Hacking Nintendont

FIX94

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just added some more triforce related things because I felt like cleaning this mess up too :)
-made triforce games globally be in free play mode even without segaboot by copying the needed memory block into its place, removed all the hardcoded coin patches because of this change
-removed several other hardcoded triforce patches by adding a dynamic patch for all triforce games to fake our type
-removed the segaboot hardcoded free play patches since that memory block is now always in place anyways
Now the only thing I still need to remove and I dont even understand yet is why I need a specific patch in the triforce version of virtua striker 3, no other game needs it.
 

sideskroll

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Hi guys.
Happy to see that the project is still alive and kicking.
Kudos to the guys working on it.
I have 2 simple question.
I just got the Wiiu GCN adapter (yeah, I know a bit late to the party but watchu gon do?) Anyway, I remember reading sometime ago, somewhere, SOMETHING regarding the inaccuracy of the CCPRO analog sticks in comparison to the GCN ones. (a link would be much appreciated if anyone has it)
I'm guessing that nintendont uses an input EMULATOR as opposed to a interpreter or pass-trough for its controllers. Am I correct? Even when using the adapter and original GCN controllers?
And if that's the case, Do the GCN analogs work with the same gimped range that the CCPRO has or do they use the whole range (if my memory serves me correctly, it was something like CCPRO= left 0-100, right 0-30, GCN: left 0-256, right 0-256)
Also, on WIIU how do I use the adapter if I want to be able to say, use 2 CCPROS and 2 GCN?
Thanks!
 

pedro702

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Hi guys.
Happy to see that the project is still alive and kicking.
Kudos to the guys working on it.
I have 2 simple question.
I just got the Wiiu GCN adapter (yeah, I know a bit late to the party but watchu gon do?) Anyway, I remember reading sometime ago, somewhere, SOMETHING regarding the inaccuracy of the CCPRO analog sticks in comparison to the GCN ones. (a link would be much appreciated if anyone has it)
I'm guessing that nintendont uses an input EMULATOR as opposed to a interpreter or pass-trough for its controllers. Am I correct? Even when using the adapter and original GCN controllers?
And if that's the case, Do the GCN analogs work with the same gimped range that the CCPRO has or do they use the whole range (if my memory serves me correctly, it was something like CCPRO= left 0-100, right 0-30, GCN: left 0-256, right 0-256)
Also, on WIIU how do I use the adapter if I want to be able to say, use 2 CCPROS and 2 GCN?
Thanks!
gcn controller adapter has the same stick ranges than regular gc controllers, and most hid controllers and even wiiu pro also have the same or more range the only reason CC and CCpro have gimped range is becuase of their hardware limitation.


No, it has some of the quests. I'm talking about the unofficial servers quests. Like from Schthack and others. Or user made quests.
if you got an actual save and teh iso refering to that version then it should work you are sure you got the iso matching the perfect version of your save? and did th quests wored offline anyway?
 

sideskroll

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gcn controller adapter has the same stick ranges than regular gc controllers, and most hid controllers and even wiiu pro also have the same or more range the only reason CC and CCpro have gimped range is becuase of their hardware limitation.
Yeah, I know it's because of a hardware limitation.
The reason I'm asking is because as I said before. Nintendont is most likely using an input emulator and it has to accommodate for a wide range of controllers to be used. So maybe it uses a "happy medium" instead of the whole range (for compatibility reasons)
I'm guessing that the only way for Nintendont to just act as an interpreter or pass-trough the raw input would be to activate native controllers on a real Wii with GameCube ports, right?
So how accurate is the GCN input emulation when using the adapter? 1:1?
Maybe @FIX94 could shed a light on this?
Obviously it's not a deal breaker by any means. But it would be nice since we're using the original hardware to an extent (the controllers) to have 1:1 input.
Specially on games like melee.
On a different topic, how do I use say 2 GCN controllers and 2 CC PROs? Just connect it all and that's it?
Thanks.
 

pedro702

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Thanks for the reply , Here is the version i am using and the settings .
I am using a standard Gamecube Controller . Thanks



you forgot to tell me what controller are you using.

--------------------- MERGED ---------------------------

Yeah, I know it's because of a hardware limitation.
The reason I'm asking is because as I said before. Nintendont is most likely using an input emulator and it has to accommodate for a wide range of controllers to be used. So maybe it uses a "happy medium" instead of the whole range (for compatibility reasons)
I'm guessing that the only way for Nintendont to just act as an interpreter or pass-trough the raw input would be to activate native controllers on a real Wii with GameCube ports, right?
So how accurate is the GCN input emulation when using the adapter? 1:1?
Maybe @FIX94 could shed a light on this?
Obviously it's not a deal breaker by any means. But it would be nice since we're using the original hardware to an extent (the controllers) to have 1:1 input.
Specially on games like melee.
On a different topic, how do I use say 2 GCN controllers and 2 CC PROs? Just connect it all and that's it?
Thanks.
all sticks values are readed and then transfrmed into gc format if they are smaller range they are upped if they are bigger they are divided to match gc stick values and then sent to the game the wiiu gc cntroller value doesnt get changed its since stick range is perfect, to use the actual gc controller imput you need native set to on and a wii with gc ports becuase the wiiu gc adapter its an hid device so therefore it doesnt work natively.
about being 1:1 it is 1:! stick values what the ssbm crowd whines about is the ms input lag due to the all process of getting the hid device value and then turn it into gc value and then sent to the game wich is impossible to make 100% perfect but hey they complain about very few ms lag i never ever noticed so yeah its jsut for pros that needs they pitch perfect stuff.

yeah just connect both gc controllers on wiiu gc adapter ports and the CC/CCpro will move to the free slots its all very straightfoward.
 
