Hacking Nintendont

faku1810

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Would it be possible to implement update function in nintendont ? Simply a check if the version used is the latest, and ability to download and automatically replace boot.dol. Some emulators have it , would be cool if Nintendont had it as well, considering the large amount of frequent updates!

Most loaders already have that function, and most people use loaders anyways so adding it into nintendont isn't really necessary. Might be done at some point, if the devs want it, but i think a lot of stuff comes before that.

That Wiimote is a comfy controller?

I don't think it's comfty at all, you'd have to get adapted to the mapping for it and the nunchuk. The only advantage is that anyone who has a wii or wiiu is likely to have them. But that's lazyness at its best. Any cheap HID controller works with nintendont, and I'm sure most people here can agree that spending hours of coding and testing just so people can save up on a gamepad that they can find pretty much everywhere, or just so they can have "immediate access" to bluetooth support (hence, wireless gaming) is stupid and not worth it, in the end most people would say "fuck this weird scheme" and go out to buy a controller.

And I'm talking from the standing point of someone who doesn't have 2 GC controllers, CC, CCP and more than one Wii like others in the thread do. I'm a regular person with just a Wii, two wiimotes with nunchuks, and a single HID controller. And guess what? I'm gonna go out and buy classic controllers to play, even if third party, because it's way way better than whatever it's possible to achieve with a wiimote and nunchuk mapping.
 

nakata6790

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I can really tell who has played any fps competitively on Wii... People were asking for Wiimote & NC support cause Wiimote + Nunchuck blow away any dual analog control scheme for games like FPS and because 100% of Wii and Wii U owners already have these controllers. Also, yes they are anatomically more comfortable due to them being separate parts for each hand rather than forcing you to have both hands tied together.

Imagine playing the Timesplitters games, fast paced arcade style would be dreamy with that control scheme. And to anyone saying it is not possible, i point you to Not64. I can play Perfect Dark, GoldenEye, Turok, Jet Force Gemini, hell even Starfox with IR aiming (like Sin & Punishment 2) and side by side, it murders all other control schemes with how fluent it is.


Anyways, seeing that Nintendont team don't plan to include Wiimote & Nunchuck support, i as well as other people will respect their decision. Make no mistake, we are absolutely grateful for what we already got. It is a tremendous project that has seen incredible progress and games' compatibility is rightfully the #1 goal.
 

pedro702

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I can really tell who has played any fps competitively on Wii... People were asking for Wiimote & NC support cause Wiimote + Nunchuck blow away any dual analog control scheme for FPS and because 100% of Wii and Wii U owners already have those controllers.

Imagine playing the Timesplitters games, fast paced arcade style would be dreamy with that control scheme. And to anyone saying it is not possible, i point you to Not64. I can play Perfect Dark, GoldenEye, Turok, hell even Starfox with IR aiming (like Sin & Punishment 2) and side by side, it murders all other control schemes with how fluent it is.


Anyways, seeing that Nintendont team don't plan to include Wiimote & Nunchuck support, i as well as other people will respect their decision. Make no mistake, we are absolutely grateful for what we already got.
diference between n64 games and gc games, nintendo 64 controller only uses by deafult one hand in the middle and on the right.

4 buttons-A,B,Z,R
2 analogs- main one and c buttons turned into c stick
so ofcourse its easy to emulate n64 shooter with wiimote+nunchukck it uses 4 buttons and 2 sticks while gamecube fps use all 4 buttoms plus both shoulder ones and Z and dpad to do stuff

They need all the buttom to work properly not to mention any noone fps game would be unplayable since you would without meaning be using the c stick randomly.
 

faku1810

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I can really tell who has played any fps competitively on Wii... People were asking for Wiimote & NC support cause Wiimote + Nunchuck blow away any dual analog control scheme for games like FPS and because 100% of Wii and Wii U owners already have these controllers. Also, yes they are anatomically more comfortable due to them being separate parts for each hand rather than forcing you to have both hands tied together.

