Hacking Nintendont

dreamon

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Roadkill (USA) [GOCE5D] *WORKING*
Sources: 1:1 ISO and Shrunked Image
DSP: DSPv4
Nintendont Build: v1.132
Loader: USB Loader GX v.r1230
Memory Card Support: Yes
Widescreen 480p Support: Yes
Shrunk: Working / Shrunk Size: 1.30 GB
Status: Working
Issue: Choppy Cutscenes
Ribbit King (USA) [GKREB2] *WORKING*
Sources: 1:1 ISO and Shrunked Image
DSP: DSPv2
Nintendont Build: v1.132
Loader: USB Loader GX v.r1230
Memory Card Support: Yes
Widescreen 480p Support: Yes
Shrunk: Working / Shrunk Size: 1.34 GB
Status: Working
Issue: Audio streaming game
Scaler (USA) [GKUE9G] *WORKING*
Sources: 1:1 ISO and Shrunked Image
DSP: DSPv3
Nintendont Build: v1.132
Loader: USB Loader GX v.r1230
Memory Card Support: Yes
Widescreen 480p Support: Yes
Shrunk: Not Working / Shrunk Size: 1.08 GB
Status: Working
Issue: Cutscenes play too fast
Namco Museum 50th Anniversary [G5NEAF] *NOT WORKING*
Sources: 1:1 ISO and Shrunked Image
DSP: DSPv6
Nintendont Build: v1.132
Loader: USB Loader GX v.r1230
Memory Card Support: Yes
Widescreen 480p Support: Yes
Shrunk: Not Working / Shrunk Size: 278 MB
Status: Not Working
Issue: Audio streaming game. Freezing at game selection screen.
NASCAR(R) Dirt to Daytona (USA) [GN2E70] *WORKING*
Sources: 1:1 ISO and Shrunked Image
DSP: DSPv4
Nintendont Build: v1.132
Loader: USB Loader GX v.r1230
Memory Card Support: Yes
Widescreen 480p Support: Yes
Shrunk: Working / Shrunk Size: 1.26 GB
Status: Working
Issue: Audio streaming game.
 

Kurausukun

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Two things I'd like help with:
1. Whenever I play Super Smash Bros. Melee, the game displays in widescreen, but it stops before it reaches the edge of my TV and there are black bars on the left and right sides. Is there a fix for this or do I just have to live with it?
2. Whenever I start the game, it asks me if I want to display in progressive scan. EVERY TIME. Is there a way to make this message go away and always display in progressive scan? Thanks.
 

VinsCool

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Two things I'd like help with:
1. Whenever I play Super Smash Bros. Melee, the game displays in widescreen, but it stops before it reaches the edge of my TV and there are black bars on the left and right sides. Is there a fix for this or do I just have to live with it?
2. Whenever I start the game, it asks me if I want to display in progressive scan. EVERY TIME. Is there a way to make this message go away and always display in progressive scan? Thanks.
1- it is like this, something related to overscan I think, many games do that.
2- No, it is how it works, games will ask every time.

Also, I read through the compatibility list, since when games and cutscenes runs in 1.5 x speed? :blink: And according to the list, why is F-Zero GX USA marked as fully compatible? As far I remember the last time I played, it always freeze at first chapter in story mode... Is it fixed or someone edited it blindly?
 

sabykos

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Adeka

I have some thoughts regarding you problem that Madden NFL 2004 and Madden NFL 2005 need a bigger memory card. Take a look at this:

https://code.google.com/p/nintendon-t/source/browse/trunk/mem_map.txt

This txt-file shows what the parts of MEM1 and MEM2 are currently used for. Take a look at this line:
Code:
0x91000000-0x91200000=memcard emu
I suppose this is the location in MEM2 where the emulated memory card is loaded. It's size is 0x200000 which is 2097152 in decimal. This is exactly the filesize of a memcard file. Directly after this comes the MEM2 space, which is reserved for "temporary di buffer". Therefore you can't just make an exception for those games. You would need to rearrange the whole memory.

