Hacking Nintendont

GreyWolf

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Um, what does Nintendont have to do with Windows 98? I was talking about Dolphin, an emulator, vs Nintendont on the Wii U, which uses vWii (or Gamecube mode on Wii), which is virtualized hardware. I'm confused.

He was talking about this: http://kernelex.sourceforge.net/

Nintendont isn't really a virtual machine, it's a compatibility layer.
 

zerowalker

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How does Gamecube send Rumble feedback?
Is it possible to have a code that simply do just that, and if so how would the code look?
Thinking if it's possible to do via ASM through Gecko.
 

niuus

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I'll probably send a PR sometime this week, but I'd appreciate some more feedback for the CISO test build #4: Nintendont v4.422-CISO-test4
I finally ripped, burned and tested a MultiISO DVD5, with four games: Eternal Darkness, Resident Evil 2, Resident Evil 3 & Mega Man X Collection. I gotta say it works great, a game selection page opens before loading the multiISO game. I played some minutes for each title, it works where vanilla Nintendont doesn't, which hangs at the start of the Gamecube BIOS sequence when booting the DVD (if you're not using IPL, it stays on a black screen).

A pair of bugs i experienced:
- When Memcard Multi is turned ON (all other options are OFF), the Wii turns off after selecting any game from the DVD5 / USB / SD [CISO branch only]
- Controller lags and either stops responding or gets stuck in a direction (right after you start controlling Claire/Jill), happens with Resident Evil 2 and 3, maybe C:VX, but only when loading the games from DVD [CISO branch only]
 
Last edited by niuus,

GerbilSoft

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I haven't been using Memcard Multi so I'll need to check that. (Would be nice if we could write some sort of automated regression test suite, but I don't think that's easily doable.)

With regards to the second point: Does that happen with the original disc, a single-game DVD-R, or a DVD5 Multi? (or a combination)
 
Last edited by GerbilSoft,

niuus

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I haven't been using Memcard Multi so I'll need to check that. (Would be nice if we could write some sort of automated regression test suite, but I don't think that's easily doable.)

With regards to the second point: Does that happen with the original disc, a single-game DVD-R, or a DVD5 Multi? (or a combination)
I have been using the newly created Multi ISO DVD5 =D

I'll gladly check the controller bug with the original GC disks, lemme check, i'll edit this post in some minutes.

EDIT: Funny, it does not happen with the original disk (RE2/RE3). Haven't tested with a RE2/RE3 single-game DVD-R, but so far it only happens with the MultiDVD5.
 
Last edited by niuus,

GerbilSoft

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I have been using the newly created Multi ISO DVD5 =D

I'll gladly check the controller bug with the original GC disks, lemme check, i'll edit this post in some minutes.

EDIT: Funny, it does not happen with the original disk (RE2/RE3). Haven't tested with a RE2/RE3 single-game DVD-R, but so far it only happens with the MultiDVD5.
There's some weird issues with the Multi-ISO code that causes it to "mostly" work, but it breaks randomly. I'm not sure why. (The same issues were present when I tested a DVD5 with the regular version of Nintendont.)

Anyways, I just tested Memcard Multi, and aside from it taking a while to create the blank memory card image (which I'll look into now that I finally reproduced it), it did shut down after starting the kernel. Going to try to figure out why.

EDIT: Well, that was quick. When I updated Nintendont to use the BI2.bin region code instead of the Game ID, I accidentally removed ".raw" from the filenames for Memcard Multi, so it tried looking for "ninmem". Since that file doesn't exist, it shut down. Oops. :V

EDIT 2: Seems f_expand() made it a bit slower than normal, but it's still slow even without it. I increased the write size to 64 KB (up from 32 KB; it was originally allocating a full card's worth of memory, which caused issues in some cases), and added a progress screen. It seems to be slow on the first and second 64 KB writes, but fast afterwards.

I'll probably release another test build tomorrow after merging in the Triforce Arcade Mode changes.
 
Last edited by GerbilSoft, , Reason: +triforce

smf

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Yup, one is an emulator, Nintendont is basically a virtual machine :P

A virtual machine is an emulator. Virtual machine is reserved for boring things like Java and running multiple PC operating systems, while the generic term emulator is mostly used for playing games etc. The terms ROM and ISO are also used weirdly.

Dolphin is a software program that sequentially emulates the Wii & GC hardware.

Nintendont is a software program that patches GC games to work in Wii mode (or vWii mode of a Wii-U).
 
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GreyWolf

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A virtual machine is an emulator. Virtual machine is reserved for boring things like Java and running multiple PC operating systems, while the generic term emulator is mostly used for playing games etc. The terms ROM and ISO are also used weirdly.

Dolphin is a software program that sequentially emulates the Wii & GC hardware.

Nintendont is a software program that patches GC games to work in Wii mode (or vWii mode of a Wii-U).

Not necessarily boring things. SCUMM is a virtual machine. :)
 

the_randomizer

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A virtual machine is an emulator. Virtual machine is reserved for boring things like Java and running multiple PC operating systems, while the generic term emulator is mostly used for playing games etc. The terms ROM and ISO are also used weirdly.

Dolphin is a software program that sequentially emulates the Wii & GC hardware.