Imagine playing the Timesplitters games, fast paced arcade style would be dreamy with that control scheme. And to anyone saying it is not possible, i point you to Not64. I can play Perfect Dark, GoldenEye, Turok, Jet Force Gemini, hell even Starfox with IR aiming (like Sin & Punishment 2) and side by side, it murders all other control schemes with how fluent it is.


Anyways, seeing that Nintendont team don't plan to include Wiimote & Nunchuck support, i as well as other people will respect their decision. Make no mistake, we are absolutely grateful for what we already got. It is a tremendous project that has seen incredible progress and games' compatibility is rightfully the #1 goal.

I see your point, because tbh I never play fps on consoles, as i think a keyboard + mouse setup in a pc blows away ANY other control scheme, specially the analog sticks. But that's also my fault because I'm not fast enough with the wiimote pointer in games like Zelda using the bow. And I'm not saying it's impossible to actually use the wiimote pointer or the gyro as replacement for the C-stick because i don't know if it is or not.

My point is that even if possible it's too much work for a (IMO) very small amount of people, relatively. I hate when people uses the "competitive" gaming as their reason to ask for features, because (again, it's my opinion) nintendont isn't aimed at competitive gaming or anything of the sort, it's for casual gamers who want to replay their GC games in a console that no longer supports the discs.
 
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hello, i have registered jus to tell you that wiimote + nunchack can be done. just let the option be there and let the user to play with button maping. for example in mario kart double dash you could play like in mario kart wii. and for the games who need two sticks, you have one on the nunchakc and the other, well, you could use the wiimote camera for the second analog stick: up,down,left,right. could be done.
dont get me wrong, is a great thing what happend with nintendont. i know that a huge work is needed to develop this application, but is such a shame that the official controller of the console/the primary controller, cannot work with it.
 

faku1810

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It's not really a shame when you consider the wide range of controllers that DO work, and are better. It's not a matter of "just let the option be there"; making it work the way you say involves a lot of work and testing to be done, and it's just not worth it. It's much easier to use the CC/CCP/WiiUPro controller (that are official controllers for the console) and there's the option to use wired HID controllers that people usually has for pc gaming or ps3.

Just to let it be clear, i'm not against it and the devs can freely choose to work on it if they think it's worth the effort; but I don't think it is.
 

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hello, i have registered jus to tell you that wiimote + nunchack can be done. just let the option be there and let the user to play with button maping. for example in mario kart double dash you could play like in mario kart wii. and for the games who need two sticks, you have one on the nunchakc and the other, well, you could use the wiimote camera for the second analog stick: up,down,left,right. could be done.
dont get me wrong, is a great thing what happend with nintendont. i know that a huge work is needed to develop this application, but is such a shame that the official controller of the console/the primary controller, cannot work with it.

Uhh the original console was a Gamecube, there was no wiimote support back then, all games are made with that in mind :wtf:
 
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ShadowOne333

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People, seriously stop it with the Nunchuck+Wiimote thing.

If you want to play FPS and Racing NGC games with those, you are fine with the abundant range of controllers you have available right now.
Programming IR in conjuction with the app is a severe pain in the ass, I know for sure since one of my school projects was based on that, and to get the pointer to be smooth and responsive is quite a hard task even with a simplistic tool as GlovePIE.

I say just drop dead with that topic, leave it be dead for now since it is not important right now.
Now that the most requested features are supported (Bluetooth and Audio Streaming) the next would be compatibility and some code clean.
Other major features might come after that, but seriously stop asking about Nunchuck.
FIX94 already said he has no interest in adding that feature now, and I respect that decision and support it.


Out of that, about the Digital/Analog triggers MOD I've been working on...

