Hacking Nintendont

poog

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basically i'm just a big dope. i went into Smash 4 to see if the controller adapter was even working and it wasn't so i fiddled around to make sure it was and lo and behold, it works just fine now. i've ran a few titles in Nintendont with no problems so far, so i'm just gonna assume it was having a hard time with the front two USB slots being occupied but not working properly.

edit: came back a few hours later to find that Nintendont really doesn't like this Pelican controller i was trying to use. it only crashes when i have that one plugged into my adapter. is this a common occurrence?
 
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comokepa

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Star Fox Assault PAL displays no video with forced NTSC video and progressive mode in order to try getting 480p. According to GBATemp's Nintendont Compatibility List it supports 480p, suggesting, I guess, it once did?. The game seems to be running, though, since the Wavebird's receiver still lights up when I press buttons, as well as the HDD's activity LED.
 

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pedro702

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Star Fox Assault PAL displays no video with forced NTSC video and progressive mode in order to try getting 480p. According to GBATemp's Nintendont Compatibility List it supports 480p, suggesting, I guess, it once did?. The game seems to be running, though, since the Wavebird's receiver still lights up when I press buttons, as well as the HDD's activity LED.
try putting video on auto and just use force progressive only, dont force the videomode to ntsc maybe that is why.

basically i'm just a big dope. i went into Smash 4 to see if the controller adapter was even working and it wasn't so i fiddled around to make sure it was and lo and behold, it works just fine now. i've ran a few titles in Nintendont with no problems so far, so i'm just gonna assume it was having a hard time with the front two USB slots being occupied but not working properly.

edit: came back a few hours later to find that Nintendont really doesn't like this Pelican controller i was trying to use. it only crashes when i have that one plugged into my adapter. is this a common occurrence?
well its not nintendont issue its probably the wiiu gc adapter compat? i got a fake gc controller a gameware gc controller that does not work on the adapter not for smash not on nintendont, it also doesnt even work on those wiimote gc to CC mayflash adapters.
 

poog

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well its not nintendont issue its probably the wiiu gc adapter compat? i got a fake gc controller a gameware gc controller that does not work on the adapter not for smash not on nintendont, it also doesnt even work on those wiimote gc to CC mayflash adapters.

i mean if it's making nintendont crash i'd consider that nintendont's issue. both my other controllers are no name bootlegs and they work just fine. i would say the Pelican's compatibility w/ the adapter is causing a nintendont issue, but i wouldn't know considering i don't know of anyone else having the same problem with the same controller.
 

pedro702

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i mean if it's making nintendont crash i'd consider that nintendont's issue. both my other controllers are no name bootlegs and they work just fine. i would say the Pelican's compatibility w/ the adapter is causing a nintendont issue, but i wouldn't know considering i don't know of anyone else having the same problem with the same controller.
well does the controller work fine with smash bros for wiiu atleast? the pelican one?
 

PieMan6474

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OK here is my deal here I have an afterglow Xbox 360 wired controller and the Nintendo HID tester for Wii sees my controller and gives hexadecimal numbers

--------------------- MERGED ---------------------------

OK here is my deal here I have an afterglow Xbox 360 wired controller and the Nintendo HID tester for Wii sees my controller and gives hexadecimal numbers
EDIT:I also tried an official Xbox 360 wired controller and it doesn't show up any ideas?
 

GreyWolf

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OK here is my deal here I have an afterglow Xbox 360 wired controller and the Nintendo HID tester for Wii sees my controller and gives hexadecimal numbers

--------------------- MERGED ---------------------------

EDIT:I also tried an official Xbox 360 wired controller and it doesn't show up any ideas?

Xbox controllers use XInput rather than HID so they won't work.
 
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Nevermore

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So totally random question.

Back in 2012 I saw one of Devolution's planned features was to have it connect to a GBA emulator for GBA-linking emulation. Was wondering if it was something ever possible, or just wishful thinking?

Luckily I have my old Wii to use with the adapter so not all hope is lost lol.
 

pedro702

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So totally random question.

