Hacking Nintendont

ccfman2004

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If, in theory, you wanted it to run, you would need a specialist implementation of Nintendont that can run in (I believe) 24 MB of RAM, while dedicating the entirety of MEM2 to the game. I have no idea if that would even work though - it seems a lot more demanding than Nintendont Slippi.
Then you would only be able to use 59 Block memory cards as the 251 block cards use 2MB of RAM to store data and the 59 ones use 512KB. Or add a way to use the .gci save files which stores only the save for that specific game and not a whole memory card and again it would use RAM relative to the size of said game save. I have no idea of Nintendont's RAM usage and it would vary depending on what devices you use and where the ISO is stored.

On another note is the game in question is a modified version of Pikmin 2 Gamecube version, would the Wii version be able to handle the mods natively?
 
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Robika

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That's if you want to launch Nintendont directly from the vWii side and not use a VC Inject like you talked about before.

As long as the Wii U's signature checks are patched you should be able to run the Gamecube VC injects as long as Nintendont is on the SD card in the apps/Nintendont/boot.dol. You many need to build and run a Nintendont Wii U forwarder to initialize the settings as I had issues getting the VC Injects to run until I did that. Wii USB Helper does provide such a VC Inject.
but since I am using the wii U might as well mod the vWii would I be able to do it with wuphax on 5.5.3?
 

ScrumpyDaniel

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Got a problem with my setup.

Noticed on my vWii that I wasn't running the latest Nintendont as I wasnted BBA support.

The version of USBLoader GX I have is 1272 and Nintendont is v5.486. When using this combination, GC games load fine off my hard drive and work.

When I updated Nintendont to the current version in this thread, I can't get GC games to load via USBLoader GX. Start the game and then it just gives me a black screen.

Changed USBLoader GX to the 1271 but the same still happens. Also tried the latest 1272 in this thread and the same still happens with that.

Anything i'm missing? The only combination I can get to work is my original 1272 & Nintendont 5.486.
 

ccfman2004

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Got a problem with my setup.

Noticed on my vWii that I wasn't running the latest Nintendont as I wasnted BBA support.

The version of USBLoader GX I have is 1272 and Nintendont is v5.486. When using this combination, GC games load fine off my hard drive and work.

When I updated Nintendont to the current version in this thread, I can't get GC games to load via USBLoader GX. Start the game and then it just gives me a black screen.

Changed USBLoader GX to the 1271 but the same still happens. Also tried the latest 1272 in this thread and the same still happens with that.

Anything i'm missing? The only combination I can get to work is my original 1272 & Nintendont 5.486.
Have you tried running Nintendont directly from Homebrew Channel?
 

Alexander1970

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geoGolem

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I remember now that when BBA support was added it broke some USB code

I ran into this issue recently when implementing dance mat support in Nintendont - I also found a quick fix that makes the latest code work but I'm not sure if it breaks anything - though so farit has been fine for me. You can see my comment on it here: https://github.com/FIX94/Nintendont/issues/712#issuecomment-681731937

I narrowed it down to which commit introduced the problem and then specifically found one line that if I comment it out makes the problem disappear. I'm not that familiar with Nintendont's codeso I'm not really sure why that line was introduced but it seemed to be the one causing the problem... i think: https://github.com/geogolem/Nintendont/commit/f901c741da69fb338406548a64998b03cad9565f

Yep, games load fine via Nintendont. It's just when I run them via USBLoader GX that they give me a black screen.

I believe the same problem was for injects or launching from usbloaderGX.. launching from Nintendont directly didnt have the issue.
 
