Hacking Nintendont

ccfman2004

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For Windows: https://www.winmd5.com

For Mac open Terminal and type MD5 and hit the space bar. Then drag the iso into the Terminal window and hit enter/return.

Pikmin 2 should be one of the following values if your ISO is not shrunk and is either 1.35GB for Windows or 1.46GB for Mac:

  • 1b4f19133c426b18ba782be83a8a31a9
  • 4276b6a56cc117d2f6ac711a542ea415
  • 66f8d886afa0742cd9901d1bfe3b114f
The iso should be exactly 1,459,978,240 bytes. Any other value means we can't guarantee it will work.
 
Last edited by ccfman2004,

henlo923

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Pikmin 2 should be one of the following values if your ISO is not shrunk and is either 1.35GB for Windows or 1.46GB for Mac:

  • 1b4f19133c426b18ba782be83a8a31a9
  • 4276b6a56cc117d2f6ac711a542ea415
  • 66f8d886afa0742cd9901d1bfe3b114f
The iso should be exactly 1,459,978,240 bytes. Any other value means we can't guarantee it will work.

helloo thanks so much for answering! I checked the MD5: 1b4f19133c426b18ba782be83a8a31a9 (the same with the 1st one among the 3)

the iso size I checked is 1,459,978,240 bytes which is exact ;u;
 

ccfman2004

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helloo thanks so much for answering! I checked the MD5: 1b4f19133c426b18ba782be83a8a31a9 (the same with the 1st one among the 3)

the iso size I checked is 1,459,978,240 bytes which is exact ;u;
That rules out the ISO as the culprit. Please post a picture of your Nintendont settings. Also how are you launching Nintendont? What is your setup? Where is the ISO stored: SD, HDD, Flashdrive?
 

pedro702

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helloo thanks so much for answering! I checked the MD5: 1b4f19133c426b18ba782be83a8a31a9 (the same with the 1st one among the 3)

the iso size I checked is 1,459,978,240 bytes which is exact ;u;
That rules out the ISO as the culprit. Please post a picture of your Nintendont settings. Also how are you launching Nintendont? What is your setup? Where is the ISO stored: SD, HDD, Flashdrive?
^this and also if you can upload your save file with instructions on how to get to the end if any.
 

kingjinxy2

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Is it possible to convert Nintendont's widescreen patches into Gecko Codes? I'd like to use Metroid Prime's widescreen hack with Swiss, as the latter's built-in hack has issues with culling not working properly at the edges of the screen. I'm looking at the code on GitHub, specifically in PatchWidescreen.c, but I was wondering if anyone might already know how it works.
 

ccfman2004

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Is it possible to convert Nintendont's widescreen patches into Gecko Codes? I'd like to use Metroid Prime's widescreen hack with Swiss, as the latter's built-in hack has issues with culling not working properly at the edges of the screen. I'm looking at the code on GitHub, specifically in PatchWidescreen.c, but I was wondering if anyone might already know how it works.
Any reason you don't want to play it using Nintendont?
 

kingjinxy2

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There is an HDMI adapter for the Wii.
I know about the WiiDual, but I don't want to play on Wii with Nintendont.

I know that Nintendont patches games for widescreen output, so somewhere in its code should be something akin to a Gecko code. I even found a section specifically for Metroid Prime 1 and 2:
upload_2020-12-7_17-20-25.png
 

pedro702

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I know about the WiiDual, but I don't want to play on Wii with Nintendont.

I know that Nintendont patches games for widescreen output, so somewhere in its code should be something akin to a Gecko code. I even found a section specifically for Metroid Prime 1 and 2:
View attachment 237154
all widescreen hacks were transformed from gecko codes into nintendont codes so almost all should have gecko codes of its own, now if fix94 fixed something or not besides the already existing widescreen codes i have no idea.

https://wiki.dolphin-emu.org/index.php?title=Metroid_Prime_(GC)#Enhancements

https://www.gc-forever.com/forums/viewtopic.php?t=3203
 

Incure

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all widescreen hacks were transformed from gecko codes into nintendont codes so almost all should have gecko codes of its own, now if fix94 fixed something or not besides the already existing widescreen codes i have no idea.

