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    Hacking Nintendont

    It hasn't been merged to master yet, but it works. Back-up any memory card images you care about frequently (although I don't think any issues have been reported). Issue Tracker: https://github.com/FIX94/Nintendont/issues/200 Download...
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    Hacking Nintendont

    I didn't know that was a thing. I did some googling, and it sounds like a myth to me. It's possible the Wii would run hotter or do something to damage memory cards that the gamecube wouldn't or maybe using slightly different voltage levels or timing signals, but something specific to 1019 cards...
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    Hacking Nintendont

    I'm pretty sure the issue is software. Some games were just coded assuming maximum sizes. http://www.nintendo.com/consumer/memorycard1019.jsp These games would need to be patched somehow to fix this. Also, there really should be enough RAM for the maximum size memory card. When using the...
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    Hacking Nintendont

    Or use the Memcard Slot B version and IPL to move them. :) Or don't move them at all. Having extra saves in non-Multi raw images shouldn't hurt anything. Just copy the entire raw image with both saves into both of the single filenames.
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    Hacking Nintendont

    General reminder: Changing the emulated memory card size only applies when creating a new memory card in current code. Existing memory card file sizes override this setting. The NTSC disc does not do this. Just tested. However, if the PAL version calls StopMotor, this behavior might occur...
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    Hacking Nintendont

    I think that setting has been disabled on Wii U. Try deleting your config file.
  7. G

    Hacking Nintendont

    Did you try removing the memory cards? I know at least in the past DevKitPro (which Nintendont is built with) assumed anything placed in memory card slot B was a USBGecko.
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    Hacking Nintendont

    I don't want to turn this thread into a cheat code fixing thread, so last one from me. The simple answer is that your codes are completely messed up. Follow the instructions linked on the first page for converting codes, as it should generate correct codes. You will run into the same problem...
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    Hacking Nintendont

    I already told you what I did. I moved the memory usage from 0x2Fxx to 0x29xx. The only step I didn't explicitly mention is that I used DevKitPPC to convert the binary to PPC assembly, which looks like this: Cheat.bin: file format binary Disassembly of section .data: 00000000 <.data>...
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    Hacking Nintendont

    See, this code won't work because it's trying to use the memory range between 0x80002f10-2f78. This is used by Nintendont for its custom interrupt handlers. You'd have to move it. I think the code handler uses 0x80001800-28B0. All the code in Patch.c that uses PatchCopy() (interrupt handlers...
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    Hacking Nintendont

    I haven't looked at the code you're trying to run, but it's possible it isn't compatible with Nintendont. Nintendont patches the game. If the code is trying to patch something that Nintendont has already changed, it won't work. I'd be especially suspicious of any code that activates on...
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    Hacking ROMs inside Amiibo tap: Nintendo's Greatest Bits

    You shouldn't need mine. The link to the fds format shows where the checksums will be. There is one after each block. The first one is at bytes 56-57 (0 indexed). If I'm reading it correctly and adding correctly, the next will be at 60-61 (end of block 2). The third is at 78-79 (end of...
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    Hacking ROMs inside Amiibo tap: Nintendo's Greatest Bits

    Here's what I found for the famicom game on the Gamecube Animal Crossing disc: http://gbatemp.net/threads/nintendont.349258/page-1176#post-5314478 I'd guess its similar for this one. Most of the differences don't matter (number of writes, date written, etc), but for some reason, the fds file...
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    Hacking Nintendont

    This is not correct. Nintendont does not use MIOS at all, but does have access to the gamecube hardware that is present in the Wii, including the MX chip. As I already said, you need to remove the calls in loader/source/main.c to these functions: extern void __SYS_ReadROM(void *buf,u32 len,u32...
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    Hacking Nintendont

    Since version 119, the fonts are read from the ROM chip instead of from a file. This is always done as Nintendont doesn't know if the game will need them or not at first, and loading it later might cause issues/lag. If you took out the ROM chip, you should probably read it from a file. See...
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    Hacking Nintendont

    Are you using the PAL disc or NTSC? GSNP is PAL.
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    Hacking Nintendont

    Actually, the block size setting is only used when creating new files. It is completely ignored, and the file size is used instead if the file already exists.
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    Hacking Nintendont

    Nah, you could always create two 128 block cards instead of one 256 block card for example, and it wouldn't take any extra memory. Alternatively, the code could be smarter about what it caches, with dynamic of loading of blocks actually being read/written by the game. It probably only needs...
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    Hacking Nintendont

    Native Controls On Attach gameboys/gamecubes-with-gameboy-player. (Resolder display if broken like one of mine.) Find 3 friends. Enjoy.
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    Hacking Nintendont

    That setting should probably go away. The reason why I put it in there in the first place no longer exists in the current code.
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