Nintendont is a software program that patches GC games to work in Wii mode (or vWii mode of a Wii-U).

That's not what I remember about VMs vs. emulation, I think.
http://stackoverflow.com/questions/...ces-between-an-emulator-and-a-virtual-machine
http://www.computerworld.com/article/2551154/virtualization/emulation-or-virtualization-.html

Nintendont has 100% compatibility, Dolphin does not and is in fact nearly impossible for Dolphin to run 100% of the games perfectly; yes, it can boot 100% of commercial games, but not without a lot of problems *shrug*.

Emulation doesn't even use much hardware, but software to emulate hardware; VMs use actual hardware, at least, AFAIK that's the case, which is why emulation relies heavily on the CPU and VMs not so much.
 
Last edited by the_randomizer,

Nevermore

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Everyone is wrong about Nintendont being a VM or an emulator.


It's a mystery program.

b00d8818266403a0fce54d46c694d8db.jpg
 

pokeparadox

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I'll try that out when I get a chance this week. If it works, I'll add that code in to the static widescreen patches.

Not really a virtual machine; more like KernelEx, which dynamically patches the Windows 98 kernel to provide functionality added in newer versions of Windows.

Not a VM no, but it is virtualisation as opposed to straight emulation.
 

migles

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i am still having an issue i can't figure out how to solve this... this happens on both dios mios and nintendont

in pokemon XD when i try to move down the character goes up. every game that i tried works properly except for pokemon xd
i am using a gamecube controller
pal WII
tried both PAL and NTSC versions of the game same issue happens

tried everything that i thought...
switched from virtual memory card to a real oficial memory card
tried to switch on nintendont native control on and off
tried playing the game at 50hz and 60hz
tried to wrongly calibrate the joypad (slighty pushed the button up with the calibrate buttons trying to overcompensate to trick the game)

lauched a gamecube controller test and the buttons work properly...

i really am out of ideas
 

pedro702

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i am still having an issue i can't figure out how to solve this... this happens on both dios mios and nintendont

in pokemon XD when i try to move down the character goes up. every game that i tried works properly except for pokemon xd
i am using a gamecube controller
pal WII
tried both PAL and NTSC versions of the game same issue happens

tried everything that i thought...
switched from virtual memory card to a real oficial memory card
tried to switch on nintendont native control on and off
tried playing the game at 50hz and 60hz
tried to wrongly calibrate the joypad (slighty pushed the button up with the calibrate buttons trying to overcompensate to trick the game)

lauched a gamecube controller test and the buttons work properly...

i really am out of ideas
this is a random happening it happens sometimes and others it doesnt, if on start up the fully pushed controllers regists as down it will stay that way until nintendont is shutted off if it doesnt it will never happen, so far no one found what triggers this thing.

i played the enterely of collosseum and xd wich both have the issue and do this start the game with gc controller unplugged and then plug it in, or if keeps happening just dont push the controller all the way up since mid up is still up, like i said this is a very strange happening that since dm days no one found out why it randomly does that.
 

Naugh

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I don't think you can consider virtualization an emulator if your target guess OS's architecture is the same than your host's architecture.

For example if you try to launch the amd64 Debian live iso from an amd64 version of Ubuntu with qemu.
 
Last edited by Naugh,

sideskroll

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wiiu hdmi reports as component when on vwii so you would gain nothing from switching hdmi to component so dont switch it, also if you are using pal games 99% of pal library does not support progressive mode natevely you can force it tough but some games might not like it, like i said any game that works on the gamepad perfectly and not on your tv set is becuase your tv does not support pal50 videomode at all.

when a game freezes or reboots the console its either a bad dump or you are forcing settings that the game doesnt like and crashes since i didnt see your settings i cant tell what you have on.
And this is the reason why my WiiU games look like SH!T on my TV (crappy TV doesn't have an option to select full/limited RGB) while Wii games look better than ever.
Any work around to that besides Nintendo putting out an update to select RGB range on the WiiU (fat chance) or getting a new TV with that option?
 

pedro702

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And this is the reason why my WiiU games look like SH!T on my TV (crappy TV doesn't have an option to select full/limited RGB) while Wii games look better than ever.
Any work around to that besides Nintendo putting out an update to select RGB range on the WiiU (fat chance) or getting a new TV with that option?
get a tv with hdmi entry lol
 

sideskroll

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get a tv with hdmi entry lol
What? What do you mean by that? RGB full/limited is only an issue if dealing with HDMI. Component or other analog outputs don't have that issue since they always output in YPbPr.
My console is obviously connected by HDMI, the problem is that my TV acts more like a monitor than a TV. Meaning that whenever it detects an RGB signal it interprets it as full range (0-255) RGB (or PC levels as people call it) instead of the more similar to analog standards 16-235 limited RGB.
That's why when in vWii mode the picture looks great, cause it is basically YPbPr since the Wii never had a digital output to begin with.
When dealing with RGB output (such as the Wii U portion of the console) every piece of equipment should have a way to select the range, since many people use it even with monitors. That as a royal f**k up from Nintendo. Or they could've just made the console to output YPbPr and be done with it...
Nothing to do with me "getting a new TV"... Thanks for playing though... :rolleyes:
 

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