Contents
Super Mario 64 ROM Hacks series Games Discord Streams Forum. Moderated by: MarvJungs MarvJungs, Spaceman Spaceman, FrostyZako FrostyZako, T o m a t o b i r d 8 T o m a t o b i r d 8, sizzlingmario4 sizzlingmario4. This is a game randomizer for the N64 launch-title Super Mario 64. It works by shuffling in game level entries, pointers, addresses and other bits and pieces, to completely alter the game experience, every time you use it. Using seeds, you can play the same version that your friends are playing, to see who can finish it the fastest.
The Current State Of Net64
You probably noticed that updates to anything regarding Net64 have become increasingly sparse and even if they happen they usually do not contain many changes. This is still the aftermath of Kaze (the initial developer) leaving Net64 over a year ago. Hanes2u free download. Since then his part of the Net64 codebase has remained unchanged since it is not documented and we couldn't find anyone who is able to work on it. As such we're not able to build on it further.
The Plan
Being stuck to using Kaze's code without being able to modify it to incorporate new features or more importantly fix existing bugs is a major setback for us. To regain control over the Net64 codebase we decided it is time for a fresh start. Yes, you heard that right. We're rewriting Net64 from scratch.
Net64 3.0
If you're a member of our discord you probably heard of the new Net64 version dubbed as the 'coop version'. This is the work in progress rewrite of Net64. A lot of things are different about it. More attention to the more technical differences between this and the existing version of Net64 will be given later in this post but here's a broad overview of what Net64 3.0 is doing differently: We want to sync every intereactable object in the game. That means you no longer play in separate worlds where only the player models can interact with each other but be able to cooperatively interact with the environment. If a player collects a coin it disappears for everyone. The coin counter will increment for everyone and if this was the 100th coin to be collected in the course a star will appear for everyone. We're also changing the way the client works. Instead of launching Project64 and Net64 and then hoping Net64 detects the emulator the new client is the emulator. This reduces the amount of problems users have when trying to setup Net64 and gives us greater control over Super Mario 64. The new client also works on 32bit Windows and Linux. If a talented macOS user would like to help us out a macOS version of the client would be possible as well.
Of course syncing every object in Super Mario 64 is going to take quite a while. To not keep you waiting the whole time we're planning to publish a demo in the near future. The demo will contain a single fully synced course. The development of the rewrite has been opened up. The development channel is public on our discord so everyone interested in the development can follow it or paricipate in it.
The Technicalities
We now told you what we want to do. Now it's time for telling you how we're going to do it. So here's a short summary of the technical differences between the current version of Net64 and Net64 3.0. Note that most of these changes are invisible to you as a user but instead allow us to do more advanced stuff with Super Mario 64.
ROM-Hack Not RAM-Hack
You probably know that Net64 just requires a copy of stock Super Mario 64 (US Version) to work. But where do the player models and custom abilities come from? Well, instead of modifying the ROM like traditional ROM-hacks Net64 inserts models and custom code into the N64's RAM. This has the advantage of not requiring modifications to the ROM and being relatively simple to program. The disadvantages however are that it sometimes simply doesn't work, it might require loading a savestate and it doesn't allow us to modify everything in Super Mario 64. As we think the disadvantages of a RAM-hack outweigh the positives we decided to develop a ROM-hack for the rewrite.
No Assembly
Traditionally Super Mario 64 modifications are developed in MIPS assembly. Like pretty much all assembly languages MIPS requires extensive knowledge of the underlying CPU architecture.To make development easier for us we are going to use the C programming language for Super Mario 64 related logic. This not only makes the code easier to maintain but because C is a lot more widespread than MIPS it also allows more people to join the development.
An Embedded Emulator
Currently Net64 and the emulator (in our case Project64) are two separate programs. Net64 uses Windows functions to act like a debugger for Project64 so that it can access Super Mario 64's memory. This has been an easy solution since we can rely on Project64 to do most of the work (controller mapping, window creation, etc). Sadly this approach is very unreliable. In fact most people who try to play Net64 fail at this exact step. To counter this problem we embedded the popular Mupen64Plus emulator into the new client. It is now a single program so you just have to join a server and the emulator automatically starts Super Mario 64. There are plenty of benefits of doing it this way but the usability aspect alone makes this the superior solution.
Your browser does not support video.A Reliable Interface Between Client And Game
To make the more advanced synchronization work we need a good way of telling Super Mario 64 about events that happened to a remote player. For example where players are, which objects are synced, when a player joins, if an object was interacted with and many other things. This sounds easier than it actually is. Don't forget that Super Mario 64 normally doesn't even know there is something like a client or even the internet in general. Currently the client just reads the local player's position (and some other properties) from a fixed location and writes the remote players' positions at another fixed location. For what Net64 currently does this is sufficient. For more elaborate internet play this solution will fall apart. Syncing non player objects requires more than just sending positions around. Objects are created, modified and destroyed all the time in Super Mario 64 and all those events have to reach the remote players. With the current solution those events could be missed accidentally or be sent twice to every player. The players would graduately desync over time. To prevent this we created a protocol that ensures events (or messages as they are internally called) are received perfectly in order and without getting lost or magically doubling. It's like a network tunnel from Super Mario 64 to the Net64 client.
