Hacking Nintendont

hippojay

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Yes I'm on Linux. The only problem though was that FPAD.h in main.c, with that fixed it compiles fine.

I was having issues with Global.h so maybe someone recapitalised the filenames before loading into SVN - not sure whether they get tracked as changes (i only use SVN if I'm forced too - otherwise git is the tool of choice for me!)
 

kimotori

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Hi,
i'm tested, Resident Evil [GBIP08] on usbstick 8gb (cluster 4k)
I have a wiiu with nintendont 1.20
(first boot game)
the game is very slow, (also streaming.. type "sob")
it is the log file ndebug.log
EXIInit Start
Trying to open GBIP.raw
DIP:DOLsize:2173668 DOL read:9728
DIP:DOLsize:2173668 DOL read:1776192
DIP:DOLsize:2173668 DOL read:1778176
DIP:DOLsize:2173668 DOL read:1781184
DIP:DOLsize:2173668 DOL read:1781216
DIP:DOLsize:2173668 DOL read:1781248
DIP:DOLsize:2173668 DOL read:1799008
DIP:DOLsize:2173668 DOL read:2160160
DIP:DOLsize:2173668 DOL read:2161920
DIP:DOLsize:2173668 DOL read:2173696
Patch: Offset:0x00003100 EOffset:0x00215BE4 Length:00212AE4
Patch: Game ID = 47424950
[0014F0D4] 3C80CD00: lis r4, 0xCD00
[0014F0F0] 3C80CD00: lis r4, 0xCD00
[0014F4B8] 3C60CD00: lis r3, 0xCD00
[0015BDF4] 3C60CD00: lis r3, 0xCD00
[0015BE0C] 3C80CD00: lis r4, 0xCD00
[0015BE80] 3C80CD00: lis r4, 0xCD00
[0015BEC0] 3C60CD00: lis r3, 0xCD00
[0015BEF0] 3C60CD00: lis r3, 0xCD00
[0015BF20] 3FE0CD00: lis r31, 0xCD00
[0015BFE0] 3C60CD00: lis r3, 0xCD00
[0015C014] 3FE0CD00: lis r31, 0xCD00
[0015C0C8] 3C60CD00: lis r3, 0xCD00
[0015C0D8] 3C80CD00: lis r4, 0xCD00
[0015C0F4] 3C60CD00: lis r3, 0xCD00
[0015C104] 3C80CD00: lis r4, 0xCD00
[0015C120] 3C60CD00: lis r3, 0xCD00
[0015C1D4] 3CC0CD00: lis r6, 0xCD00
[0015C2B0] 3FE0CD00: lis r31, 0xCD00
[0015C42C] 3FE0CD00: lis r31, 0xCD00
Patch:Found [SetInterruptMask]: 0x0014F214
Patch:[__OSDispatchInterrupt] 0x0014F3C8
Patch:Found [__DVDIntrruptHandler]: 0x00153BE4 (0x00153BE4)
Patch:[__DVDInterruptHandler] 0x00153C38
Patch:[DVDLowReadDiskID] 0x0015443C
Patch:[DVDLowStopMotor] 0x001544FC
Patch:[cbForStateBusy] 0x00156A8C
Patch:[VIConfgiure] 0x0015941C
Patch:[DSPPattern] 0x002102A0 v2
Patch:[DSPROM] DSPv2
PatchCount:00000FFF
Patch:Found [C_MTXLightPerspective]: 0x00153220
Patch:[C_MTXLightPerspective] 0x00153220
Patch:Found [C_MTXPerspective]: 0x00153394
Patch:[C_MTXPerspective] 0x00153394
Patch:Found [DVDLowRead A]: 0x00153F48
[00153F94] 3C80C000: lis r4, 0xC000
[00153FA0] 38842F00: addi r4, r4, 0x2F00
[00153FA4] 3C60A700: lis rX, 0xA700
Patch:Found [DVDLowAudioStream A]: 0x00154688
[001546A4] 3CC0C000: lis r6, 0xC000
[001546A8] 38C62F00: addi r6, r6, 0x2F00
Patch:Found [DVDLowRequestAudioStatus]: 0x00154720
[0015473C] 3C80C000: lis r4, 0xC000
[00154740] 38842F00: addi r4, r4, 0x2F00
Patch:Found [DVDLowAudioBufferConfig]: 0x001547AC
[001547DC] 3C60C000: lis r3, 0xC000
[001547E4] 38632F00: addi r3, r3, 0x2F00
Patch:Found [DVDGetDriveStatus]: 0x00157700
Patch:Found [PADRead A]: 0x0015AE40
Patch:Found [PADControlMotor B]: 0x0015B20C
Patch:Found [ARStartDMA]: 0x0015C62C
Patch:Found [__ARChecksize A]: 0x0015C948
Patch:[__ARChecksize] 0x0015C948
Patch:Found [ARQPostRequest]: 0x0015D4A0
Patch:Found [__CARDReadStatus]: 0x0015F098
Patch:Found [__CARDClearStatus]: 0x0015F188
Patch:Found [__CARDStat A]: 0x0015F614
Patch:Found [__GXSetVAT]: 0x001674A4
Patch:Found [GXInitTlutObj A]: 0x00169D74
Patch:[GXInitTlutObj] 0x00169D74
Patch:Found [__fwrite A]: 0x001758BC
Patch:Skipped [patch_fwrite_GC]
Patch:Found [SIGetType]: 0x001B3EA0
Patch:Found [EXIImm]: 0x001B439C
Patch:Found [EXIDMA]: 0x001B4698
Patch:Found [EXISync]: 0x001B4784
Patch:Found [__EXIProbe]: 0x001B4A50
Patch:Found [EXISelect]: 0x001B4EC0
Patch:Found [EXIDeselect]: 0x001B4FEC
Patch:Found [EXIntrruptHandler C]: 0x001B50FC
Patch:Applied **IntrruptHandler patch 0x1B50FC (PatchOffset=0x8)
Patch:Found [TCIntrruptHandler C]: 0x001B51C4
Patch:Applied **IntrruptHandler patch 0x1B51C4 (PatchOffset=0x8)
Patch:Found [EXILock]: 0x001B55B8
Patch:Found [EXIUnlock]: 0x001B56AC
Patch: [DVDInquiryAsync A] not found
Patch: [DVDInquiryAsync B] not found
Patch: [DVDSeekAbsAsyncPrio] not found
Patch: [GXInitTlutObj B] not found
Patch: [__OSReadROM] not found
Patch: [J3DUClipper::clip()] not found
Patch: [J3DUClipper::clip()] not found
Patch: [__CARDStat B] not found
EXI: Saving memory card...Done!
loop quit
EXI: Saving memory card...Done!
I hope my experience is useful
Thanks for all
 