Back in 2012 I saw one of Devolution's planned features was to have it connect to a GBA emulator for GBA-linking emulation. Was wondering if it was something ever possible, or just wishful thinking?

Luckily I have my old Wii to use with the adapter so not all hope is lost lol.
very very wishful thinking, like 0.001 % chances it will happen.
 

Nevermore

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Okay cool.

Was wondering if the creator of Devolution knew something others didn't about making it work, but it was probably his ego that made him even think it was possible lol.

Man, Devolution's AP was really a pain, but I did like some of the stuff it could do, which I need to see if Nintendon't can do the same (like toggling the widescreen while playign).
 

GerbilSoft

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So something I just thought of recently. I just added support for GameCube/Wii CISO support in my ROM Properties Page shell extension (commit). The GameCube CISO format is similar to WBFS (stores only used blocks), but has a much simpler header. (The Dolphin emulator supports CISO as well as WBFS and GCZ.)

Perhaps it'd be possible to implement CISO loading in Nintendont. CISOs effectively use the same file layout as 1:1 disc images (so disc timing will be correct, as will audio streaming), but they take up less space like shrunken GCMs. I might take a look at doing this over the weekend (along with going through my other queued Nintendont updates).
 

GreyWolf

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So something I just thought of recently. I just added support for GameCube/Wii CISO support in my ROM Properties Page shell extension (commit). The GameCube CISO format is similar to WBFS (stores only used blocks), but has a much simpler header. (The Dolphin emulator supports CISO as well as WBFS and GCZ.)

Perhaps it'd be possible to implement CISO loading in Nintendont. CISOs effectively use the same file layout as 1:1 disc images (so disc timing will be correct, as will audio streaming), but they take up less space like shrunken GCMs. I might take a look at doing this over the weekend (along with going through my other queued Nintendont updates).

I think the Wii CISO format is this: http://pismotec.com/ciso/
(It appears WBFS is directly based on it, too.)
 

ccfman2004

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So something I just thought of recently. I just added support for GameCube/Wii CISO support in my ROM Properties Page shell extension (commit). The GameCube CISO format is similar to WBFS (stores only used blocks), but has a much simpler header. (The Dolphin emulator supports CISO as well as WBFS and GCZ.)

Perhaps it'd be possible to implement CISO loading in Nintendont. CISOs effectively use the same file layout as 1:1 disc images (so disc timing will be correct, as will audio streaming), but they take up less space like shrunken GCMs. I might take a look at doing this over the weekend (along with going through my other queued Nintendont updates).
Sweet. Although I would call it SISO (Shrunken ISO) since you are not actually compressing anything you are just removing the unused bits.
 

GerbilSoft

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I think the Wii CISO format is this: http://pismotec.com/ciso/
(It appears WBFS is directly based on it, too.)
It isn't, though that might be what's used on PSP. The GCN/Wii CISO format is significantly simpler: https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/DiscIO/CISOBlob.h

The header is a 32 KB struct:
  • "CISO" magic
  • Block size (usually 2 MB)
  • Used block map (one byte per block; up to 32,760 blocks, or 65,520 MB using 2 MB blocks)

Sweet. Although I would call it SISO (Shrunken ISO) since you are not actually compressing anything you are just removing the unused bits.
True, but the term "CISO" is already in use by some Wii loaders (Hermes uLoader, though that's ancient) and Dolphin. Although the magic number is identical to the actual compressed CISO format, it can be distinguished using the second field: GCN/Wii CISO has a block size (always a power of 2), whereas compressed CISO has a header size.
 
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GerbilSoft

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A PSP CISO is actually compressed whereas the GameCube and Wii ISOs can only be shrunk.
Yeah, the CISO format used by Hermes uLoader is a sparse-only format. The PSP CISO format uses zlib, which is probably too slow for the ARM9. Same with Dolphin's GCZ. (I was looking into writing an LZO-based format a while back, but never got anywhere with it.)

EDIT: Looking through Nintendont, there's only a few functions I'd really need to change in the kernel, all of which are in ISO.c:
  • ISOInit(): Check for a CISO header. If present, load the block table and set a flag indicating CISO mode.
  • ISOSeek(): In CISO mode, adjust the seek position based on the block table.
  • ISORead(): In CISO mode, read each block one at a time based on the block table.

