Hacking Nintendont

zombieman

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Mine still reading error, I'm using USB HDD 32k 149gb on Wii U
i dont really know i don't have a hdd i used a flash drive formatted it to fat with 64k cluster size because it is 2gb, it won't format to fat32 64k cluster size


Edit: try reformatting to fat32 64k cluster size
Edit: when you formatted your hardrive did you do a quick format or the slow one
 

Cyan

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Can we get a download link of all those new files added to the first post?
Which files?

ipl.bin is copyrighted, so it can't be linked. (font_ansi.bin can be linked instead, I'll add it)
cache.txt is depend of the game you are using.

what other file are you referring to?

I edit the first post little by little to add/fix informations when I have time.
 
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Adeka

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Which files?

ipl.bin is copyrighted, so it can't be linked. (font_ansi.bin can be linked instead, I'll add it)
cache.txt is depend of the game you are using.

what other file are you referring to?

I edit the first post little by little to add/fix informations when I have time.
ipl.bin, font_ansi.bin, and the Melee cache.txt


Didn't know the ipl.bin was copyrighted. It's best not to put it on the post just like you said.

Edit: A quick google search shows it's the gamecube bios. I see why it's copyrighted.
 

Cyan

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cache files would be better linked elsewhere (compatibility list probably?), as each game will have its own ... or should I say their owns? because it's user created, so there will be a lot of different versions for the same game, with good and bad results, until a cached file is proven to benefit the load time after a lot of tests.
It's currently in an experimental state, only one file for one game has been released.
Posting too many informations in the first post would only confuse users who don't read everything and don't follow the progress (look at sonictopfan last posts, he jumps here without understanding the progress or catching the posts he missed since his last visit and report issue with old versions)
 
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pedrobarca

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Probably a stupid question: Are the DSI Exceptions, that occur when loading nintendont from USB Loader GX/WiiFLow, fixed by now?
 

Silix

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I posted this question few days ago, but I didn't receive an answer: is the HidTest V6 source code available somewhere ? And if not, can one of the coders who saw that source tell me if ps3 controllers are recognized by VID and PID only?
One of my compatible controllers works fine on a windows pc (so it's really a pc/ps3 generic gamepad and should work also in nintendon't) but unfortunately it has 054C-0268 as Vid and Pid so I suspect that HidTest (and Nintendont) is considering it as a real ps3 gamepad and executing some specific code (in Nintendont there are subs only for ps3 gamepads). I tried to compile three different version of Nintendont (one to bypass PS button pressure which works for original Dualshock gamepad but result in failing to initialize the compatible models, the second to assume the connected controller is always a real ps3 gamepad which again works only with the original model and the third to force the detection of a generic gamepad whatever is really connected which doesn't work at all) without luck.
If also HidTest uses similar code to mange gamepads, can I know which is the address of Vid and Pid values in the compiled .dol so that I can replace them with an Hex editor? (I already searched for the above values with winHex, but there are many instances of them)?
Thank you again for any reply.
 

huma_dawii

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Wooow woooow wooow what happened here? D: i left the thread for one week and everybody is talking about "cache.txt"??? can someone make me a little resume please? xD
 

metroid maniac

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Wooow woooow wooow what happened here? D: i left the thread for one week and everybody is talking about "cache.txt"??? can someone make me a little resume please? xD


A new inclusion in Nintendon't. Predefined files from the game's iso can be cached to MEM2 for increased access speed. Instead of getting them from USB or SD, you can get them straight from RAM.
 
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Cyan

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You can use that file (located in the same folder than the game.iso), to tell the game to preload files and keep them in RAM.
it speeds the game's loading while you play.

The cache.txt need to be created specifically for each games. currently only Smash Bros US v1.02 has one.
To create one, you list the filenames of the game's files that you want to cache (one file per line, up to 220 lines)
here is an example : http://crediar.no-ip.com/ssbmc.zip

Best result would be achieved by caching small files (to prevent seeking).

If you get read errors while using the cache.txt file, your device is too slow.
Use a faster one, or try to format with bigger cluster size (up to 64k/cluster).
 
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Adeka

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where that 28MB comes from?
it was said in a previous post? it's the remaining space on the 64MB of Mem2?

Smash bros cached files are taking 22MB.

crediar said that cache files can be max 28mb I think

I might be wrong but I did see 28mb in a previous post from someone else
 

cheatman3005

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Back from work and I think it was a fluke when NFS Most Wanted worked. It does work at times, then crashes up. It's like Sunshine when it has 90% chance of Crashing during previous revisions, even with MC Emu off.
 

matt123337

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where that 28MB comes from?
it was said in a previous post? it's the remaining space from the 64MB of Mem2?

Smash bros cached files are taking 22MB.
I thought it was stated in the video crediar made, but I just checked it and he was just saying he was caching 28mb of files, my bad.
 

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