Hacking Nintendont

GerbilSoft

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The blank memory card image generation function is not as efficient as it could be right now. Does reducing the memory card size to 59 blocks help?
 

self_slaughter

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The blank memory card image generation function is not as efficient as it could be right now. Does reducing the memory card size to 59 blocks help?
I'll try later and see what happens. The way the HDD is flashing fast and consistently seems likes it's in a loop somewhere just after checking the storage. But it obviously makes it far enough in to leave a blank card if I was to hit the power button. (Or just boot instantly if the card is fine)

So random though. 9/10 times it creates them fine... Just intrigues me. Otherwise it's been rock solid for me. :)

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GerbilSoft

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I reworked the memory card format function to not allocate a whole card worth of RAM, since that might not be possible in the libogc environment. Instead, it allocates 40 KB, writes the header, then writes the other blocks in 4-block (32 KB) increments.

Performance seems to be the same for me, but it might help in some cases.

No precompiled build yet (will probably build test4 after fixing up GCOS multi-game support for >4GB), but if you want to test it out, the code's available at: https://github.com/GerbilSoft/Nintendont/tree/widescreen-hax.r422
 

self_slaughter

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I reworked the memory card format function to not allocate a whole card worth of RAM, since that might not be possible in the libogc environment. Instead, it allocates 40 KB, writes the header, then writes the other blocks in 4-block (32 KB) increments.

Performance seems to be the same for me, but it might help in some cases.

No precompiled build yet (will probably build test4 after fixing up GCOS multi-game support for >4GB), but if you want to test it out, the code's available at: https://github.com/GerbilSoft/Nintendont/tree/widescreen-hax.r422
Seems a lot quicker to repair itself now if it does go slow... Couple of minutes vs up to 10 minutes before.

But can take a few minutes, or a few seconds to create a card still.

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pedro702

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Well you made a believer out of me. Seems a lot cleaner with the black screen boot. :)

Still trying to get the weird memory card creation bug reproducible but it's just too damn random. Noticed this version will just shut the Wii off after 5-10 minutes of trying to load and leave the empty card file, where the old version would eventually just Fire up like normal.



Works everytime if a working memory card already exists. Apps on SD, saves and games on single fat32 USB.

Too busy playing Starfox adventures to bother much though. :D



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you are also using some sort of loader if you use nintendont directly the game will boot 100% correctly, its probably a timing issue between the loader and nintendont.
 
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self_slaughter

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you are also using some sort of loader if you use nintendont directly the game will boot 100% correctly, its probably a timing issue between the loader and nintendont.
True. Launched and deleted card approx 10 times via Nintendont on its own with no problems so far.

Using usb loader gx 1260. Explains why it's so random to predict. What could be a potential fix then? Would say a half second delay if launching from a loader be enough for a temp work around? Or better off looking into how it's mounting / maybe unmounting / remounting the partitions on load or something?

C++ isn't really my thing, but I can poke around and try help. ;)

It's only on the card creation phase it plays up. So hopefully It's something reasonably simple.

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GerbilSoft

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@FIX94 Extracted FST support seems to be broken if the IPL is enabled. I tested F-Zero GX (GFZE01) with r423 (master), and it hung on the GameCube logo after the animation finished. If I held A while the animation was running, it did go to the IPL menu, but then the controller is unresponsive. (ARM9 lockup?)

Some other issues I've found while testing out multidisc support:
  • If the loader crashes (which happens occasionally while I'm adding stuff to it), the libogc exception handler hangs on "Reload". I'm guessing one of the IOS58 patches is interfering with a proper reset, but it'd be nice if this could be fixed.
  • When using my DVD-R5, Super Mario Sunshine crashes after the Progressive Scan screen if using SD saves, and on the title screen if using USB saves.
  • When using my DVD-R9, all games complain that the disc cover is open. I'm not sure if it's an issue with my specific DVD-R9 or if something's tripping the cover code in RealDI.
  • Both DVD-5 and DVD-9 test images work fine when running off of an exFAT partition on my USB HDD.

