Hacking Nintendont

MassiveRican

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They can brag all they want, like anything else it's got it's pros & cons. I prefer Nintendont over Devo anyday. The only game I still play with Devo is PSO since I can play online with it. If Nintendont devs eventually figure out how to make that work, Devo will officially be extinct... well maybe except for the gba-link support but I don't have a gba cable or a gba anymore, sold them long long ago so really it doesn't affect me any.
 
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shoemaker

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Maybe some people will enjoy this small addition:
-added option for wiiu widescreen, if its off your wiiu will resize the picture to be 4:3 and if its on it'll stretch the picture to fullscreen
Awesome update!! The UStealth and 4:3 punch recently is exactly what I had hoped for! Let alone the audio streaming and Bluetooth awesomeness from before. Great work, Fix and the other devs!

One note, when returning to the loader from a Nintendont game (HBC or USB loaders), the screen stays in 4:3 mode. Would it be relatively easy to implement reverting back to widescreen as the button combination to return to the loader is input?
 

ymg123

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I know NBA2K series don't work on nintendont yet (It works on dolphin emu though).
According to the debug log from dolphin emu, it seems that the game was trying to launch another executable after the intro video (
the same point where nintendont freeze with black screen).

I would like to know if it is the reason why this game doesn't work on nintendont?

Thanks in advance
 

ccfman2004

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I know NBA2K series don't work on nintendont yet (It works on dolphin emu though).
According to the debug log from dolphin emu, it seems that the game was trying to launch another executable after the intro video (
the same point where nintendont freeze with black screen).

I would like to know if it is the reason why this game doesn't work on nintendont?

Thanks in advance

Keep in mind that Dolphin is an Emulator while Nintendont isn't.
 

pedrobarca

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I know NBA2K series don't work on nintendont yet (It works on dolphin emu though).
According to the debug log from dolphin emu, it seems that the game was trying to launch another executable after the intro video (
the same point where nintendont freeze with black screen).

I would like to know if it is the reason why this game doesn't work on nintendont?

Thanks in advance

Imo this probably is the reason. Maybe you should try to get a logfile for this game. Simply enable OSReport and Log in the settings. Normally, nintendont should make a log for every dol/elf that is loaded. You can find them in USB/SD:ndebug.log. If you post this log here, maybe FIX94 has a clue.
 

ymg123

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Imo this probably is the reason. Maybe you should try to get a logfile for this game. Simply enable OSReport and Log in the settings. Normally, nintendont should make a log for every dol/elf that is loaded. You can find them in USB/SD:ndebug.log. If you post this log here, maybe FIX94 has a clue.

