Hacking Nintendont

mario-lucis-caelum

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Image 1 (Dolphin on my android tablet at 1080p)

Vs

Image 2 (Native Gamecube on the Wii U Gamepad)

Anyway to make the gamepad image as good as the other pic? Or slightly better? Why does it look like that?
 

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pedro702

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Image 1 (Dolphin on my android tablet at 1080p)

Vs

Image 2 (Native Gamecube on the Wii U Gamepad)

Anyway to make the gamepad image as good as the other pic? Or slightly better? Why does it look like that?
gc runs at 480p max on wii/wiiu there is no way to make it 1080p...

also dolphin is an emulator so it does a lot of image quality buffs you cant do on real hardware.
 

XenoFredo

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Nintendont sometimes freezes the console completely (to the point I have to pull the plug) on startup from the Wii U menu (forwarder, either Nintendont itself or the game injects), usually the first time I boot it up after turning on the console. Then after rebooting it usually always boots up and works fine. Sometimes it will boot and I'll have weird artefacts instead of legible text in the Nintendont menu.

Could you please help me identify what may be causing this? I'm using the latest version of Nintendont. I'm currently on Tiramisu but planning to switch to Aroma. Maybe that will fix this problem?

Edit: For those who are interested and ran into similar issues, I managed to fix all black screen and freezing issues by using this version of Nintendon't. It shows the whole loading process when you launch an injected game, and though it is a bit slower, at least it never freezes: Google Nintendont-CrisMMMod and download it from Github.
 
Last edited by XenoFredo,

snoozbuster

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Hey all. I have a problem with USBL GX and Nintendont I haven't been able to find an answer to. I could have sworn I once saw someone else with the same issue when I was looking into vWii forwarding, but now that I actually have the issue I can't find anyone talking about it. Anyway, I digress...

I used TeconMoon's Wii VC injector to inject a USBL GX forwarder dol (which I got by extracting it from the the vWii forwarder wad in Github using CustomizeMii) using the homebrew injection mode. This works almost perfectly - I can launch USBL GX with gamepad support, all GC games show up, etc. The problem is that when I go to actually launch a GC game it just launches the main nintendont menu and doesn't autoboot the game. If I open the Nintendont settings at that point, all settings are set to "off", and even if I change a few of them inside nintendont (eg setting autoboot on and wiiu widescreen on), then launch a game, the settings are gone when I return to nintendont via the same path next time.

Autobooting GC games via Nintendont works fine if I enter USBL GX from the system menu, or even via a vWii forwarder made with boot2vwii. In that scenario selecting a GC game starts it up normally.

What is up with VC inject mode that's causing the nintendont settings not to be passed on correctly? Has anyone seen this before or knows how to fix it? if the USBL GX forwarding to nintendont isn't working in VC inject mode I might as well just make a nintendont VC inject instead, but I really like the USBLGX UI and would prefer to use it.

Also, my understanding is that the only way to get gamepad support on vWii NAND titles is with a VC NAND inject forcing classic controller emulation, right? I thought I read once in some thread that VC injecting USBLGX would allow launching NAND titles with gamepad support but everything I've seen since says that's not possible without further cIOS work since the cIOSes that allow both to function are conflicting. Just wanted to make sure that's still the case.
 

linkinworm

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Anyone know why after changing the Nintendont settings file my GameCube controllers don't work anymore?

I'm using injects and it was working but then I tried to change some video settings and then my controller does nothing in games. It works if I launch Nintendont from the Wii u menu, inside the launcher. But not from my injects

Anyone any ideas what would do this?
 

pedro702

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Anyone know why after changing the Nintendont settings file my GameCube controllers don't work anymore?

