Hacking Nintendont

del_delly

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there is no workaround if your using wiiu pro controller on slot 2 on games that only use the slot one it wont work just unplug your gc controller and turn hid off, lots of games only read slot 1 unless they have multiplayer.

Workaround = "how do you get it to work?"
Plugging Gamecube in Port 2, AND unplugged booting it still does nothing.
The Wiimote is also lighting up like a Xmas tree.
Help?
 

pedro702

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Workaround = "how do you get it to work?"
Plugging Gamecube in Port 2, AND unplugged booting it still does nothing.
The Wiimote is also lighting up like a Xmas tree.
Help?
wiimote will stay lighten up unless there is a CC atached to it you can turn it off by holding its power buttom it will only turn off the wiimote.

if your wiiu pro controller gets the first player led on and doesnt work then its your controller for sure, arre you sure its a wiiu pro controller and not a Wii pro controller? many times ppl buy 3rd party ones that say pro controlller for the wiiu and are actually just Wii pro controller that work on wiiu Vwii mode, is your wiiu pro controller original?
 

ShadowOne333

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Thanks. I think it was just a mix up. I can see where it might get confusing.

Yeah I actually confused the buttons thinking it was a different layout.
I already verified and the button layout should be like this:

if(BTPad[chan].button & 0x0008)
button |= PAD_BUTTON_Y;
if(BTPad[chan].button & 0x0010)
button |= PAD_BUTTON_X;
if(BTPad[chan].button & 0x0020)
button |= PAD_BUTTON_B;
if(BTPad[chan].button & 0x0040)
button |= PAD_BUTTON_A;

The HEX input 0x0008 is the value the app reads when you press the button X in the CCP, so we are establishing that when the value 0x0008 is read, it should now give a response as if we were pressing Y in the GC controller.
0010 is for button A in CCP
0020 is for button Y in CCP
0040 is for button B in CCP

The compilation is in the works, do not worry XD
 

Maxternal

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nunchuck/wiimote could be hard to map on gamecube games.
maybe different maps for different games, because you will miss a stick, and button position are not easy on the wiimote.
but if some games don't require all buttons/sticks, that might work.

Actually, now that you mention different mappings for different games, a mapping file would be very useful even just to solve the classic controller mapping mod issues being discussed here as well. Having a separate mapping file for USB and BT controllers ... and then optionally per game ... :unsure: ... haven't put much thought into the exact implementation but the general idea sounds cool.


While I'm brainstorming, though, the added ability to detect which USB controller is currently connected and choosing the right INI file could be nice ... as well as the ability to wait for you to connect one on startup if not present (or even just exit instead of freezing like it currently does) would be nice.
... and then exiting instead of freezing when my kid accidentally trips over the USB cord and unplugs the controller from the extension would be nice, too ...


At this point, though, my brainstorming has turned into rambling
There are always so many little tweaks and error checks that can be made in any software that I'm sure I could go on for hours :P
 
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pedro702

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It works with Mario Kart 8, so I assume its genuine.
mario kart 8 also accepts classic controller and preety much every wii controller ever made , cmon yu dont know if you bought an original wiiu pro controller or not?
9yy6-800.jpg

all you got to do to make sure is does it work on wiiu menu to move the cursor and stuff around?
If it works on vwii menu then it isnt a wiiu pro controller for sure.
 

ShadowOne333

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  • Nintendont (BT Button Swap Mod).zip
    322.8 KB · Views: 98

pedro702

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It does not work on Wii. Not can it be synced on Wii.
It worked on Wii U menu.
then it should work in nintendont without any issues at all when the game starts just hit A and it will be synced you need to sync it on a wii even if it just syncs and turns off in the wii menu not in nintendont.
 

sabykos

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Actually, now that you mention different mappings for different games, a mapping file would be very useful even just to solve the classic controller mapping mod issues being discussed here as well. Having a separate mapping file for USB and BT controllers ... and then optionally per game ... :unsure: ... haven't put much thought into the exact implementation but the general idea sounds cool.

Having a per game controller.ini should be easy: Make nintendont take the controller.ini from the game's folder. If there is no controller.ini in the games folder, take the controller.ini from the root. This way you have only to put a seperate controller.ini in those game folder's which need a specific controller setup.

Concerning the button mapping of the bluetooth devices, it is getting diffecult. If someone has one Wiiu Pro Controller, one CC and one Wiimote and wants to play with two friends you would need three seperate *.ini for the three devices. And if there are four people playing with four Wiimotes and those four people want different button layouts you would need four different button layouts for the same device.

