Hacking Nintendont

pedro702

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understood thanks Pedro, how do you feel about the widescreen option in nintendont? i have had good experiences with it so far but i am wondering if the widescreen function in nintendont forces a game to include more geometry in the frame and resulting in slightly less fps or this is not true? im not sure exactly how it works since fix94 is not around to explain things anymore :)
there are 2 things on wiiu
force widescree and wiiu widescreen

wiiu widescreen just fills the screen and force widescreen tryes and hacks the game to include more geometry, so to get real widescreen you need both turned on in the settings.

and yes its a hack that if it works well it will include more geometry, some games might crash when hacked with the setting but most work fine i always try and use widescreen too.
 

ccfman2004

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Keep in mind that Nintendont is running in Wii mode so it has more resources to work with compared to a real GameCube so some games actually perform better than if run on an actual GameCube. The only time you will almost always run into issues is if using a 1019 or higher block emulated Memory Card as the entire memory card is mapped to RAM. The 1019 Block card takes up 8MB of RAM and the Wii only has 64MB to work with which is why it gives a warning if you select 1019 or higher in Nintendont.
 

Nejsplitter_

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thanks guys, i am actually surprised that nintendont is able to make a game have more assets appear by widescreen since thats not what the developers intended and probably resulting in slight fps loss?, hmm i wonder if anyone ever did an fps test with the 2 modes just to see the difference if there is one :/ maybe on a game like metroud prime in a detailed part of the map etc
 

ccfman2004

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thanks guys, i am actually surprised that nintendont is able to make a game have more assets appear by widescreen since thats not what the developers intended and probably resulting in slight fps loss?, hmm i wonder if anyone ever did an fps test with the 2 modes just to see the difference if there is one :/ maybe on a game like Metroid Prime in a detailed part of the map etc
Keep in mind the Wii has more resources to work with compared to a bare metal GameCube.
 

pedro702

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thanks guys, i am actually surprised that nintendont is able to make a game have more assets appear by widescreen since thats not what the developers intended and probably resulting in slight fps loss?, hmm i wonder if anyone ever did an fps test with the 2 modes just to see the difference if there is one :/ maybe on a game like metroud prime in a detailed part of the map etc
you dont loose fps since the wii cpu is more powerful for quite a bigger margin so your fps are always the same or higher, depending if the game has a lock or if its free.
 

Nejsplitter_

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understood so basically it uses gamecube instructions but on wii or vwii hardware, but i thought both consoles had actual gamecube hardware inside and gamecube used that rather than actual wii or wiiu hardware
 

ccfman2004

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understood so basically it uses gamecube instructions but on wii or vwii hardware, but i thought both consoles had actual gamecube hardware inside and gamecube used that rather than actual wii or wiiu hardware
The Wii is mostly a faster GameCube as it uses the same CPU architecture (IBM PowerPC). The Wii U is mostly a faster Wii (mostly).
 

ccfman2004

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interesting, what springs to mind now is if more power is available has anybody ever found a method to bump up resolutions in games ?
The Wii can only output maximum 480p which is the same as the GameCube DOL-001 version. The Wii U sort of upscales it to 1080p but it's still limited to what the Wii can do.

The only way to render games higher is on a PC using Dolphin with HD texture packs.
 
Last edited by ccfman2004,

Nejsplitter_

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does leaving "force video" on "auto" still remove the deflicker ?

when deflicker is removed and a game asks "would you like to play in 60,hz" or "would you like to display in progressive", does saying "yes" to either of them re-enable the deflicker for that game ?

"And about the deflicker in GC games, it simply forces the video mode to the desired region and in this way the deflicker is disabled. If a game has hz selector and asks if you want to change press NO because if you give it YES the filter is re-enabled"
@pedro702 @ccfman2004 is this true ? or maybe you guys know somebody with more info about that point, especially that last part
 
Last edited by Nejsplitter_,

zoradude5

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Having an issue with a gecko code for Tales of Symphonia [GQSEAF] run from Nintendont on my Wii U (booted from either a Wii U forwarder or the Wii homebrew menu, from the latest version in the jorgev259/wiiusetup repo). The code is dcx2's Multiplayer Camera v3 code from gamehacking.org/wiird/forum/index.php/topic,8455.45.html on internet archive, as well as the v1 code from gamehacking.org/wiird/forum/index.php/topic,8455.0.html. While the game boots successfully, it freezes on entry to a battle, typically with a buzzing sound. Pretty sure I'm correctly converting to .gct since another simple code (the Save Anywhere code from same thread) is working. I've verified these codes work with the same ISO and save in Dolphin, so assume there's an issue related to the memory layout of the game or loading of controller presses (as noted in the first post of this thread).

I do know the v3 code uses a reserved memory location as a status indicator (0x80001844), and also accesses controller presses, but seems to do so through a memory location updated by the game (0x802CAEDX), not the serial interface (if I'm reading the GC docs correctly). The v1 code seems simpler since it only consists of F2 codes with single instructions that replace register values. Since both are crashing, I figure there's a more general issue indicating a mismatch between memory layout in Dolphin vs Nintendont; in some threads dcx2 mentions there's a lot of dynamic assembly loading going on in GQSEAF, so I imagine that's another way there could be mismatches.

I've traced through these codes a bit on Dolphin, but wonder if there is any way to get a memory dump or remotely debug the game executing through Nintendont? I don't have any special hardware to do this, and lost the debugger connection with JGecko U once I entered Wii Mode so assume that's not a viable option (but are there other software options that might work?). Have tried to search about tutorials for conversion to Nintendont, but have only found Fix94's tutorial which didn't seem to spell out how to adapt memory layout.

Would appreciate any guidance on figuring this one out! Many thanks
 

Nintendo Maniac

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I was wondering if anyone has insight into whether Nintendont implements what raphnet calls "high resolution mode" for the classic controller / classic controller pro for slightly less than 8bit precision rather than the mere 6 and 5bit used normally?:
(I also can't help but wonder if such a thing is applicable to the nunchuck as well, or was it always 8bit by default?)


EDIT: For reference, Not64 uses high-res analog for classic controllers (but Wii64 does not).
 
Last edited by Nintendo Maniac,

pedro702

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Is there a Nintendont Forwarder for Wii U that exits (instead of rebooting your wii u) to the nintendont menu?
you can download fix94 open homebrew channel you need to install the wad of it on vwii and the fowarder of it on wiiu menu and then you can enter it and get a modded homebrew channel with wiiugamepad support, so if you exit nintendont it will go to the modded homebrew channel instead of rebooting to wiiu mode.
 

godreborn

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what is the latest nintendont version, and where can I find it? I looked at the op, but it says it was last edited in 2017. I'm looking to update both nintendont and usb loader gx, but I'm not sure where to find at least nintendont's latest version. I'm pretty sure it's been updated since 2017.
 

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