Hacking Nintendont

VinsCool

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Speaking about rumble... I did a weird experiment which turned out great ! I attached my wiimote behind my CC with some duct tape... Playing with rumble this way appears to be surprisingly good, as my wiimoteplus has a powerful rumble motor (while my older wiimote don't). Seriously, it is pretty good ! :lol:

Now I have to clean all the glue stickied on my controller later... :unsure:
 
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ShadowOne333

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Speaking about rumble... I did a weird experiment which turned out great ! I attached my wiimote behind my CC with some duct tape... Playing with rumble this way appears to be surprisingly good, as my wiimoteplus has a powerful rumble motor (while my older wiimote don't). Seriously, it is pretty good ! :lol:

Now I have to clean all the glue stickied on my controller later... :unsure:

LOL
Hahaha duct tape?
I should have thought of that.
I will do it and that will become THE ULTIMATE NINTENDONT MOD!
 
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Cyan

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ShadowOne333:
when you release a new dol, you have to provide the modified sources, or a .patch
Not that it's hard to understand what you did by swapping the buttons, but you have to release the sources if you make any changes.
it's easy to create a patch if you have tortoise (right click the trunk folder > tortoise > create patch).

then pack both together and share the package link.
 

VinsCool

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LOL
Hahaha duct tape?
I should have thought of that.
I will do it and that will become THE ULTIMATE NINTENDONT MOD!

I tried with scotch tape before, but rumble and wiimote weight was too much for cheap tape :rofl2:
 

ShadowOne333

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ShadowOne333:
when you release a new dol, you have to provide the modified sources, or a .patch
Not that it's hard to understand what you did by swapping the buttons, but you have to release the sources if you make any changes.
it's easy to create a patch if you have tortoise (right click the trunk folder > tortoise > create patch).

then pack both together and share the package link.

Mmm I'm not familiar with Tortoise (you are refering to TortoiseSVN right?)
I was using DownloadSVN for the source code, as for the modified sources it has been only BT.c and PADReadGC.c so far.

I will PM you for further instructions to make this properly, thanks for the heads up.
 

ShadowOne333

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Is sharing modified files (PadReadGC.c and bt.c) enough if it is packaged in a zip file along with the .dol and a readme explaining what was done?

I think he is saying that I should add a .zip with the modified PADReadGC.c and BT.C, along with the .patch file that Cyan is mentioning.
As soon as I have further instructions, I will update the link.
 

VinsCool

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I think he is saying that I should add a .zip with the modified PADReadGC.c and BT.C, along with the .patch file that Cyan is mentioning.
As soon as I have further instructions, I will update the link.

Oh ok I understand lol. On my side, I stay with the rumble only mod I did yesterday. I shared it a few pages back, I think I should remove it as it is not coming with a patch file.
 

Cyan

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you can package with the modified file if you don't know how to create a .patch file.
the patch has the advantage to see quickly what has been changed, and from which revision.

I don't know your SVN program, but there's a feature to create or apply patches too.

edit:
It seems your program is only a downloader. Not a svn client, so it doesn't contain the patch creation feature.
 
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ShadowOne333

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Oh ok I understand lol. On my side, I stay with the rumble only mod I did yesterday. I shared it a few pages back, I think I should remove it as it is not coming with a patch file.
I combined all 3 mods just because a lot of users were requesting such thing.
But if you only want a certain part, each user can modify and create their own mods according to their liking.
It has all been explain by bobmcj and by me a few posts back.

you can package with the modified file if you don't know how to create a .patch file.
the patch has the advantage to see quickly what has been changed, and from which revision.
I don't know your SVN program, but there's a feature to create or apply patches too.

I already installed Tortoise, I will create the .patch file and will also package the files with the modified source code.
Thank you, Cyan.
 
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VinsCool

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Cyan I have a question: This line in menu.c (line 94) " char buf[0x100]; " do this define the max game showing in nintendont loader? because 0x100 is 256, And someone said that they can't show more than 250ish games at one... So my question: Could increasing this value to 0x400 (1024) work? A maximum of 1024 game could be shown, if I pointed the right line about list limit. If I am wrong, what exactly defines the list limit ?
 

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I'm using r155 on a wii with classic controller pro. These days I'm playing a lot of mario kart and I noticed that on rare occasions pressing the left analog stick to the left or to the right, seems to cause the game to think the stick is continuously pressed even if I release the stick. Moving the stick to a different direction resolves the problem. There is nothing wrong with the controller, I double checked with a second one I have as a backup.

It doesn't happen all the time, just once or twice in a race but those who play mario kart double dash at 150cc know that it can be enough to ruin your race.

Maybe I should put this on the nintendont page, just wondering if anyone else has noticed that...
I have the same problem with a logitech wireless f710 a long time ago. I have report this 2 times but no answer :-(
 

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You completely missed the point.

What would that have been, the fantasy that the main analog/C-Stick in NGC titles could effectively be mapped to the WiiMote pointer in some general game-agnostic implementation that would actually work well? It was ridiculous, so I didn't bother to address it.
 

ShadowOne333

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Cyan, I already updated the link with a .rar file that has the .DOL for the MOD and also added a /sc/ folder with the modified sources.
Is that ok?



Out of that...

IMPORTANT:
I am already trying to add an option for digital triggers to have an sort of like "analog input" workaround.