I'm using injects and it was working but then I tried to change some video settings and then my controller does nothing in games. It works if I launch Nintendont from the Wii u menu, inside the launcher. But not from my injects

Anyone any ideas what would do this?
probably changed settings like wiiu gamepad slot or max controllers or whatever by accident
 

pedro702

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What should the wiiu gamepad slot be? Can't remember if I accidentally changed it before or not
depends do you want to use it? if you want to use it in first player you choose 1 if you want to use as second player you choose 2, if you dont want to use it you choose 0.
 

linkinworm

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depends do you want to use it? if you want to use it in first player you choose 1 if you want to use as second player you choose 2, if you dont want to use it you choose 0.
so I put an iso on my sd card and loaded a game through nintendont launcher, works fine, its just my injects seem to have broken... any idea what thats about?. I did try to update nintendo though the launcher and it crashed, deleted nintendont its self which i had to manully put back on but i aint sure if it deleted anything else

EDIT: so after some messing round, ive found that if i select TV mode or gamepad only mode by using the + button on a wiimote to effectivly run in vwii mode exclusively, the pads work again, but not when i select use the wii u gamepad, this worked before so i aint sure whats gone wrong, Having the use the wiimote is a bit troublesome, since loss of home menu button, and having to use twice as many batteries for the wavebird and wiimote now
 
Last edited by linkinworm,

linkinworm

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So after trying to fix my wavebird with a new pot I'm still having some drift offset issue. Would it be possible somehow to add an offset calibration setting to Nintendont?. In f zero my x axis is around 5pt to the right y axis is around 2 but that's not so bad. I've tried to the start x y combo but it doesn't seem to do anything. Which is weird because it did work at some point (not related to pot change)

EDIT, so i found the controller ini file offers this already, chaing the sticks to +15 or 20 on the X axis brought the stick to X center and chaing the Y axis to +5 / 10 brings it back to center on the Y. wish id seen this before soldering in new pots
 
Last edited by linkinworm,

Doneyboney

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I've been wondering. Similarly to how Nintendont unlocks the Wiiu's ability to play GCN backups natively BECAUSE the Wii was backwards compatible with the GCN... Would it be possible to play GBA backups natively as well? Given the fact that the GCN was able to play GBA with the add-on attachment, thoughts?
 

pedro702

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I've been wondering. Similarly to how Nintendont unlocks the Wiiu's ability to play GCN backups natively BECAUSE the Wii was backwards compatible with the GCN... Would it be possible to play GBA backups natively as well? Given the fact that the GCN was able to play GBA with the add-on attachment, thoughts?
no... the gba gc attachment had gba hardware to play gba games lol also nintendont doesnt unlock any native backwards compatibility... its just that the gc cpu /gpu are basically the same as the wii so nintendont just translates the calls so the gc games run.

the gc game boy player did have hardware like cpu and gpu that the gba and such used and only used the gc to display the image on the screen.
 

Willicious

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OK, well after more than 6 months of waiting for an answer or something to be done about this, I've decided I'm going to go ahead and fork Nintendont and fix the issue myself.

It would help greatly if someone could point me to the part in the code that deals with the button combo for reset/power off as that's the only thing I'll need to change. Also, any tips for building/compiling?

-------------------------------------------------------------------------------------------------------------------------------------------------------------

Need some help compling Nintendont.

Does anyone know of a proper step-by-step compiling guide (i.e. from having nothing on your system to having a successfully built boot.dol)?

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

OK, here's what worked:

How to build your own copy of Nintendont on Windows - a step-by-step guide

1) If you haven't already, Clone the Nintendont GitHub repo
2) Install the latest version of devkitPro (you'll replace some folders later)
3) Download the folders from the mediafile like on Nintendont's GitHub page
4) Go to C:\devkitPro\ and rename the following folders:

devkitARM - rename to "devkitARM-original"
devkitPPC - rename to "devkitPPC-original"
libogc - rename to "libogc-original"

5) Paste the replacement folders from Nintendont - make sure they're named devkitARM, devkitPRO and devkitPPC respectively (you have to unzip everything to get to the actual folder itself)
- NOTE that the mediafire link contains 2 devkitPPC versions. The one called devkitPPC r35-2 is the latest. Copy the other one in first (it should simply be called devkitPPC), then paste the one called devkitPPC r35-2 over it, choosing to replace any duplicate files

6) Once you're sure the above folders have been correctly replaced, go ahead and open your cloned copy of Nintendont
7) In the root directory, run Build.bat - if all went well, it should build a brand new copy of loader.dol in the "loader" folder (check the timestamp to make sure it's the one you just built)
8) Go ahead and make any changes you want to Nintendont!