thanks for your help. :)
Here is the content of npdebug.log

Code:
Nintendont IOS58 v24.32
Built  : Dec 15 2014 00:37:40
Version : 2.256
Game path: /games/GK3E8P/game.iso
EXIInit Start
DIP:DOL EntryPoint::0x01201500, GameEntry::0x80003100
Patch:Offset:0x00003100 EOffset:0x000AB440 Length:000A8340
Patch:Game ID = 474b3345
Patch:[SI] applied 22 times
Patch:[EXI] applied 51 times
Patch:[AI] applied 21 times
Patch:[DI] applied 45 times
Patch:[SetInterruptMask] applied (0x00005C8C)
Patch:[__OSDispatchInterrupt] applied (0x00006110)
Patch:[PADRead A] applied (0x00016C14)
Patch:[PADControlAllMotors A] applied (0x00016FE0)
Patch:[PADControlMotor B] applied (0x00017098)
Patch:[CompleteTransfer A] applied (0x00017DC0)
Patch:[SIEnablePollingInterrupt A] applied (0x00018520)
Patch:[SIEnablePollingInterrupt A] applied (0x00018524)
Patch:[SIInit D] applied (0x00018764)
Patch:[SIInterruptHandler] applied (0x0001817C)
Patch:[SIInterruptHandler] applied (0x000182A8)
Patch:[__SITransfer A] applied (0x00018814)
Patch:[__SITransfer A] applied (0x000188FC)
Patch:[SIGetType A] applied (0x00019390)
Patch:[VIConfigure] applied (0x0001B89C)
Patch:[__DVDInterruptHandler]: 0x00022048 (0x00022048)
Patch:[__OSResetSWInterruptHandler] applied (0x000240A0)
Patch:[OSGetResetButtonState A] applied (0x000241B0)
Patch:[GXInit] stw r5,-0x7868(r13) (0x0002A99E)
Patch:[GXInitTlutObj A] applied (0x0002C5C0)
Patch:[PI_FIFO_WP] rlwinm r6,r6,0,3,1 (0x0002E1B0)
Patch:[PI_FIFO_WP] rlwinm r0,r0,0,3,1 (0x0002E22C)
Patch:[PI_FIFO_WP] rlwinm r3,r0,0,3,1 (0x0002E43C)
Patch:[PI_FIFO_WP] extrwi r0,r0,1,2 (0x0002E5F4)
Patch:[PI_FIFO_WP] rlwinm r6,r0,0,3,1 (0x0002E684)
Patch:[PI_FIFO_WP] rlwinm r4,r0,0,3,1 (0x0002EC34)
Patch:[PI_FIFO_WP] rlwinm r0,r0,0,3,1 (0x0002ED7C)
Patch:[ARQPostRequest] skipped (0x00056F90)
Patch:[ARStartDMA] applied (0x00057408)
Patch:[ARInit] skipped (0x000575DC)
Patch:[__ARHandler] skipped (0x00057750)
Patch:[__ARChecksize A] applied (0x00057EEC)
Patch:[__DSPHandler] applied (0x000990CC)
Patch:Replaced PAL-M with NTSC (0x000A525C)
Patch:Replaced PAL-M with NTSC (0x000A5298)
Patch:Replaced PAL50 with NTSC (0x000A5400)
Patch:Replaced PAL50 with NTSC (0x000A543C)
Patch:Replaced PAL60 with NTSC (0x000A55A4)
Patch:Replaced PAL60 with NTSC (0x000A55E0)
Patch:[DSP v2] patched (0x000A9520)
Patch:[PADInit] applied (0x00016C10)
Patch:[__fwrite] not found
Patch:[__OSInitAudioSystem] not found
Patch:[PatchBuffer] not found
Patch:[PatchBuffer] not found
Patch:[PatchBuffer] not found
Patch:[PatchBuffer] not found
Patch:[PrsLoad] not found
Patch:[DolEntryMod] not found
Patch:[PADIsBarrel] not found
Patch:Using a EXI Timing of 1900
Jumping to 0x80003100
Got Shutdown button call
 

ymg123

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Have you run the game until it blackscreens? It doesn't look like nintendont is loading a second dol, which is strange. FIX94?

yes.

the line "Got Shutdown button call" wouldn't appeared if i reset the wii before the intro video


the following log is copied from dolphin emu:

Code:
43:04:184 Src\Boot\Boot.cpp:197 N[BOOT]: Booting K:\games\GK3E8P\game.iso
43:04:295 Src\HLE\HLE_OS.cpp:52 N[OSREPORT]: 81200308->81300000| Apploader Initialized.  $Revision: 28 $.
43:04:297 Src\HLE\HLE_OS.cpp:52 N[OSREPORT]: 81200324->81300000| This Apploader built Nov 30 2001 13:36:06
43:04:719 Src\PowerPC\SignatureDB.cpp:133 E[HLE]: Wrong size! Found __DBExceptionDestination at 800098b0 (size: 0000002c instead of 00000010)!
43:04:720 Src\PowerPC\SignatureDB.cpp:133 E[HLE]: Wrong size! Found SystemCallVector at 80023768 (size: 00000084 instead of 00000020)!
43:04:720 Src\PowerPC\SignatureDB.cpp:133 E[HLE]: Wrong size! Found OSSwitchFPUContext at 80011fa0 (size: 000000cc instead of 00000084)!
43:04:721 Src\PowerPC\SignatureDB.cpp:133 E[HLE]: Wrong size! Found OSLoadContext at 80011af8 (size: 000000e0 instead of 000000d8)!
43:05:570 Src\HW\DSP.cpp:459 E[DSP]: AR_INFO 43 PC: 80015be8
43:05:618 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
43:05:619 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Dolphin OS $Revision: 49 $.
43:05:620 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Kernel built : Dec 17 2001 18:46:45
43:05:621 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Console Type : Development HW3
43:05:621 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Memory 24 MB
43:05:622 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Arena : 0x80155020 - 0x81780000
43:05:672 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: app booted from bootrom
43:05:810 Src\HW\DSP.cpp:459 E[DSP]: AR_INFO 63 PC: 80057994
43:05:894 Src\HW\DSPHLE\UCodes\UCode_AX.cpp:29 W[DSPHLE]: Instantiating CUCode_AX: crc=4e8a8b21
43:06:140 Src\FileMonitor.cpp:110 W[FileMon]:  74,418 kB intro.mov

debug log after intro video:
Code:
44:58:675 Src\FileMonitor.cpp:110 W[FileMon]:  2,148 kB game.img
44:59:322 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: [VCLOADER] Jumping to the executable...
44:59:500 Src\HW\DSP.cpp:459 E[DSP]: AR_INFO 43 PC: 80015be8
44:59:529 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
44:59:530 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Dolphin OS $Revision: 49 $.
44:59:531 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Kernel built : Dec 17 2001 18:46:45
44:59:531 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Console Type : Development HW3
44:59:532 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Memory 24 MB
44:59:532 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Arena : 0x8056f020 - 0x81780000
44:59:573 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: app booted from bootrom
44:59:574 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: File server function not available in non debug mode
44:59:610 Src\FileMonitor.cpp:110 W[FileMon]: 827,434 kB game.dat
44:59:721 Src\HW\DSP.cpp:459 E[DSP]: AR_INFO 63 PC: 800624a0
44:59:725 Src\HW\DSPHLE\UCodes\UCode_AX.cpp:29 W[DSPHLE]: Instantiating CUCode_AX: crc=4e8a8b21
 

OriginalHamster

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I never thought anyone would actually want the 4:3 thing, since you can already do that with your TV settings on either a Wii or Wii U.

The thing is Wii/Wii U games works with 16:9 ratio, only GCN and VC games works in 4:3, so it's inconvenient having to change aspect ratio every time you switch from Wii, GCN, Wii U.
 

zombieman

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I haven't been on here in awhile so I had to log in to say thanks to all of the developers and all the people involved in making nintendont what it is, amazing work guys keep it up
 

Zakaru

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From what I understand this is only for playing gamecube games, but as far as I can tell this is the only solution to get the Wii U to work with the gamecube adapter currently. Is there a way to use this to launch brawl so I can use my gamecube controllers with Project M on my Wii U?
 

pedro702

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From what I understand this is only for playing gamecube games, but as far as I can tell this is the only solution to get the Wii U to work with the gamecube adapter currently. Is there a way to use this to launch brawl so I can use my gamecube controllers with Project M on my Wii U?
nope... why would a program add another controller to a wii game? that doesnt work like that you could never just run nintendont and use new controllers on wii games ever.
 

ztoben

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From what I understand this is only for playing gamecube games, but as far as I can tell this is the only solution to get the Wii U to work with the gamecube adapter currently. Is there a way to use this to launch brawl so I can use my gamecube controllers with Project M on my Wii U?

Nope, Nintendont doesn't run wii games.
 

flamepanther

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From what I understand this is only for playing gamecube games, but as far as I can tell this is the only solution to get the Wii U to work with the gamecube adapter currently. Is there a way to use this to launch brawl so I can use my gamecube controllers with Project M on my Wii U?
It knows how to read from the device, but it's not designed for patching Wii games. There's no way to do it as-is, and it's not really a reasonable feature request.
 

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