Loader-side, very little needs to be done:
  • Check for CISO files in addition to regular GCM/ISO. Just validate the header, then read the game's ID at 0x8000.

I need to re-rip my GameCube discs in order to get the FSTs for a unit test anyway, so this might be a good time to try implementing the CISO format.
 
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GerbilSoft

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>implement CISO support by mostly copy/pasting from the ROM Properties Page plugin
>works on the first try \o/

If anyone wants to test it, I pushed the code to https://github.com/GerbilSoft/Nintendont/tree/widescreen-hax.r422 . No precompiled build yet, since it's still a bit experimental. Use wiimm's ISO tools to convert ISO/GCM images to CISO.

Other changes:
  • Optimized widescreen checking. (This was one of the earlier commits, hence the branch name.)
  • Improved the code handler build.
  • Updated FatFS to R0.12b.
  • Search for game.gcm, game.cso, and game.ciso in addition to game.iso.
  • Support disc images in the /games/ directory instead of requiring subdirectories. The image can be named *.iso, *.gcm, *.cso, or *.ciso. Note that 2-disc games and FST format still require subdirectories at the moment.
 
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niuus

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So something I just thought of recently. I just added support for GameCube/Wii CISO support in my ROM Properties Page shell extension (commit). The GameCube CISO format is similar to WBFS (stores only used blocks), but has a much simpler header. (The Dolphin emulator supports CISO as well as WBFS and GCZ.)

Perhaps it'd be possible to implement CISO loading in Nintendont. CISOs effectively use the same file layout as 1:1 disc images (so disc timing will be correct, as will audio streaming), but they take up less space like shrunken GCMs. I might take a look at doing this over the weekend (along with going through my other queued Nintendont updates).

>implement CISO support by mostly copy/pasting from the ROM Properties Page plugin
>works on the first try \o/

If anyone wants to test it, I pushed the code to https://github.com/GerbilSoft/Nintendont/tree/widescreen-hax.r422 . No precompiled build yet, since it's still a bit experimental. Use wiimm's ISO tools to convert ISO/GCM images to CISO.

Other changes:
  • Optimized widescreen checking. (This was one of the earlier commits, hence the branch name.)
  • Improved the code handler build.
  • Updated FatFS to R0.12b.
  • Search for game.gcm, game.cso, and game.ciso in addition to game.iso.
  • Support disc images in the /games/ directory instead of requiring subdirectories. The image can be named *.iso, *.gcm, *.cso, or *.ciso. Note that 2-disc games and FST format still require subdirectories at the moment.
Great! I've been waiting for this for a long time. Hope to test it as soon as a build is available.
 

ShadowOne333

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>implement CISO support by mostly copy/pasting from the ROM Properties Page plugin
>works on the first try \o/

If anyone wants to test it, I pushed the code to https://github.com/GerbilSoft/Nintendont/tree/widescreen-hax.r422 . No precompiled build yet, since it's still a bit experimental. Use wiimm's ISO tools to convert ISO/GCM images to CISO.

Other changes:
  • Optimized widescreen checking. (This was one of the earlier commits, hence the branch name.)
  • Improved the code handler build.
  • Updated FatFS to R0.12b.
  • Search for game.gcm, game.cso, and game.ciso in addition to game.iso.
  • Support disc images in the /games/ directory instead of requiring subdirectories. The image can be named *.iso, *.gcm, *.cso, or *.ciso. Note that 2-disc games and FST format still require subdirectories at the moment.
You mean Wii U widescreen (to output the image in 16:9 instead of 4:3) or the widescreen game hacks?
 

GerbilSoft

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You mean Wii U widescreen (to output the image in 16:9 instead of 4:3) or the widescreen game hacks?
I probably should've been more specific for that. It doesn't affect anything that you'd normally see; it's an optimization for the large "switch" block for checking the game ID when applying/disabling static widescreen hacks.

There is one additional widescreen change: the background image is now rendered with the correct aspect ratio if the system is set to widescreen.
 

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