An idea might be this (I'm not sure if this is doable, cause I'm just a noob like most people here). It could be possible to move the "temporary di buffer" from
0x91200000-0x91280000
to
0x92920000-0x93000000.
Then you could place the cache at
0x91200000-0x92920000.
Basically swap the locations of "cache" and "temporary di buffer". Since the cache size can be adjusted (smaller cache means longer loading times, but shouldn't harm compatibility). You could make an exceptions for those games, which need a bigger memcardfile like this:

Code:
0x91000000-0x91400000=memcard emu
0x91400000-0x92920000=cache (In Triforce mode some of this is reserved for DIMM memory)
0x92920000-0x93000000=temporary di buffer

That would mean 2MB less cache, and 2MB more space for the memcard. Maybe it would even be a good idea to make an option in the settings for this and let the user choose between 1 MB, 2MB and 4MB memory cards. The problem is, I don't know how complicated this memory rearrangement would be and, if FIX94's autocaching flexible enough to handle different cache sizes.
This are just thoughts of me and I don't have the skills to guarantee that my idea isn't total bullshit. Maybe it could work like this, dunno.

EDIT: I've just seen that there areonly 512KB, 2MB and 8MB as official memcard sizes. So 4MB and 1MB might not work. If you make the memcard file 8MB there are only ~18MB left for caching. I don't know if this is enough.
 
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sj33

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Two things I'd like help with:
1. Whenever I play Super Smash Bros. Melee, the game displays in widescreen, but it stops before it reaches the edge of my TV and there are black bars on the left and right sides. Is there a fix for this or do I just have to live with it?.
This is actually how the game should be displayed. It's a remnant from the days of CRT TVs when the image would always overscan to some degree so games were designed with the overscan in mind. This is no longer necessary with today's TVs, but clearly Melee with still designed with this mentality.
 

SuperrSonic

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1. Whenever I play Super Smash Bros. Melee, the game displays in widescreen, but it stops before it reaches the edge of my TV and there are black bars on the left and right sides. Is there a fix for this or do I just have to live with it?
Live with it, Wii/GC is analog and the pixels are super thin, what happens on the Wii side is that when set to widescreen a certain value is changed that makes it stretch to fit most TVs i.e. the video signal output, which the widescreen hack doesn't change. However you might encounter GC games like Four Swords Adventures, that are already stretched to display GBA visuals in square pixels.

2. Whenever I start the game, it asks me if I want to display in progressive scan. EVERY TIME. Is there a way to make this message go away and always display in progressive scan? Thanks.
Lucky, I can never even get force progressive to work half the time, sometimes it works and sometimes it doesn't.
I normally use 480i(for compatibility) and don't mind to be asked to change it for one game, but only dm and devolution ask me, nintendont only asks me if I have 480p enabled in the Wii settings.
 

VinsCool

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YES I fixed the audio, the reason it was broken is so dumb its the games fault, I'll clean it up and think about commiting.

You said videos of this game is fixed too... would this also affect games with too fast videos or is it just megaman only?
 

FIX94

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Well there we go:
-32-bit aligning the addresses of ARStartDMA, this will fix the background music in megaman collection
-added a hardcoded fix for the too fast videos in megaman collection
-cleaned up FakeInterrupt

Also for anybody trying it out now and getting angry at A being shoot and B being jump, I wrote a cheat file a bit ago to reverse that order:
http://www.mediafire.com/file/2jk0tfrjralx8yq/G6QE08.gct
 
Last edited by FIX94, , Reason: update dl link

FIX94

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How did you figure out how to fix it?

I noticed that RADTimerRead calls OSGetTime and moves the results from r3,r4 into r30,r31
w6syt2.png
and then later on it multiplies the result with some number, r6, which is statically coded into the game, I just divided that number by 1.5 and then if we notice that the game gets booted I change out the original number by the one I calculated.
zeErFy.png
 
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