Hacking So, is it possible to get the DK Bongos working on Wii U with Nintendon't with the GC adapter?

Shadowfied

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I'm truly sorry if this has been answered before. I've been searching all I can and have not found a definitive answer. Nintendon't works absolutely perfectly and I am so happy that it works with the GameCube Adapter for the Wii U, but I just can't get the DK Bongos to work. Is there some way to get it working, or is it up to the Nintendon't devs to (hopefully) fix it in a future update?

Thanks
 

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Have you tried them in HIDtest?

Edit: Why are you posting a Wii U related question in the Wii section?
 

Shadowfied

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Have you tried them in HIDtest?
No, but I know they are working. The start button works in-game, the clapping works, the right bongo works, but the left one doesn't, and always counts as if it's held down. Just like other people have claimed.
It's the same with my 2 pairs of DK Bongos.
 

Howard

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Now it is because they patched it the other day. However, it still doesn't work properly.

What happens when you plug the non detected bongo in port 1? port 3?
If it dosent work in port 1 what values does hidtest show when nothing is pressed?
 

Shadowfied

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What happens when you plug the non detected bongo in port 1? port 3?
If it dosent work in port 1 what values does hidtest show when nothing is pressed?
Hi Howard.

My understanding is that you do most of the controller work for Nintendon't. First off, thank you so much, all of you guys who work with Nintendon't. It's truly amazing. My second pair of bongos are detected as a normal controller in any of the ports. My "working" pair works in all ports, except for the problem with the clapping (this is my biggest request and I will donate once it is fixed ^^) that makes it impossible to get good scores.

This is everything HIDTest shows. I can't seem to get it working now. How is one supposed to run HIDTest anyway? The only way I've found is to take the .dol file from the Nintendon't source and put it in it's own app folder. This doesn't feel like the right way though..


Oh, also, from testing out Donkey Konga on my GameCube, it seems like it is programmed to only use the mic if any of the Bongos are not being pressed, meaning that the Bongos + Mic can't be used at the same, like it does in Nintendon't. Anyway, I have good faith that you guys will fix it :)
 

Howard

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Hi Howard.

My understanding is that you do most of the controller work for Nintendon't. First off, thank you so much, all of you guys who work with Nintendon't. It's truly amazing. My second pair of bongos are detected as a normal controller in any of the ports. My "working" pair works in all ports, except for the problem with the clapping (this is my biggest request and I will donate once it is fixed ^^) that makes it impossible to get good scores.

This is everything HIDTest shows. I can't seem to get it working now. How is one supposed to run HIDTest anyway? The only way I've found is to take the .dol file from the Nintendon't source and put it in it's own app folder. This doesn't feel like the right way though..


Oh, also, from testing out Donkey Konga on my GameCube, it seems like it is programmed to only use the mic if any of the Bongos are not being pressed, meaning that the Bongos + Mic can't be used at the same, like it does in Nintendon't. Anyway, I have good faith that you guys will fix it :)
Hidtest is its own program it needs its own dir
To run HIDTest with the gamecube adapter you need to remove the controller.ini, Then run smash u first to init the adapter. then without powering off run HIDTest.

Do you know if just the one game dosent allow clapping and bongo at the same time or is it all of them?
 

Shadowfied

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Thanks! Now HIDTest worked. I've tried both Bongos and recorded so you can get a better view of it. The video can be found here (right-click and save as if your browser isn't playing it directly). Oh, the first pair is the Nintendont-undetected ones.
My understanding is that for whatever reason, my other pair of bongos are off centered and therefore aren't detcted as bongos.


All three DONKEY KONGA games work the same way in that regard; you can not do them at same time. I will try DK Jungle Beat as well and report soon.
Do you think you could get clapping work as an actual axis, like it does originally? This would allow players to tweak the clap trigger by volume in the settings.

Edit: Oh, a great place to see that clapping is disabled during normal bongo inputs is this video.

Edit 2: Jungle Beat works differently, you need to be able to use both at once, from what I can see. It's very much unplayable though, because of the current "yes-or-no" mic. It needs that axis / analog.
 

Howard

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What are the maximim values HIDTest shows in offests 4 through 8 on the bongo that isnt detected correctly?
What changed on the non detedcted bong whare it wasent being detected in port 4 now it is?
Could it be a bad bongo?

What is the minimum value in offset 9 that should be detected as a clap?

(I need values not a vidieo for these questions)

Tested Jungle beat it doesnt allow bongo and clapping at the same time eather.
 

Shadowfied

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What are the maximim values HIDTest shows in offests 4 through 8 on the bongo that isnt detected correctly?
What changed on the non detedcted bong whare it wasent being detected in port 4 now it is?
Could it be a bad bongo?

What is the minimum value in offset 9 that should be detected as a clap?

(I need values not a vidieo for these questions)

Tested Jungle beat it doesnt allow bongo and clapping at the same time eather.

They show minimum 00 and maximum 02 on the undetected bongos.
I have no idea why it is detected in port 4 now and wasn't earlier.. Found it. Read below.
Both Bongos work wonderfully on my GameCube.