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FIX94

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just an update for triforce stuff, virtua striker 2002 sure needs some insane stuff to actually do what I want it to do, so right now we have this patch in place:
//Partially skip media board init (ugly for now)
write32( 0x1C7B58, 0x60000000 );
//I dont like the missing media board id print so...
memcpy( (void*)0x5D1086, "A89E-28A48984511", 17 );
write32( 0x14A060, 0x388DEAC6 ); //addi r4, r13, 0x153A
but I really wanted something better which actually did the init process and not just copy some stuff into memory to look like it did the init code, now I actually did get it to init but well, in the end I needed THIS to do it:
//ignore the media board thread to continue work here
write32(0x235830,0x60000000);
//work with write area first instead of read area
write32(0x23564C,0x3BDF0220);
//store write area instead of invalidating it
PatchBL(0x1C972C,0x235680);
//do media board write instead of read
PatchBL(0x1C7AA4,0x2356AC);
//only do write once instead of waiting for an answer
write32(0x2356C8,0x60000000);
//work with read area next instead of write area
write32(0x2356E4,0x3BDF0200);
//make sure to read from the correct media board area
write32(0x2356F8,0x8366000C);
//invalidate read area instead of storing it
PatchBL(0x1C96C8,0x235718);
//do media board read instead of write
PatchBL(0x22DD04,0x235744);
//set status ok in the end
write32(0x235778,0x38000000);
//kill off the media board thread
write32(0x2373D8,0x60000000);
and in all honesty I dont want to commit that lol, its far too ugly, so I guess I will have to keep learning how this weird thread actually works and why it does not want to cooperate, I hope I can just find a really simple write in the end to actually let it do its thing instead of doing THIS.
 

pedro702

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Last edited by pedro702,

sideskroll

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you forgot to tell me what controller are you using.

--------------------- MERGED ---------------------------


all sticks values are readed and then transfrmed into gc format if they are smaller range they are upped if they are bigger they are divided to match gc stick values and then sent to the game the wiiu gc cntroller value doesnt get changed its since stick range is perfect, to use the actual gc controller imput you need native set to on and a wii with gc ports becuase the wiiu gc adapter its an hid device so therefore it doesnt work natively.
about being 1:1 it is 1:! stick values what the ssbm crowd whines about is the ms input lag due to the all process of getting the hid device value and then turn it into gc value and then sent to the game wich is impossible to make 100% perfect but hey they complain about very few ms lag i never ever noticed so yeah its jsut for pros that needs they pitch perfect stuff.

yeah just connect both gc controllers on wiiu gc adapter ports and the CC/CCpro will move to the free slots its all very straightfoward.
Yeah, it figures.
Thanks for the replies.
Last question, Analog shoulder buttons functions as such. Right? For instance Mario Sunshine half presses, Luigi's mansion etc.
 

pedro702

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Yeah, it figures.
Thanks for the replies.
Last question, Analog shoulder buttons functions as such. Right? For instance Mario Sunshine half presses, Luigi's mansion etc.
like i said everything that inst hardware limited works, the reason ccpro,wiiupro need the half press button is hardware limitation ps3,ps4,original CC, gc controllers and such all have pressure sensitive triggers that are coded in nintendont.
 
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FIX94

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while a total of 6 lines patching is still not perfect I just take it now anyways, I dont think it can get much smaller than this.
-added triforce virtua striker 2002 patches to now actually initialize the media board in the way nintendont emulates it instead of skipping the media board init
 

sonictopfan

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while a total of 6 lines patching is still not perfect I just take it now anyways, I dont think it can get much smaller than this.
-added triforce virtua striker 2002 patches to now actually initialize the media board in the way nintendont emulates it instead of skipping the media board init
I think that should work just fine, don't overstress yourself over this especially since there's a GC version of this same game anyway, one which I legally own instead of having to pirate the Triforce version.
 

ned

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I guess I know now why their are two models of the wii2hdmi 480p and 720/1080p,
Samsung tv's disable the picture size "Screen Fit" option on anything less than a 720p signal, so
for 480p the option to combat overscan isn't available :-(

You can bypass this by rooting your tv, but who wants to void their warrenty
https://forum.samygo.tv/viewtopic.php?f=63&t=9511&hilit=libFitScreen
 
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