https://wiki.dolphin-emu.org/index.php?title=Metroid_Prime_(GC)#Enhancements

https://www.gc-forever.com/forums/viewtopic.php?t=3203
Oh interesting! I always thought that widescreen codes needed to be used if the compatibility list said: "Needs Custom Patch to Fix Clipping". I made one for Wario World and Kirby Air Ride but they are just build in Nintendont?
 

pedro702

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Oh interesting! I always thought that widescreen codes needed to be used if the compatibility list said: "Needs Custom Patch to Fix Clipping". I made one for Wario World and Kirby Air Ride but they are just build in Nintendont?
there is a general widescreen hack that applies to all games but has issues, sometimes it works perfectly, other times it doesnt work at all and some rare times even crashes certain games, but some games have custom widescreen hacks that were included from gecko codes those are automatic enabled if you use forced widescreen, and they are used instead of the general widescreen hack by nintendont.
 
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Clutz450

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Been a while since I hacked and setup a Wii U for Nintendont but I am doing one for a friend right now. I saw in one of the earlier posts that the update feature no longer works in Nintendont. So where exactly do I need to go to get the titles.txt, controllers.zip, and gcn_md5.txt? I'm sure it's somewhere on the GitHub page but don't know where and I just want to make sure I grab the correct things. Also, once I do get them, where exactly do I need to put them? Thank you.
 

pedro702

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Been a while since I hacked and setup a Wii U for Nintendont but I am doing one for a friend right now. I saw in one of the earlier posts that the update feature no longer works in Nintendont. So where exactly do I need to go to get the titles.txt, controllers.zip, and gcn_md5.txt? I'm sure it's somewhere on the GitHub page but don't know where and I just want to make sure I grab the correct things. Also, once I do get them, where exactly do I need to put them? Thank you.
you dont actualy need any of those files you just need the boot.dol, the meta xml and the icon if you want it, all the rest is hardcoded in nintendont itself unless you explicitly want to change title names or hid controllers buttons.
 
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Clutz450

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Thanks for the quick reply. Well then maybe you can help me with an issue then. I am using Nintendont on a Wii U with an original GameCube controller and the official Wii U GameCube Controller Adapter. I loaded up and played a game just fine directly from Nintendont but when I tried using the button combos in the first post to exit the game, nothing happened. I assumed it was maybe because I needed that controllers.zip file. I also tried launching the game through USB Loader GX with Nintendont and again everything worked fine except the button combo. This time though, the game froze. I'm still tinkering around trying to figure this out on my own as I got all this working once years ago on my own Wii U. Just figured I would mention this all here in case you can help me. Thanks.
 

pedro702

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Thanks for the quick reply. Well then maybe you can help me with an issue then. I am using Nintendont on a Wii U with an original GameCube controller and the official Wii U GameCube Controller Adapter. I loaded up and played a game just fine directly from Nintendont but when I tried using the button combos in the first post to exit the game, nothing happened. I assumed it was maybe because I needed that controllers.zip file. I also tried launching the game through USB Loader GX with Nintendont and again everything worked fine except the button combo. This time though, the game froze. I'm still tinkering around trying to figure this out on my own as I got all this working once years ago on my own Wii U. Just figured I would mention this all here in case you can help me. Thanks.
if the game frooze its becuase it attempted to exit and failled.

nintendont can only exit when using a fowarder with a full stub, like homebrew channel and such.

you are using nintendont on wiiu how?

through vwii?
through wiivc inject?
 

Clutz450

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Ah ok. I think that's what's going on. I haven't set up my forwarders yet. I was just testing out Nintendont by itself (and then with USB Loader GX) to make sure everything was working correctly before I moved on.

I am using Nintendont by launching vWii, then the Homebrew Channel, then Nintendont.

I think I'm on the right path now. Thanks for helping me.
 

jr299

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Is there a way to hide port 1 on the vWii from nintendont?

I currently have rockband adapters and two hard drives plugged in using Ustealth, but Nintendont refuses to work when my RB adapters are plugged in, and they NEED to be in port 1 in order to function with USBloaderGX.
 

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