Rob Blou already pointed me in the right direction.
The code I made WAS CORRECT, I did get analog values out of pressing L+ZR, and if I let go the L button the controllers reacts with a Full Press.
The problem here is, Rob Blou said that in his controller.ini, he had two different offsets for the Analog Triggers to work on a Digital button controller.
L=3,01 and R=3,02 are the values he has in his controller ini along with offsets 12 and 13 for the 00 - FF range.
The values 01 and 02 are the ones that indicate exactly WHEN the triggers are being fully pressed.
In the Bluetooth code, we have the 02 value enabled by default, so it doesn't matter if you have FF or 00 in the code, it will ALWAYS make Mario stop because the 02 value is always enabled.

Now I gotta search for that particular part of the code that works with such value and see if I can "disable it" in the L+ZR/ZL combo, and then let it be enabled in the sole press of ZR.

Well then, gotta start looking for that offset and 02...
 
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Howard

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Out of that, about the Digital/Analog triggers MOD I've been working on...

Rob Blou already pointed me in the right direction.
The code I made WAS CORRECT, I did get analog values out of pressing L+ZR, and if I let go the L button the controllers reacts with a Full Press.
The problem here is, Rob Blou said that in his controller.ini, he had two different offsets for the Analog Triggers to work on a Digital button controller.
L=3,01 and R=3,02 are the values he has in his controller ini along with offsets 12 and 13 for the 00 - FF range.
The values 01 and 02 are the ones that indicate exactly WHEN the triggers are being fully pressed.
In the Bluetooth code, we have the 02 value enabled by default, so it doesn't matter if you have FF or 00 in the code, it will ALWAYS make Mario stop because the 02 value is always enabled.

Now I gotta search for that particular part of the code that works with such value and see if I can "disable it" in the L+ZR/ZL combo, and then let it be enabled in the sole press of ZR.

Well then, gotta start looking for that offset and 02...

Your trying to make your change overly complicated. Each trigger should take 2 new lines of code and a change to one existing line.
 

Cyan

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I have a question about what the loader do:
- on my last test in the previous post, the loader ignored the multi save file and created a new individual one for the game on Port1 (the wii shuts down before loading the game but, yeah). Does the loader ignores the Nintendont settings and defines itself how Nintendont will load games (ignoring the activated Memcard Multi setting from Nintendont) ?
- also, when loading from the USBLoader, the "exit to loader" code always resets the wii. Is it a unexpected behavior or is that how Nintendont treats loaders for now?
The loader doesn't create the save file at all. Nintendont does.
If you already are using a multi-game memory card, don't forget to set MCEmu to "ON" instead of "individual" in USBGX settings.
USBLoaderGX always delete/overwrite/takes priority over existing settings you had on your last launch (being from nintendont itself or from another loader). Current game's settings are always sent to nintendont. it doesn't re-use old one if present.
Exit to loader works (worked) fine with me. did you set the channel to "return to" in the setting ?


About what Nintendon't is doing:
- wouldn't be better if Nintendont looked at first for the other paths on the same device that it's loading from? (if Nintendont's boot.dol is on usb1 at Port0, so it should try to find first, for example, usb1:\games and usb1:\saves ....and if not finding this paths then it could look to, lets say, Port1's usb3:\games and usb3:\saves)
..or at least a option to set this kinds of paths manually in usbloader?
what would be even better is supporting multiple partitions, and specifying the partitions to boot in the game's path when launched from external loaders.
 
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nakata6790

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Pardon my small break, just so we know what we are talking about:

diference between n64 games and gc games, nintendo 64 controller only uses by deafult one hand in the middle and on the right.

4 buttons-A,B,Z,R
2 analogs- main one and c buttons turned into c stick
so ofcourse its easy to emulate n64 shooter with wiimote+nunchukck it uses 4 buttons and 2 sticks while gamecube fps use all 4 buttoms plus both shoulder ones and Z and dpad to do stuff

They need all the buttom to work properly not to mention any noone fps game would be unplayable since you would without meaning be using the c stick randomly.