Your browser does not support video.Super Mario 64 sending coin collected messages into the client's console.
So here's an overview of the architectural changes between Net64 2.0 and Net64 3.0:
Any Caveats?
Yes. Unfortunately there are a two features of Net64 2.0 that we're not planning to port to Net64 3.0 in the foreseeable future. These features are romhack support and custom characters. Now before you send us into GBJ for doing that listen to us. We have good reasons to do so:
Unlike just syncing player positions full object syncing requires every object to be treated differently. We can do this for stock Mario 64 but not for every possible romhack out there. When we're done syncing the core game we might contact the developers of some popular romhacks to help us make them work in Net64 3.0 as well but it's a long bumpy ride until then so please don't ask us which romhack will get support before we even released a playable demo.
Custom characters would theoretically be possible but every character model that doesn't exist in stock SM64 would need to be shipped with Net64. We are legally not allowed to do this and since we want to stay on the safe side with Net64 3.0 we'll refrain from doing so.
We now told you what we want to do. Now it's time for telling you how we're going to do it. So here's a short summary of the technical differences between the current version of Net64 and Net64 3.0. Note that most of these changes are invisible to you as a user but instead allow us to do more advanced stuff with Super Mario 64.
ROM-Hack Not RAM-Hack
You probably know that Net64 just requires a copy of stock Super Mario 64 (US Version) to work. But where do the player models and custom abilities come from? Well, instead of modifying the ROM like traditional ROM-hacks Net64 inserts models and custom code into the N64's RAM. This has the advantage of not requiring modifications to the ROM and being relatively simple to program. The disadvantages however are that it sometimes simply doesn't work, it might require loading a savestate and it doesn't allow us to modify everything in Super Mario 64. As we think the disadvantages of a RAM-hack outweigh the positives we decided to develop a ROM-hack for the rewrite.
No Assembly
Traditionally Super Mario 64 modifications are developed in MIPS assembly. Like pretty much all assembly languages MIPS requires extensive knowledge of the underlying CPU architecture.To make development easier for us we are going to use the C programming language for Super Mario 64 related logic. This not only makes the code easier to maintain but because C is a lot more widespread than MIPS it also allows more people to join the development.
An Embedded Emulator
Currently Net64 and the emulator (in our case Project64) are two separate programs. Net64 uses Windows functions to act like a debugger for Project64 so that it can access Super Mario 64's memory. This has been an easy solution since we can rely on Project64 to do most of the work (controller mapping, window creation, etc). Sadly this approach is very unreliable. In fact most people who try to play Net64 fail at this exact step. To counter this problem we embedded the popular Mupen64Plus emulator into the new client. It is now a single program so you just have to join a server and the emulator automatically starts Super Mario 64. There are plenty of benefits of doing it this way but the usability aspect alone makes this the superior solution.
Your browser does not support video.A Reliable Interface Between Client And Game
To make the more advanced synchronization work we need a good way of telling Super Mario 64 about events that happened to a remote player. For example where players are, which objects are synced, when a player joins, if an object was interacted with and many other things. This sounds easier than it actually is. Don't forget that Super Mario 64 normally doesn't even know there is something like a client or even the internet in general. Currently the client just reads the local player's position (and some other properties) from a fixed location and writes the remote players' positions at another fixed location. For what Net64 currently does this is sufficient. For more elaborate internet play this solution will fall apart. Syncing non player objects requires more than just sending positions around. Objects are created, modified and destroyed all the time in Super Mario 64 and all those events have to reach the remote players. With the current solution those events could be missed accidentally or be sent twice to every player. The players would graduately desync over time. To prevent this we created a protocol that ensures events (or messages as they are internally called) are received perfectly in order and without getting lost or magically doubling. It's like a network tunnel from Super Mario 64 to the Net64 client.
Your browser does not support video.Super Mario 64 sending coin collected messages into the client's console.
So here's an overview of the architectural changes between Net64 2.0 and Net64 3.0:
Any Caveats?
Yes. Unfortunately there are a two features of Net64 2.0 that we're not planning to port to Net64 3.0 in the foreseeable future. These features are romhack support and custom characters. Now before you send us into GBJ for doing that listen to us. We have good reasons to do so:
Unlike just syncing player positions full object syncing requires every object to be treated differently. We can do this for stock Mario 64 but not for every possible romhack out there. When we're done syncing the core game we might contact the developers of some popular romhacks to help us make them work in Net64 3.0 as well but it's a long bumpy ride until then so please don't ask us which romhack will get support before we even released a playable demo.