I don't know if fixing the DVD-R issues should really be given that much priority, considering the disc image versions work fine (and they're faster than DVD-R most of the time).
 

self_slaughter

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Tried adding in a bit of debug information to try see when mine was stalling creating the cards but as is always the way, its worked perfect everytime I tried after that... lol

Need to update the other Wii which is still rocking a wbfs / fat32 HDD from years ago, so will reformat both drives and get em both up to date and see if it was just something quirky going on.

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galneon

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There are some PAL games that are superior then the NTSC version. Luigi's Mansion PAL, for example, is better than the NTSC version due to difficulty changes and that the Hidden Mansion is mirrored in the PAL version.

Didn't know of that example. Do you have any others? I'd love to have a list for myself.
 

GerbilSoft

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Metroid Prime (PAL) has introduction and ending narration sequences that aren't present in either the USA or JPN versions. It also has 3-missile and 10-missile powerups in addition to the normal 5.

The missile powerup change was carried over to Metroid Prime Trilogy, but not the narration.
 
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ccfman2004

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Didn't know of that example. Do you have any others? I'd love to have a list for myself.
In the PAL version they made it impossible to get an "S-Rank" as they put less money in the Normal Mansion. The only way to get it was to complete the Hidden Mansion which was mirrored to make it different than the Normal Mansion. People who played the NTSC version complained that there was no difference in the Hidden Mansion that made it more challenging. The only differences were that your Vacuum had double sucking powered and you took twice the damage but that was it. It was easy to get an "S-Rank" in the Normal Mansion and people also complained about that. I wish they would have remade the NTSC version with those PAL changes for us so we didn't have to resort to importing the game and needing a way to play PAL games on the NTSC GameCubes.
 
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GerbilSoft

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Here's what should hopefully be the final test build for CISO: Nintendont v4.422-CISO-test4

Changes:
  • The memory card format function now only allocates 40 KB of RAM instead of allocating an entire card. This should improve performance and reduce issues when formatting larger cards.
  • Fixed a crash when starting a game in extracted FST format. (specific to this branch)
  • Fixed a crash when using a real GameCube disc or single-game DVD-R. (specific to this branch)
  • Implemented full support for multi-game discs larger than 4 GB. This works well with multi-game images located on an exFAT partition, but I'm still having problems with multi-game DVD-Rs.
  • Use the bi2.bin region code instead of the Game ID. This is especially helpful for some prototypes that use the default Game ID "RELSAB", which would otherwise be detected as Spain (PAL). In particular, the SADX Preview now works with the IPL and starts with an NTSC video mode instead of PAL. (paging @sonictopfan)
 

wildchild22

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I cannot get dora journey to the purple planet to work. It locks up at the licensed by nintendo screen on the newest version and also the beta that is posted here. It is my own rip that works on my gamecube but it will not work in the vwii.
 

GreyWolf

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I cannot get dora journey to the purple planet to work. It locks up at the licensed by nintendo screen on the newest version and also the beta that is posted here. It is my own rip that works on my gamecube but it will not work in the vwii.

Check the hash of the ISO.
 

wildchild22

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I am using the newest beta from this thread and I have all defaults set on the nintendont option menu except I have the memory card enabled with 251 blocks.
I am using a wii-u with newest firmware and the hbc from indiana jones lego exploit.
 

self_slaughter

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No idea what the deal was with my Wii, but reinstalled all my IOS/CIOS files, reformatted the HDD/SD and everything seems mint now.

I even used any region changer to switch to NTSC 480i video output, while keeping PAL menus / regions. So my vc games run fullspeed without needing to force NTSC via the loader yet my PAL games still run fine. Even most homebrew that normally flickers and tries to kill your eyes runs in NTSC now and looks beautiful. (Old Sony Trinitron CRT)

Life is good. :)

Edit: Should of shut up, Still happening. Just very rarely. But it eventually creates a card and moves on if you are patient enough. Meh. Still stoked with how far the Wii has come since I last fired it up ;)


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