They need all the buttom to work properly

You say ''of course'' now, only after i brought up Not64 as an example.
Also, you are doubly wrong in your gamecube fps claim.
Here's why:
1) When you play an fps on GC you have your left thumb on analog, right thumb on c-stick. That leaves 3 (count'em) buttons immediately accessible at the same time as the two sticks: L, R and Z buttons. On the contrary, on Wii you have left thumb on nunchuck analog, right hand on wiimote IR and 4 buttons PLUS a d-pad (which can be from 1 to 4 buttons in itself) all accessible at the same time. You need to take you thumb off c-stick to access ABXY on GC. So if you count those, you can surely count - or + on wiimote.
2) Most GC fps games let you map the buttons however you wish. Timesplitters 2 & 3, Red Faction II to name a few. Others like Nighfire, Judge Dredd, Die Hard Vendetta or Turok either do not need all buttons or they assign really minor actions to the d-pad or X,Y (which can easily be assigned to either of wiimote's dpad, -,+,1 or 2 buttons anyway).


not to mention any noone fps game would be unplayable since you would without meaning be using the c stick randomly.
Nope. Assign c-stick to wiimote d-pad for those games.


P.S. I know NC support is off the book by nintendont team and i accept it as i stated in my previous post.


= EDIT =
how would you assign c stick to "those games" you expect nintendont to understand if a game is an FPS or not?

Seriously? It can just be a simple toggle on/off thing with a button combo or an option. Select to assign GC c-stick to either wiimote d-pad or IR. That's it.
 

pedro702

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Pardon my small break, just so we know what we are talking about:





You say ''of course'' now, only after i brought up Not64 as an example.
Also, you are doubly wrong in your gamecube fps claim.
Here's why:
1) When you play an fps on GC you have your left thumb on analog, right thumb on c-stick. That leaves 3 (count'em) buttons immediately accessible at the same time as the two sticks: L, R and Z buttons. On the contrary, on Wii you have left thumb on nunchuck analog, right hand on wiimote IR and 4 buttons PLUS a d-pad (which can be from 1 to 4 buttons in itself) all accessible at the same time. You need to take you thumb off c-stick to access ABXY on GC. So if you count those, you can surely count - or + on wiimote.
2) Most GC fps games let you map the buttons however you wish. Timesplitters 2 & 3, Red Faction II to name a few. Others like Nighfire, Judge Dredd, Die Hard Vendetta or Turok either do not need all buttons or they assign really minor actions to the d-pad or X,Y (which can easily be assigned to either of wiimote's dpad, -,+,1 or 2 buttons anyway).



Nope. Assign c-stick to wiimote d-pad for those games.


P.S. I know NC support is off the book by nintendont team and i accept it as i stated in my previous post.
how would you assign c stick to "those games" you expect nintendont to understand if a game is an FPS or not?
 

FIX94

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new version, more controller stuff:
-calibrating the bluetooth controller analog sticks now when you sync the controller, the first value it reads will be taken as the analog stick middle, to recalibrate just reconnect the controller
-if you press "-" on your wiimote it will enable/disable rumble
-if you press "-" on your classic controller/wiiu pro controller, it will change the control scheme to be rotated a quarter clockwise or to the original control scheme
-if you hold "L" on your classic controller/wiiu pro controller, your inputs on ZL/ZR will be used as half pressed L and R buttons ingame
 

morgoth32

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Thanks for your work on Nintendon't , now it's almost perfect.

About nunchuk wiimotes does Devolution supports it?
Go ask Tudeij for wiimote or even smartphones support =)
 

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    @Sicklyboy I am wanting to fully change the game and bend it to my will lol. I would like to eventually have the ability to add more characters, enemies, even have a completely different story if i wanted. I already have the ability to change the tilemaps in the US version, so I can basically make my own map and warp to it in game - so I'm pretty far into it!
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    I am definitely considering porting over some of the EU features without using the actual ROM itself, tbh that would probably be the best way to go about it... but i'm sad that the voice acting is so.... not good on the US version. May not be a way around that though
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