This is what I have in mind:
  1. I am only focusing on Wii U Pro Controller and CCP since normal CC already has analog triggers.
  2. We have one button free to use. That is the L button in both CCP and Wii U Pro open.
  3. I will try to make pressing the L button along with ZL or ZR a mid-analog press.
Let me further explain this:
If you normally press ZR or ZL, you get the FULL press of the Analog Trigger, which is FF in Hex value (or 255 in decimal).
I will try to make the L+(ZR or ZL) combo to be read as a mid press, which means the middle point between 0 (minimum value) and 255 (maximum value).
In total, those are 256 values, to which the middle point is 128, in Hex this is translated to 0x80.

So this should be the final output:
ZR or ZL press = Full analog press (or FF)
L + (ZR or ZL) = Mid analog press (or 80)

Any suggestions or comments about this?
I dont know if it should be better having the button combo the other way around, making ZR&ZL normally as mid-press and L+(ZR&ZL) being the Full press.
What do you guys think is the best layout for this?

I will try to modify the code a little bit.
Anyone open to test it for Wii U Pro controllers?
I only have CCPs.


EDIT:
Ok so I THINK I already added the necessary code to make this work.
I will compile now and will test it, I will post results in a few minutes...
 

Cyan

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yes, the rar is ok with the modified files.
(the Ustealth libfat is not included, maybe you can add it too, so the package is complete with all modified files).


Cyan I have a question: This line in menu.c (line 94) " char buf[0x100]; " do this define the max game showing in nintendont loader? because 0x100 is 256, And someone said that they can't show more than 250ish games at one... So my question: Could increasing this value to 0x400 (1024) work? A maximum of 1024 game could be shown, if I pointed the right line about list limit. If I am wrong, what exactly defines the list limit ?
It's neither the filename limit, nor the file list limit.
it's a buffer used to store the ISO content to check the game's Name, Game's ID, if the ISO is a gamecube game or not, etc.
it has nothing to do with the file listing limit.


The maximum number of games is defined in another file:
MAX_GAMES 250
can't be more explicit lol
 
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VinsCool

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yes, the rar is ok with the modified files.
(the Ustealth libfat is not included, maybe you can add it too, so the package is complete with all modified files).



It's neither the filename limit, nor the file list limit.
it's a buffer used to store the ISO content to check the game's Name, Game's ID, if the ISO is a gamecube game or not, etc.
it has nothing to do with the file listing limit.


The maximum number of games is defined in another file:
MAX_GAMES 250
can't be more explicit lol

Lol XD I have been looking at the wrong place ! Thank you for clarifiying this out :)
I found it in menu.h "#define MAX_GAMES 250" Hahaha I feel stupid to no having looked here ! Now I know what I can edit if it happens I have more than 250 games lol
 

ShadowOne333

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The maximum number of games is defined in another file:
MAX_GAMES 250
can't be more explicit lol

LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL XD
WTF?! XD
What a laugh haha XD

Lol XD I have been looking at the wrong place ! Thank you for clarifiying this out :)
Well at least you can now compile changing the MAX LIMIT :P
The line is located in "menu.h"

If you want, I can modify the maximum limit too, I am right now compiling the Digital&Analog triggers MOD to test it out.
 
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VinsCool

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LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL XD
WTF?! XD
What a laugh haha XD


Well at least you can now compile changing the MAX LIMIT :P

I don't think so... I don't have more than 250 games. It was aimed to anyone having more than 250 games in their drive. Someone asked it yesterday, that's why I looked here. So if that person wants to do it, it is located in "include/menu.h" Thank you Cyan for pointing me in the right direction :P
 

cvskid

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Cyan, I already updated the link with a .rar file that has the .DOL for the MOD and also added a /sc/ folder with the modified sources.
Is that ok?



Out of that...

IMPORTANT:
I am already trying to add an option for digital triggers to have an sort of like "analog input" workaround.

This is what I have in mind:
  1. I am only focusing on Wii U Pro Controller and CCP since normal CC already has analog triggers.
  2. We have one button free to use. That is the L button in both CCP and Wii U Pro open.
  3. I will try to make pressing the L button along with ZL or ZR a mid-analog press.
Let me further explain this:
If you normally press ZR or ZL, you get the FULL press of the Analog Trigger, which is FF in Hex value (or 255 in decimal).
I will try to make the L+(ZR or ZL) combo to be read as a mid press, which means the middle point between 0 (minimum value) and 255 (maximum value).
In total, those are 256 values, to which the middle point is 128, in Hex this is translated to 0x80.

So this should be the final output:
ZR or ZL press = Full analog press (or FF)
L + (ZR or ZL) = Mid analog press (or 80)

Any suggestions or comments about this?
I dont know if it should be better having the button combo the other way around, making ZR&ZL normally as mid-press and L+(ZR&ZL) being the Full press.
What do you guys think is the best layout for this?

I will try to modify the code a little bit.
Anyone open to test it for Wii U Pro controllers?
I only have CCPs.


EDIT:
Ok so I THINK I already added the necessary code to make this work.
I will compile now and will test it, I will post results in a few minutes...
Do any of the blutooth mods you do make any changes to the dpad/analog stick? I have a issue with the wii hori fight stick.

41iDDZg33hL._SX300_.jpg

All the button inputs work fine but when used for menus and actually playing games the down input is always being pressed eventhough i do not press anything. menus scroll down in a loop and characters stay in a crouching position.

Crouch Medium Punch.png
 

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