Custom characters would theoretically be possible but every character model that doesn't exist in stock SM64 would need to be shipped with Net64. We are legally not allowed to do this and since we want to stay on the safe side with Net64 3.0 we'll refrain from doing so.
Super Mario 64 Ds Rom Download
- You can join our discord to stay updated on the development of Net64 3.0 here.
- Or have a look at the Net64 3.0 source code on GitHub.
- Note: The existing Net64 2.0 server list will obviously stay online.
Super Mario 64 Usa Rom
Name - Date | Difficulty | Demo | Length | Authors | Rating | Size | Download |
Puzzles For Yoshis Added: | Easy | Yes | 39 star(s) | usernamesarentimportant | 5.0 | 3.47 MiB | Download 261 downloads |
Mario and the Rod of Seasons Added: | Intermediate | No | 15 star(s) | CowQuack | 5.0 | 3.57 MiB | Download 372 downloads |
Slask's Adventure Added: | Kaizo | No | 152 star(s) | liuzijun | None | 6.60 MiB | Download 445 downloads |
Super Mario Hammer Demo Added: | Easy | Yes | 22 star(s) | BanjoN64Fan | 1.0 | 3.23 MiB | Download 2,138 downloads |
you've been gnomed.z64 Added: | Easy | No | 0 star(s) | SNDBB | 5.0 | 6.51 MiB | Download 1,717 downloads |
Jammin' Journey Added: | Easy | No | 70 star(s) | goosedajuice | 5.0 | 4.46 MiB | Download 1,961 downloads |
Castle Grounds Revamp Added: | Easy | Yes | 1 star(s) | 64Modder | None | 3.36 MiB | Download 1,369 downloads |
SM64-Stars of the Beast 2.5 Beast´s memory Added: | Kaizo | No | 7 star(s) | Milgram355 | None | 3.35 MiB | Download 1,255 downloads |
SM64-Stars of the Beast 2 Added: | Kaizo | No | 67 star(s) | Milgram355 | None | 5.09 MiB | Download 2,619 downloads |
Super Thwompio Sixty URGH Added: | Hard | No | 120 star(s) | SNDBB | 4.3 | 1.49 MiB | Download 958 downloads |
Super Captain Falcon 64 Added: | Easy | No | 120 star(s) | Blakeoramo, PastaPower | 5.0 | 5.13 MiB | Download 7,975 downloads |
Sunshine Secret Book 64 Added: | Intermediate | No | 40 star(s) | Dan - GPTV | 4.8 | 3.41 MiB | Download 2,895 downloads |
Star Revenge 1.5: Star Takeover Redone v2.1.1 Added: | Intermediate | No | 125 star(s) | BroDute | None | 6.90 MiB | Download 3,709 downloads |
Seaside Village Added: | Easy | No | 7 star(s) | 64Modder | 4.5 | 3.06 MiB | Download 1,925 downloads |
Luigi Before the Egg 64 DX: Direggtor's Cut Added: | Intermediate | No | 2 star(s) | Blakeoramo, SKELUXXX | None | 15.22 MiB | Download 3,065 downloads |
Sunset Ceremony Added: | Intermediate | No | 3 star(s) | usernamesarentimportant | None | 2.71 MiB | Download 1,031 downloads |
Star Revenge 7.5: Kedowser's Return v1.1 Added: | Hard | No | 130 star(s) | BroDute | None | 7.32 MiB | Download 2,091 downloads |
Star Revenge 7: Park of Time v1.1 Added: | Intermediate | No | 120 star(s) | BroDute | None | 6.69 MiB | Download 1,958 downloads |
Star Revenge 0.5: The Unused Levels v1.1.1 Added: | Intermediate | No | 65 star(s) | BroDute | 5.0 | 5.21 MiB | Download 1,506 downloads |
Isabelle 64 / Shizue 64 Added: | Intermediate | No | 120 star(s) | AloXado320 | None | 2.33 MiB | Download 2,235 downloads |
SM64: The Mushroom Cup 1.2 Added: | Hard | No | 130 star(s) | usernamesarentimportant | 5.0 | 6.42 MiB | Download 4,300 downloads |
Mario on Indigo Island 1.3c Added: | Intermediate | No | 111 star(s) | usernamesarentimportant | None | 11.04 MiB | Download 3,394 downloads |
Star Revenge 6.25: Luigi's Adventure DX - Demo v1.0.1 Added: | Intermediate | Yes | 59 star(s) | BroDute | None | 6.15 MiB | Download 2,193 downloads |