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WiiFreasko

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Sorry about that, I didn't realize it would affect the version detection.


Thanks. :)

Not true. I now know it takes place between line 307 and 360 of main.c.


to be exact it takes place here around line 270
Code:
if( LoadKernel( Kernel, &KernelSize ) < 0 )
{
ClearScreen();
gprintf("Failed to load kernel from NAND!\r\n");
PrintFormat( 25, 232, "Failed to load kernel from NAND!" );
ExitToLoader(1);
this is not something that anyone can fix :(
 

JoostinOnline

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to be exact it takes place here around line 270
Code:
if( LoadKernel( Kernel, &KernelSize ) < 0 )
{
ClearScreen();
gprintf("Failed to load kernel from NAND!\r\n");
PrintFormat( 25, 232, "Failed to load kernel from NAND!" );
ExitToLoader(1);
this is not something that anyone can fix :(
Then why does it pass that? :P
 

WiiFreasko

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because it also crashes here:
Code:
fatUnmount(GetRootDevice());
ClearScreen();
PrintInfo();
but less often though

Edit: the only way to prevent the carshes is to run nintendont from hbc
 

drakorex

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Will there be a way to play games that require analog R/L triggers (like super mario sunshine) to work with a normal PS2 dualshock controller (which has digital buttons only) ?

Edit: After some testing with my controller, i noticed that analog presses were recorded in dolphin (albeit always at 100% pressure), so it could work in a way similiar to that.
PS2 controllers DO have analog L2/R2 buttons. When playing games like R:Racing Evolution and Melee, this can clearly be seen.
 

provato

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Hi guys, and BIG congratulations on this great project. I just signed up here to follow this project and express any problems I encounter with nintendont

I use:
the good-old-white Wii, version 4.3E
Nintendont r19 (latest release)
Wiiflow as the usb-loader of nintendont (and gamecube games in general)
Ps2 controller, plugged in the 2nd usb of wii with a ps2-to-usb converter (VID=0810 / PID=0001)

Three problems I faced so far:

1. When Loading wiiflow from the "clouds wiiflow channel v.14b" I ALWAYS get "exception (DSI)" error when I load a gamecube game with nintendont's autoboot feature. HOWEVER, this doesn't happen if I load wiiflow from the homebrew channel!!! I mean that I can load gamecuube games successfully with nintendont, only if I have first opened wiiflow through homebrew channel

2. When using the autoboot feature of nintendont through wiiflow, I can only use a gamecube controller, not my HID compliant ps2 controller. HOWEVER, when I load nintendont directly from homebrew channel, I press B to "stop autoboot", and then press B again to go to settings and change the HID controller to "ON". Then the game loads and my ps2 controller works almost perfectly.
Btw, I believe this is wiiflow's fault, it should have a "controller.ini check" at the start of nintendont's autoboot... Or... maybe have "HID Controller=ON" by default in nintendont??