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pedro702

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I ran into this issue recently when implementing dance mat support in Nintendont - I also found a quick fix that makes the latest code work but I'm not sure if it breaks anything - though so farit has been fine for me. You can see my comment on it here: https://github.com/FIX94/Nintendont/issues/712#issuecomment-681731937

I narrowed it down to which commit introduced the problem and then specifically found one line that if I comment it out makes the problem disappear. I'm not that familiar with Nintendont's codeso I'm not really sure why that line was introduced but it seemed to be the one causing the problem... i think: https://github.com/geogolem/Nintendont/commit/f901c741da69fb338406548a64998b03cad9565f



I believe the same problem was for injects or launching from usbloaderGX.. launching from Nintendont directly didnt have the issue.
commenting out lines to make stuff work is never a good thing, unless you understand what the reason for it is, you can break stuff on some controllers or specific games, i see you have pull request where you just keep commenting out lines which i dont think its a good thing, they are there for something, i doubt fix94 just trowed random lines in there just because.
 

geoGolem

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commenting out lines to make stuff work is never a good thing, unless you understand what the reason for it is, you can break stuff on some controllers or specific games, i see you have pull request where you just keep commenting out lines which i dont think its a good thing, they are there for something, i doubt fix94 just trowed random lines in there just because.

I don't have PR requests that just keep commenting out lines. I have one PR request where I added support for dance mat; however - I was previously using an old build from September 2019 as the latest code apparently has issues with USB HID. I narrowed down the commit that introduced this USB HID issue (which was around September 30th 2019) and found the only code change obviously related to USB HID in that commit was the addition of that line. The commit description for the commit where FIX94 introduced that line of code is: "moved things around to be overall a bit cleaner and more stable"

I commented that line out and gave it a try. It seems to work for me. It is a workaround/potential solution instead of just continuging to use a build from September 2019 (like many people are doing). My second PR request specifically mentions that I did this - launching from usbloadergx has not worked in any build since September 30th 2019 which is when that line was introduced. It is a workaround/potential fix - but not necessarily the actual fix that should be merged.. though my PR is there to document a workaround which could benefit people or even help someone come up with a better fix.

Obviously just commenting lines out is not a good idea; however, it was the addition of that line that introduced a problem when launching injects or launching from usbloaderGX back in the day. I make it quite clear that this seems to workaround the issue but *might* break other things.

Please dont claim my PR's are just commenting lines out haphazardly. ... read the entire PR, all associated code changes, their comments and links to other issues/PR.s Unfortunately Nintendont hasnt been worked on in a long time, and the current state of the codebase isn't pristine (it doesnt build and has USB HID issues since September 2019) Unfortunately FIX94 has not been working on Nintendont for quite some time -- which is a big loss for the community... so nobody is really maintaining the code base. It is better to investigate and partially fix/document then not do anythnig at all.

I currently have 2 PR's open:
The first https://github.com/FIX94/Nintendont/pull/805 implements dance pad support, but also has some changes from another PR: https://github.com/FIX94/Nintendont/pull/778 otherwise it wont build (has nothing to do with my changes for dance pad support, but rather just doesnt build in general)

The second https://github.com/FIX94/Nintendont/pull/808 refers to the single commented out line for which the commit message clearly indicates it might break something... but is there to fix/workaround the HID issue introduced in September 2019. You can read more about this issue here: https://github.com/FIX94/Nintendont/issues/712

The idea is that when someone actually looks into that issue they will see the workaround that might help them either (a) verify it is a good fix or (b) come up with a better fix. OR when someone addresses the PR, they might have more insight into the issue to again either verify or come up with a better fix. Unfortunately it might be the case, that the issue and/or PR are not looked at for a long time or ever...

But if people want to try my workaround out and do find it breaking things, their feedback might help me also come up with a better fix. It seems there are many people simply using a build from before September 2019 because of this issue.. so it would be nice to actually come up with a fix for it.
 
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pedro702

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I don't have PR requests that just keep commenting out lines. I have one PR request where I added support for dance mat; however - I was previously using an old build from September 2019 as the latest code apparently has issues with USB HID. I narrowed down the commit that introduced this USB HID issue (which was around September 30th 2019) and found the only code change obviously related to USB HID in that commit was the addition of that line. The commit description for the commit where FIX94 introduced that line of code is: "moved things around to be overall a bit cleaner and more stable"

I commented that line out and gave it a try. It seems to work for me. It is a workaround/potential solution instead of just continuging to use a build from September 2019 (like many people are doing). My second PR request specifically mentions that I did this - launching from usbloadergx has not worked in any build since September 30th 2019 which is when that line was introduced. It is a workaround/potential fix - but not necessarily the actual fix that should be merged.. though my PR is there to document a workaround which could benefit people or even help someone come up with a better fix.

