To USA ROM]]></title>
			<link>https://hack64.net/Thread-SM64GSW-Write-GameShark-Codes-To-USA-ROM</link>
			<pubDate>Mon, 14 Sep 2020 04:08:40 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-SM64GSW-Write-GameShark-Codes-To-USA-ROM</guid>
			<description><![CDATA[<b>Edit: I will no longer be using this account, my new account is alex_free<br />
<br />
and this project has moved to <a href=https://github.com/alex-free/sm64gsw>GitHub</a>.</b><br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: SFMono-Regular, Consolas,;" class="mycode_font">SM64GSW by Alex Free<br />
<br />
==Info==<br />
An open source (3-BSD) console program that can write GameShark/Xploder64 codes directly into a<br />
Super Mario 64 USA ROM.<br />
<br />
SM64GSW performs Messiaen64's manual hex editing method written at <a href="https://sites.google.com/site/messiaen64/patching-gameshark-codes" target="_blank" rel="noopener" class="mycode_url">https://sites.google.com/site/messiaen64...hark-codes</a> in software automatically so you don't <br />
have to hex edit your SM64 ROM manually.<br />
<br />
==Requirements==<br />
- The Windows version is a 32-bit binary compatible with Windows 95 and above.<br />
- Windows 95 requires MSVCR.dll (Windows 95 OSR2.5 and above already include it). One way you can get this is by updating Internet Explorer to version 4.0.<br />
- A Super Mario 64 USA ROM in .z64 or .N64 (N64 SDK) format. The .n64 and .v64 formats are not supported.<br />
<br />
==Usage==<br />
<br />
1) Start SM64GSW in one of 2 different ways.<br />
 <br />
Command line method:<br />
- Open cmd.exe or command.com.<br />
- Execute the 'sm64gsw' command with your ROM as the argument. For example, the complete command could be <br />
"sm64gsw C:\sm64.z64".<br />
<br />
Windows Explorer method:<br />
- Drag your ROM file on top of the sm64gsw.exe file.<br />
<br />
2) Select your code input preference at the input selection menu.<br />
<br />
SM64GSW can write codes contained in a txt file of your choosing, or you can input them with the keyboard.<br />
In keyboard mode after each code is entered, it will be written to the ROM and you will be asked if you want to enter another code or to exit.<br />
In file mode, you will be prompted to enter the file path (that must not contain spaces!) for a txt file containing codes. The txt file <br />
can contain a code or multiple codes, one code per line. The file 'gs.txt' in this release is an example of this.<br />
You can manually type in the file path, drag and drop the rom into the SM64GSW.exe window, or copy - paste the file path if in cmd.exe.<br />
<br />
If SM64GSW tells you 'Attention: At least one code invalidates the internal ROM checksum, run checksum64 <br />
on your ROM before playing' you MUST run the 'chksum64' program on the ROM file after writing your codes. You<br />
 can do this by dropping your newly modified ROM on top of the chksum64 executable (Chksum64 is written by Andreas Sterbenz).<br />
<br />
3) Test the ROM.<br />
<br />
==What Codes Work?==<br />
<br />
There is an incomplete list of some codes that work in the file named 'known_working_codes.txt' in this release.<br />
<br />
Supported RAM range is 80246000-80333000. The 3rd-8th digits of a code must be a hexadecimal value in the <br />
range of 246000-333000 to work.<br />
<br />
Not all N64 GameShark/Xploder64 code types are supported. This is due to certain code types not translating <br />
into just hex writes for various reasons, such as codes that:<br />
- Require physical hardware (like a GS button).<br />
- Perform live checks and or dynamic modification.<br />
- Simply not being appliable (Expansion pack releated, non-Super Mario 64 security chip related).<br />
<br />
Code types are defined by the first 2 hexadecimal digits of a code. For example, in the level select code <br />
'A032D58C 0001' 'A0' is the code type. For multi-line codes, if any lines contain an incompatible code type <br />
the entire code can not be written into ROM. See the table below for specifics.<br />
<br />
Supported codes include 80, A0, F0, 81, A1, and 2A. 80, A0, and F0 must be in the X0XXXXXX-00XX format.<br />
<br />
==License==<br />
- This is open source software, released under the 3-Clause BSD license (read license.txt). It **should** compile<br />
and work on other little-endian Operating Systems.<br />
 <br />
==Changelog==<br />
==Version 1.0.1==<br />
- Fixes a bug which prevented codes from being entered by the keyboard, after an invalid code was entered.<br />
</span></span>[color=var(--color-text-secondary)]<span style="font-size: x-small;" class="mycode_size">[url=https://github.com/][/url]<br />
</span>[/color]]]></description>
			<content:encoded><![CDATA[<b>Edit: I will no longer be using this account, my new account is alex_free<br />
<br />
and this project has moved to <a href=https://github.com/alex-free/sm64gsw>GitHub</a>.</b><br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: SFMono-Regular, Consolas,;" class="mycode_font">SM64GSW by Alex Free<br />
<br />
==Info==<br />
An open source (3-BSD) console program that can write GameShark/Xploder64 codes directly into a<br />
Super Mario 64 USA ROM.<br />
<br />
SM64GSW performs Messiaen64's manual hex editing method written at <a href="https://sites.google.com/site/messiaen64/patching-gameshark-codes" target="_blank" rel="noopener" class="mycode_url">https://sites.google.com/site/messiaen64...hark-codes</a> in software automatically so you don't <br />