It's getting diffecult at this point. Maybe it would make sense like this: Create a controller setup menu in nintendont, where you can choose which of the four controller slots uses which *.ini. The names of the chosen four *.ini then gets saved in the config file just like a normal setting. This way you could keep all the different *.inis in your root. The per game configuration could then be done by USB loaders. And putting the different *.ini in the game folders as mentioned above isn't necessary anymore.
 

AkiraCast

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HEY UPLOAD THE .DOL XD
I was just about to compile it but I'm running with some issues with the build.bat

Please upload the .dol to a website or send it to me PM and I will upload it in my DropBox account and put it here for anyone to enjoy :)

Did you change the buttons as I explained in the post?
Or did you make a Custom layout?

Hey do any of you have a .dol for button swapping on the Wii U Pro? :D
 

AkiraCast

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Nevermind, just tried that .dol with the pro controller, sorry about that and thanks so much for the button swap! Playing Viewtiful Joe now! :)
 

bobmcjr

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I think there should be a single bt_controller.ini that contains all the mappings for each supported BT controller (hopefully PS3 eventually).
If the controllers work natively on a Wii (e.g. not Wii U pro controller or PS3 controller), then usb loaders should be able to modify the mappings for those controllers. 3rd party controllers should still be mapped manually.

Also, for whoever is building the modified button layouts, can you enable Wiimote rumble for classic controllers? Removing line 428: https://code.google.com/p/nintendon-t/source/browse/trunk/kernel/BT.c#428
should do it.
 

ShadowOne333

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Hey do any of you have a .dol for button swapping on the Wii U Pro? :D

Have you tried the one I released?
If it doesn't work, then I bet that the HEX values that the app reads are different for the Wii U.
Let me check which are the values and locate them in the code, then I can change them if you want me to.
Only thing is that I am not able to compile the version yet, zerofalcon has been the one compiling the modified files into a boot.dol

EDIT: LOL, I just saw your post comment, good that it worked for you.

I think there should be a single bt_controller.ini that contains all the mappings for each supported BT controller (hopefully PS3 eventually).
If the controllers work natively on a Wii (e.g. not Wii U pro controller or PS3 controller), then usb loaders should be able to modify the mappings for those controllers. 3rd party controllers should still be mapped manually.

Also, for whoever is building the modified button layouts, can you enable Wiimote rumble for classic controllers? Removing line 428:https://code.google.com/p/nintendon-t/source/browse/trunk/kernel/BT.c#428

should do it.
I am not able to compile the files yet, I am trying to make my CMD take the "make" command, it doesn't recognize it to build the boot.dol
Once I manage to do that, I will upload a version with the button swap and the rumble enabled for CC and CCP.

One question though... My CCP has never had rumble that I know of, only the Wiimote.

All I know is that both CC and CCP DO NOT HAVE A RUMBLE FEATURE, only the Wii U Pro Controller has it. I can be sure of it since I remember people were saying that the Stone of Agony in the VC release of the Zelda titles was obsolete due to the lack of vibration in the controllers.
 

bobmcjr

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Once I manage to do that, I will upload a version with the button swap and the rumble enabled for CC and CCP.

One question though... My CCP has never had rumble that I know of, only the Wiimote.

All I know is that both CC and CCP DO NOT HAVE A RUMBLE FEATURE, only the Wii U Pro Controller has it. I can be sure of it since I remember people were saying that the Stone of Agony in the VC release of the Zelda titles was obsolete due to the lack of vibration in the controllers.
Yeah I know, but I keep my wiimote in my pocket when using a CC so it kinda works.
 
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zerofalcon

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I think there should be a single bt_controller.ini that contains all the mappings for each supported BT controller (hopefully PS3 eventually).
If the controllers work natively on a Wii (e.g. not Wii U pro controller or PS3 controller), then usb loaders should be able to modify the mappings for those controllers. 3rd party controllers should still be mapped manually.

Also, for whoever is building the modified button layouts, can you enable Wiimote rumble for classic controllers? Removing line 428: https://code.google.com/p/nintendon-t/source/browse/trunk/kernel/BT.c#428
should do it.

Here you go, thanks! I didn't know the rumble feature was implemented!. Tested with Mario Kart Double Dash, works good.

https://anonfiles.com/file/27dade953f8b66c0376df7bf6bcda519
 

FreezingIceKirby

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Does anyone have any possible idea (or even an educated guess) why I'm only getting the "Loading Patched Kernel... -1" on the Wii U? I mean, Nintendont works on a Wii if I use the exact same SD card, iso, controller, etc... but on the Wii U, I can't get past this at all.

I used the original loader.dol on the front page, and even some of the custom ones people have uploaded... same thing happens. Anyone have any advice?

(Is it because I updated the Wii U to 5.1.2? Someone said Nintendo changed something on the Wii side a few updates back... would that be causing the problem? Just throwing out ideas...)
 

drakorex

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