When I've fixed the button combo, I'll upload a pull request. That way, even if the devs never get around to merging it, the code will be available for those that want to set their own button combo.

------------------------------------------------------------------------------------------------------------------------------------------------------------------

Managed to find the relevant code (here's the promised pull request for anyone interested) and remapped the combos to the following:

Exit is now L, R, Start
Reset is now A, Y, Start
 
Last edited by Willicious,
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N7Kopper

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Languages options is why people are still playing PAL games. But of course we also want the best quality image, as much as possible at least.
There's other reasons too, such as compatibility with GBA games (some GBA > GCN linkups are regionlocked), and also owning an original retail copy of a PAL 50hz game. Funnily enough, certain home computer projects such as Sonic 1 Master System on the Commodore 64 showcase how PAL is actually a superior standard, but was woefully underutilised by console developers who had to accommodate the lowest NTSC common denominator.

Some games are even properly 50hz-optimised, like Crystal Chronicles which looks noticeably crisper vertically than the 60hz version. While I do play the NTSC versions of Twin Snakes - music patched - and RE3, I prefer my childhood copy of CC for that reason. (also nice whirrr-kthunk noise make monke brain go ook ook) And then you have Sonic Heroes where the European version is 50hz optimised, but supports 60hz... which now runs too fast without a patch code!

But pedro clearly doesn't want to do it. Either use Devolution instead (it's cracked these days) which does support 576p, use Swiss, which supports original discs (that's what I do) or implement it yourself. I would, but the money I would spend on a USB Gecko for debugging (and the time spent learning how to do Wii programming) is better spent on charity work like helping the victims of Islamic grooming gangs.

Image 1 (Dolphin on my android tablet at 1080p)

Vs

Image 2 (Native Gamecube on the Wii U Gamepad)

Anyway to make the gamepad image as good as the other pic? Or slightly better? Why does it look like that?
People get confused because Xbox games get called "backwards compatible" when they're not at all. All Xbox legacy support is done via emulaton, which is why the One and Series can increase the resolutions and framerates of retro games (The 360 isn't retro by the One's standards, it's last-gen.) The Series actually is back-compat with the One though, and can also do the same for its games despite them not yet being retro. This isn't "legacy support" because games are still coming out for the Xbone.

no... the gba gc attachment had gba hardware to play gba games lol also nintendont doesnt unlock any native backwards compatibility... its just that the gc cpu /gpu are basically the same as the wii so nintendont just translates the calls so the gc games run.

the gc game boy player did have hardware like cpu and gpu that the gba and such used and only used the gc to display the image on the screen.
For the Game Boy Player, even things like rumble are implemented via the EXT bus, that's how "not a Gamecube" the GBP is. The EXT port on the GBP has a lever that is pushed back when you plug something in, locking the GCN's parallel port out of the EXT bus - this disables the GBP rumble in games that support it. That's how Game Boy Interface is able to push multiboots and dump cartridges - it's not part of the Gamecube, it's just a GBA acting as a slave device in a similar but distinct way to the GCN-GBA cable. Even the Game Boy Player splash screen serves a purpose on games. When it's detected, the Game Boy Player Start-Up Disc firmware (and GBI if it's enabled) presses all four directional buttons at once to tell the GBA that it's actually a GBP.

Nintendont and Devolution are more like forward-compatibility hypervisors. Rather than telling the Wii to play nice with the Gamecube game, it tells the Gamecube game to play nice with the Wii; that's how Wii U support is unlocked.
 
Last edited by N7Kopper,

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