Super Mario and the Cursed Castles Added: | Easy | No | 121 star(s) | Foxen | 4.7 | 7.04 MiB | Download 7,981 downloads |
Ztar Attack Rebooted Added: | Intermediate | No | 170 star(s) | TheGael95, aglab2 | 5.0 | 8.88 MiB | Download 6,732 downloads |
Star Revenge 3.9: Dreamish Block Beats v1.1 Added: | Hard | No | 20 star(s) | BroDute | 5.0 | 22.83 MiB | Download 1,630 downloads |
Star Revenge 8: Scepter of Hope v1.3 Added: | Intermediate | No | 121 star(s) | BroDute | 5.0 | 8.83 MiB | Download 1,980 downloads |
Yoshi's Adventure 128: Attack of the Factory v1.0.1 Added: | Intermediate | No | 95 star(s) | usernamesarentimportant | 4.5 | 5.29 MiB | Download 4,700 downloads |
New Soup 64 Added: | Hard | No | 6 star(s) | Tenimental | 5.0 | 3.25 MiB | Download 3,442 downloads |
Star Revenge 4.5: The Kedama Takeover Rewritten v1.2 Added: | Intermediate | No | 100 star(s) | BroDute | 5.0 | 8.49 MiB | Download 2,736 downloads |
Star Revenge 3.5: Vacation of Cursed Dreams v1.2a Added: | Intermediate | No | 133 star(s) | BroDute | 5.0 | 10.38 MiB | Download 3,766 downloads |
Yoshi's Adventure 64 1.2b Added: | Intermediate | No | 56 star(s) | usernamesarentimportant | 5.0 | 5.07 MiB | Download 9,635 downloads |
Penguin v1.0.1 Added: | Intermediate | No | 2 star(s) | usernamesarentimportant | 3.0 | 3.61 MiB | Download 2,367 downloads |
Star Revenge 5: Neo Blue Realm v1.2 Added: | Intermediate | No | 70 star(s) | BroDute | 5.0 | 6.60 MiB | Download 2,105 downloads |
Sandy Spire Slide v1.1 Added: | Intermediate | No | 5 star(s) | usernamesarentimportant | None | 2.78 MiB | Download 1,125 downloads |
Star Revenge 6.5: Wrath of the Dim. Flower v1.1 Added: | Intermediate | No | 70 star(s) | BroDute | 5.0 | 6.77 MiB | Download 1,567 downloads |
Star Revenge 6: Luigi's Adventure v1.3 Added: | Intermediate | No | 121 star(s) | BroDute | 5.0 | 6.46 MiB | Download 5,193 downloads |
Star Revenge 1: Star Takeover v1.2a Added: | Intermediate | No | 101 star(s) | BroDute | 5.0 | 5.05 MiB | Download 4,026 downloads |
Star Revenge 2: To the Moon v1.1 Added: | Intermediate | No | 85 star(s) | BroDute | 5.0 | 7.96 MiB | Download 2,613 downloads |
Super Mario 64 HARDCORE Added: | Intermediate | No | 120 star(s) | Erableto | 3.5 | 2.99 MiB | Download 5,174 downloads |
Super Mario 64 Remastered Added: | Intermediate | No | 123 star(s) | Erableto | 3.2 | 3.15 MiB | Download 16,991 downloads |
Crash Bandicoot 64 Added: | Intermediate | No | 120 star(s) | Erableto | 4.0 | 4.56 MiB | Download 9,864 downloads |
Super Mario 64 and the Koopa Power Added: | Intermediate | No | 100 star(s) | VenusFeuerFalle | 5.0 | 8.01 MiB | Download 4,235 downloads |
Roblox 64 Added: | Intermediate | No | 1 star(s) | SwiftySky | 5.0 | 3.02 MiB | Download 13,145 downloads |
Bounce Tales 64 Added: | Intermediate | No | 39 star(s) | AloXado320 | 4.5 | 2.13 MiB | Download 2,106 downloads |
Super Mario Adventure 64 (DEMO) (Cancelled) Added: | Intermediate | Yes | 7 star(s) | ProRevolution128 | None | 3.12 MiB | Download 2,426 downloads |
Super Mario 64: Openworld Quest Added: | Intermediate | No | 70 star(s) | Mariocrash, TheGael95 | None | 3.56 MiB | Download 6,509 downloads |
Koopa Beach [SM64 TA Level Remake] Added: | Intermediate | No | 7 star(s) | Mariocrash | 4.0 | 3.81 MiB | Download 1,603 downloads |
Luigi and the Forest Ruins: Rebooted Added: | Intermediate | No | 40 star(s) | Mariocrash | None | 4.89 MiB | Download 4,435 downloads |
Super Bandy Rescue 64 Added: | Intermediate | No | 3 star(s) | Luigixhero, Marionova, MrPr1993, Pablo's Corner | 2.0 | 3.27 MiB | Download 2,757 downloads |