Hacking Nintendont

GreyWolf

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In HID Test controller configs, what do MultiIn, LAnalog, and RAnalog do? I imagine the analog options refer to analog sticks, but there are already options for the CStick and Stick options for the gamecube controller sticks. As for MultiIn, I have no idea.

L/RAnalog are most likely analog triggers.
 

cvskid

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Just curious, if i use a usb hub on a original nintendo wii and use 2 or more usb storage devices inside the usb hub attached to the wii for games would nintendont itself or nintendont through usbloader gx read multiple usb devices through the same usb port that way?
 
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ccfman2004

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Just curious, if i use a usb hub on a original nintendo wii and use 2 or more usb storage devices inside the usb hub attached to the wii for games would nintendont itself or nintendont through usbloader gx read multiple usb devices through the same usb port that way?
Nintendont has issues with USB Hubs regardless of it being on a Wii or Wii U.
 
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ccfman2004

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Thank you for the answer, saves me the trouble of getting one.
All USB Loader GX does is pass parameters to Nintendont which then takes over. USB Loader GX doesn't miraculously make Nintendont compatible with USB Hubs.

In retrospect, you don't need more than 2 USB ports when using Nintendont. You need one for the external HDD/Flash Drive, etc to Store the ISOs and the other for one USB Controller. Since Nintendont can't use more than one USB controller, there is no reason to use a hub.
 
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RoyMaster4

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Maybe a silly question... is there a way to get a gamecube game to boot back into Nintendont as opposed to the Homebrew launcher? It's a bit annoying to have to reselect the app with the wiimote each time I want to switch games, since the gamecube controller (via the official adapter) can't control that menu.

I feel like that's what is supposed to happen when I use the exit-game function (L+R+Z+Start) but I just end up back at the homebrew menu, even if I launch it through a forwarder in the first place.
 

TyroKith

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Alright! I think I've successfully changed my setup from DiosMios on an SD card to Nintendont on a USB. I didn't really notice a change in loading times (not that they were a problem in the first place), but all-in-all I'm happy to be using a more stable setup build than I was using before. Thanks again! Learning about this stuff is pretty cool.

Edit: I am still curious what the best cluster size is though. My device supported 4-64 clusters.
 
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77Urmel77

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what version of nintendont are you using? also its the uk version or the specific german version?

v4.448 and v4.449 on Wii. It's the german version of the game [GO2D4F]. But I didn't describe the problem correctly. It's not the game or the audio that runs too fast. The game itself seems to run good also the audio and voices. It's the ingame videos, from the logos to the intro and the cutscenes, they're played a little too fast and their audioline outputs cracling. i guess the videos run at 150% speed.
 
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FIX94

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i guess the videos run at 150% speed.
yep, that was exactly the problem, fixed that in a new rev.
-added aggressive rel timer patches for blood omen 2
-only look and patch timer code in rel patches to avoid false timer float writes
I'm not a big fan of doing aggressive patches due to a chance of false positives and then wrongly patched data but I hope that me narrowing down the search to only timer code and no floats will prevent that.
 

TyroKith

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Hi, me again with another question. I noticed a warning for a missing gcn_md5.txt file. It wasn't difficult to find basic information about this file but I didn't see anyone say where to put it for it to load properly. Can I simply drop it onto my USB or do I need to include it in the Nintendont folder along with icon, boot, and meta?

Edit: It belongs in the Nintendont folder. But what does it do? I no longer have the error message but I don't know to what benefit it is to have the file.
 
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FIX94

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Just pushed a new version fixing some long standing bugs:
-improved pokemon colosseum/xd memset patch so it wont blackscreen anymore when using cheats/debugger
-fixed pokemon colosseum/xd ingame code that when pressing all the way down could incorrectly register it as pressing all the way up
The controller bug in fact was a game bug, not a nintendont one, they basically wanted the Y axis to always be inverted for whatever reason so they must've done something like "stickY = -stickY" which may look alright but the specific edge case of -128 will actually again give -128 leaving it unchanged instead of inverted, thanks to the machine code behind it, so I now changed it to instead use "stickY = ~stickY" which gives almost the same output so you wont feel any difference in gameplay but never ends up in such a case where the direction will be messed up like that again.
 

GreyWolf

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Hi, me again with another question. I noticed a warning for a missing gcn_md5.txt file. It wasn't difficult to find basic information about this file but I didn't see anyone say where to put it for it to load properly. Can I simply drop it onto my USB or do I need to include it in the Nintendont folder along with icon, boot, and meta?

Edit: It belongs in the Nintendont folder. But what does it do? I no longer have the error message but I don't know to what benefit it is to have the file.

It has the valid hashes for games in it so you can use Nintendont to make sure your disc images are good.
 
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