have to hex edit your SM64 ROM manually.<br />
<br />
==Requirements==<br />
- The Windows version is a 32-bit binary compatible with Windows 95 and above.<br />
- Windows 95 requires MSVCR.dll (Windows 95 OSR2.5 and above already include it). One way you can get this is by updating Internet Explorer to version 4.0.<br />
- A Super Mario 64 USA ROM in .z64 or .N64 (N64 SDK) format. The .n64 and .v64 formats are not supported.<br />
<br />
==Usage==<br />
<br />
1) Start SM64GSW in one of 2 different ways.<br />
 <br />
Command line method:<br />
- Open cmd.exe or command.com.<br />
- Execute the 'sm64gsw' command with your ROM as the argument. For example, the complete command could be <br />
"sm64gsw C:\sm64.z64".<br />
<br />
Windows Explorer method:<br />
- Drag your ROM file on top of the sm64gsw.exe file.<br />
<br />
2) Select your code input preference at the input selection menu.<br />
<br />
SM64GSW can write codes contained in a txt file of your choosing, or you can input them with the keyboard.<br />
In keyboard mode after each code is entered, it will be written to the ROM and you will be asked if you want to enter another code or to exit.<br />
In file mode, you will be prompted to enter the file path (that must not contain spaces!) for a txt file containing codes. The txt file <br />
can contain a code or multiple codes, one code per line. The file 'gs.txt' in this release is an example of this.<br />
You can manually type in the file path, drag and drop the rom into the SM64GSW.exe window, or copy - paste the file path if in cmd.exe.<br />
<br />
If SM64GSW tells you 'Attention: At least one code invalidates the internal ROM checksum, run checksum64 <br />
on your ROM before playing' you MUST run the 'chksum64' program on the ROM file after writing your codes. You<br />
 can do this by dropping your newly modified ROM on top of the chksum64 executable (Chksum64 is written by Andreas Sterbenz).<br />
<br />
3) Test the ROM.<br />
<br />
==What Codes Work?==<br />
<br />
There is an incomplete list of some codes that work in the file named 'known_working_codes.txt' in this release.<br />
<br />
Supported RAM range is 80246000-80333000. The 3rd-8th digits of a code must be a hexadecimal value in the <br />
range of 246000-333000 to work.<br />
<br />
Not all N64 GameShark/Xploder64 code types are supported. This is due to certain code types not translating <br />
into just hex writes for various reasons, such as codes that:<br />
- Require physical hardware (like a GS button).<br />
- Perform live checks and or dynamic modification.<br />
- Simply not being appliable (Expansion pack releated, non-Super Mario 64 security chip related).<br />
<br />
Code types are defined by the first 2 hexadecimal digits of a code. For example, in the level select code <br />
'A032D58C 0001' 'A0' is the code type. For multi-line codes, if any lines contain an incompatible code type <br />
the entire code can not be written into ROM. See the table below for specifics.<br />
<br />
Supported codes include 80, A0, F0, 81, A1, and 2A. 80, A0, and F0 must be in the X0XXXXXX-00XX format.<br />
<br />
==License==<br />
- This is open source software, released under the 3-Clause BSD license (read license.txt). It **should** compile<br />
and work on other little-endian Operating Systems.<br />
 <br />
==Changelog==<br />
==Version 1.0.1==<br />
- Fixes a bug which prevented codes from being entered by the keyboard, after an invalid code was entered.<br />
</span></span>[color=var(--color-text-secondary)]<span style="font-size: x-small;" class="mycode_size">[url=https://github.com/][/url]<br />
</span>[/color]]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Trouble Adding Certain Unique Objects in Quad64]]></title>
			<link>https://hack64.net/Thread-Trouble-Adding-Certain-Unique-Objects-in-Quad64</link>
			<pubDate>Sun, 19 Jul 2020 02:25:26 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Trouble-Adding-Certain-Unique-Objects-in-Quad64</guid>
			<description><![CDATA[I've been working on a personal project, attempting to make a co-op focused SM64 hack based on Skellux's co-op patch. Since his patch seems to be incompatible with the SM64 ROM Manager, I'm kind of all over the place with the tools I'm using. My problem comes in regards to object editing within a custom level, as despite changing the object bank for Bob-omb Battlefield to include the Tall Tall Mountain objects, I can't add any of the mushroom platforms from that bank in Quad64, they don't even show up in the object combo. If anyone knows a solution to this, or another program/method that would work better I'd be very appreciative.]]></description>
			<content:encoded><![CDATA[I've been working on a personal project, attempting to make a co-op focused SM64 hack based on Skellux's co-op patch. Since his patch seems to be incompatible with the SM64 ROM Manager, I'm kind of all over the place with the tools I'm using. My problem comes in regards to object editing within a custom level, as despite changing the object bank for Bob-omb Battlefield to include the Tall Tall Mountain objects, I can't add any of the mushroom platforms from that bank in Quad64, they don't even show up in the object combo. If anyone knows a solution to this, or another program/method that would work better I'd be very appreciative.]]></content:encoded>
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