3. When using the ps2 controller in-game, it seems that the D-Pad and analogs sticks browse/move too fast!!! This happens in Legend of Zelda (weird fast step-pacing that lead to slow walking of the character), mario sunshine (same as Zelda), mario party 5,6,7 (very very fast browsing - one click of the D-Pad browses through 2 or 3 options)

Thank you in case, if you answer me or not. But please, keep it up!! This project is great!
 

WiiFreasko

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Hi guys, and BIG congratulations on this great project. I just signed up here to follow this project and express any problems I encounter with nintendont

I use:
the good-old-white Wii, version 4.3E
Nintendont r19 (latest release)
Wiiflow as the usb-loader of nintendont (and gamecube games in general)
Ps2 controller, plugged in the 2nd usb of wii with a ps2-to-usb converter (VID=0810 / PID=0001)

Three problems I faced so far:

1. When Loading wiiflow from the "clouds wiiflow channel v.14b" I ALWAYS get "exception (DSI)" error when I load a gamecube game with nintendont's autoboot feature. HOWEVER, this doesn't happen if I load wiiflow from the homebrew channel!!! I mean that I can load gamecuube games successfully with nintendont, only if I have first opened wiiflow through homebrew channel

2. When using the autoboot feature of nintendont through wiiflow, I can only use a gamecube controller, not my HID compliant ps2 controller. HOWEVER, when I load nintendont directly from homebrew channel, I press B to "stop autoboot", and then press B again to go to settings and change the HID controller to "ON". Then the game loads and my ps2 controller works almost perfectly.
Btw, I believe this is wiiflow's fault, it should have a "controller.ini check" at the start of nintendont's autoboot... Or... maybe have "HID Controller=ON" by default in nintendont??

3. When using the ps2 controller in-game, it seems that the D-Pad and analogs sticks browse/move too fast!!! This happens in Legend of Zelda (weird fast step-pacing that lead to slow walking of the character), mario sunshine (same as Zelda), mario party 5,6,7 (very very fast browsing - one click of the D-Pad browses through 2 or 3 options)

Thank you in case, if you answer me or not. But please, keep it up!! This project is great!

use this wiiflow mod https://www.dropbox.com/s/j7mwahmptydt0z1/boot.dol
this will enable hid whenever you don't have a GC controller plugged in port 1

Edit: As for the forwarder, I'm getting crashes too using wiiflow loader in priiloader
and as you said only HBC can fix the issue atm
 
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provato

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Thanks for your quick response WiiFreasko!

Is this wiiflow mod the latest version? (4.2.2 r1073 I think...)
Also, what does homebrew channel do differently? Some alternate IOS loading??
 

GreyRogue

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Sorry about that, I didn't realize it would affect the version detection.


Thanks. :)

Not true. I now know it takes place between line 307 and 360 of main.c.

I don't have a way to test on WiiU, but is it possible that the fatUnmount call is messing up the log file used by gprintf()? I would think the file handle would be bad after unmounting. Might need to close the file before and reopen after the unmount.
 

Cyan

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couldn't we have device and partitions support in the path?
that way, we could have both sd and USB mounted at the same time and specify where you want to log and save the MCemu, while having the ISO on another device?
 

JoostinOnline

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I don't have a way to test on WiiU, but is it possible that the fatUnmount call is messing up the log file used by gprintf()? I would think the file handle would be bad after unmounting. Might need to close the file before and reopen after the unmount.
Unmounting the drive SHOULD automatically close the file and make it a null pointer, but I suppose it wouldn't hurt to do it manually just in case. I'll add it.
 

duffmmann

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Soon, Saving/Loading will be TOO faster than today. more info watch the vid: ;)




Does this mean that soon, load times in GC games will essentially be nothing by loading the cache first? Thats pretty damn cool. Though honestly, how bad are GC load times to begin with. I can't recall a games that ever really bugged me for how long it took to load between parts of the game. Even still this is very cool, I can't deny that.
 
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faku1810

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Does this mean that soon, load times in GC games will essentially be nothing by loading the cache first? Thats pretty damn cool. Though honestly, how bad are GC load times to begin with. I can't recall a games that ever really bugged me for how long it took to load between parts of the game. Even still this is very cool, I can't deny that.

Twilight Princess had quite long loading times between areas last time I tested it, if caching can help with that one I'd certainly be glad about it lol
 
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VashTS

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this project just keeps getting better. i hope it becomes THE gamecube loader to use in the future!

DM will always stand as the impossible becoming possible though, always remember!

I can't wait to describe to my kids how this progressed - sounds nerdy and corny but really! It's like describing how cassette became CD which became digital media.
 

zombieman

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I wonder if the file caching would make a difference in the resident evil games with the door opening animations? still that would be a pretty cool feature though
 

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