Clap value: It's impossible to say because the numbers just flash by in HIDTest, the thing is, it should be possible to adjust this threshold in the games that use it. On a GameCube, you see a volume meter in the settings when you clap, allowing you to adjust the sensitivity, this meter does not appear when played with Nintendont, as if the clapping is just a button. When using the GameCube Adapter with a PC, it detects the microphone as an axis.

I recorded it and paused the video while clapping. A loud clap gets to about 75, just a tiny bit more silent then that showed 67. A good temporary fix would be to set it to activate at 60!

I must've been wrong about Jungle Beat then. I'll give it another go as well.

Thank you once again!

Edit:
Interesting data...
Booting Wii U > vWii > Donkey Konga 2 PAL through USB Loader GX: Undetected bongos react the same in all 4 ports (detected, but as a normal controller) - Good bongos work in all 4 ports as expected, without clapping fixed, obviously.

Booting Wii U > vWii > Donkey Konga 2 NTSC-U through USB Loader GX: Undetected bongos react the same way in port 1 and 2, nothing in port 3 or 4. - Good bongos work as above in port 1 and 2. Nothing in port 3 and 4.

Booting Wii U > Smash U > vWii > Donkey Konga 2 NTSC-U through USB Loader GX: Exactly same as above. I thought maybe it would help booting Smash since HIDTest needs it, but I guess Nintendon't takes care of that.

Booting Wii U > vWii > Donkey Konga 1 NTSC-U through USB Loader GX: Same as fist result with Donkey Konga 2 PAL.

Booting Wii U > vWii > Donkey Kong Jungle Beat PAL through USB Loader GX: Same as first result with Donkey Konga 2 PAL.

This concludes that the port 3 and 4 problems are either cause I have a bad copy of Donkey Konga 2 NTSC-U, or that the issue is exclusive to this version of the game.


I've never done any C programming, but from the values we have being max 2 and min 0, does it mean the Bongo read code should be something like this?

if ((HID_Packet[HID_CTRL->StickX.Offset] >= 0) //if connected device is a bongo
&&(HID_Packet[HID_CTRL->StickX.Offset] <= 2)
&&(HID_Packet[HID_CTRL->StickY.Offset] >= 0)
&&(HID_Packet[HID_CTRL->StickY.Offset] <= 2)
&&(HID_Packet[HID_CTRL->CStickX.Offset] >= 0)
&&(HID_Packet[HID_CTRL->CStickX.Offset] <= 2)
&&(HID_Packet[HID_CTRL->CStickY.Offset] >= 0)
&&(HID_Packet[HID_CTRL->CStickY.Offset] <= 2)
&&(HID_Packet[HID_CTRL->LAnalog] == 0))
{
PADBarrelEnabled[chan] = 1;
PADIsBarrel[chan] = 1;
}
else
{
PADBarrelEnabled[chan] = 0;
PADIsBarrel[chan] = 0;
}
 

Howard

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I may have asked the wrong question for the clapping values. What is he maximum value you see from backround noise,and game music (not clapping, not bongo presses)?

I think your second bongo may be failing. for now the values are still far enough from a normal controllre we can still tell the differance.

Verify your copy of Donkey Konga 2 NTSC-U

PM me your email
 

Shadowfied

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Well, during complete silence it varies between 0B and 0A. With pretty loud music playing and background noises, it seems pretty consistently only reach 17.

Well, the offsets are certainly slightly off, but it still works on the GameCube. If you can get it detected, I can report if it gets worse at any time and we'll see if the offset gets worse over time, and if it does slowly degrade, we can also see how long the actual Gamecube can detect it.

Will do.

I have PM'd my email.
 

Shadowfied

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I may have asked the wrong question for the clapping values. What is he maximum value you see from backround noise,and game music (not clapping, not bongo presses)?

I think your second bongo may be failing. for now the values are still far enough from a normal controllre we can still tell the differance.

Verify your copy of Donkey Konga 2 NTSC-U

PM me your email

I tried your latest clap version as well. It works better than before, but it's still waaaay too sensitive. Also, it almost picks them up at the same time. Is it possible to add just a tiny tiny tiny delay between picking up claps and bongo inputs?

Edit: Actually, never mind. It still picks claps at bongo hits, just not AS bad as before. The main problem though is definitely the threshold.
 

Howard

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I tried your latest clap version as well. It works better than before, but it's still waaaay too sensitive. Also, it almost picks them up at the same time. Is it possible to add just a tiny tiny tiny delay between picking up claps and bongo inputs?

Edit: Actually, never mind. It still picks claps at bongo hits, just not AS bad as before. The main problem though is definitely the threshold.
You did mean "It still picks bongo hits as claps" correct?
 

Shadowfied

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Yeah.

With the new version you sent me it is very very good. Works perfectly. Thank you very much! :D I would suggest raising it to at least 50 though, I think that would be even better.

Now, I don't know how much functionality you're out to achieve, but obviously, the in-game option for setting the mic still does not work. If you're not planning to do this, it would be very nice to at least see an option for choosing the threshold value in the Nintendon't settings menu.

Still, this is absolutely good enough for me. Thank you very much sir. You got a donation incoming.
 

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