Obviously just commenting lines out is not a good idea; however, it was the addition of that line that introduced a problem when launching injects or launching from usbloaderGX back in the day. I make it quite clear that this seems to workaround the issue but *might* break other things.

Please dont claim my PR's are just commenting lines out haphazardly. ... read the entire PR, all associated code changes, their comments and links to other issues/PR.s Unfortunately Nintendont hasnt been worked on in a long time, and the current state of the codebase isn't pristine (it doesnt build and has USB HID issues since September 2019) Unfortunately FIX94 has not been working on Nintendont for quite some time -- which is a big loss for the community... so nobody is really maintaining the code base. It is better to investigate and partially fix/document then not do anythnig at all.

I currently have 2 PR's open:
The first https://github.com/FIX94/Nintendont/pull/805 implements dance pad support, but also has some changes from another PR: https://github.com/FIX94/Nintendont/pull/778 otherwise it wont build (has nothing to do with my changes for dance pad support, but rather just doesnt build in general)

The second https://github.com/FIX94/Nintendont/pull/808 refers to the single commented out line for which the commit message clearly indicates it might break something... but is there to fix/workaround the HID issue introduced in September 2019. You can read more about this issue here: https://github.com/FIX94/Nintendont/issues/712

The idea is that when someone actually looks into that issue they will see the workaround that might help them either (a) verify it is a good fix or (b) come up with a better fix. OR when someone addresses the PR, they might have more insight into the issue to again either verify or come up with a better fix. Unfortunately it might be the case, that the issue and/or PR are not looked at for a long time or ever...

But if people want to try my workaround out and do find it breaking things, their feedback might help me also come up with a better fix. It seems there are many people simply using a build from before September 2019 because of this issue.. so it would be nice to actually come up with a fix for it.
considering that was added when he was doing BBA maybe its needed when using usb controllers and using BBA, i never used BBA mode so no idea tbh.
 
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geoGolem

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considering that was added when he was doing BBA maybe its needed when using usb controllers and using BBA, i never used BBA mode so no idea tbh.
totally possible.. im not excluding the fact that the line might be there for some reason...

Also - thanks for reading my post too --> lol.. your response triggered me to clean up the PR's etc. a bit, and better document everything.
 
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GaryOderNichts

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I don't have PR requests that just keep commenting out lines. I have one PR request where I added support for dance mat; however - I was previously using an old build from September 2019 as the latest code apparently has issues with USB HID. I narrowed down the commit that introduced this USB HID issue (which was around September 30th 2019) and found the only code change obviously related to USB HID in that commit was the addition of that line. The commit description for the commit where FIX94 introduced that line of code is: "moved things around to be overall a bit cleaner and more stable"

I commented that line out and gave it a try. It seems to work for me. It is a workaround/potential solution instead of just continuging to use a build from September 2019 (like many people are doing). My second PR request specifically mentions that I did this - launching from usbloadergx has not worked in any build since September 30th 2019 which is when that line was introduced. It is a workaround/potential fix - but not necessarily the actual fix that should be merged.. though my PR is there to document a workaround which could benefit people or even help someone come up with a better fix.

Obviously just commenting lines out is not a good idea; however, it was the addition of that line that introduced a problem when launching injects or launching from usbloaderGX back in the day. I make it quite clear that this seems to workaround the issue but *might* break other things.

Please dont claim my PR's are just commenting lines out haphazardly. ... read the entire PR, all associated code changes, their comments and links to other issues/PR.s Unfortunately Nintendont hasnt been worked on in a long time, and the current state of the codebase isn't pristine (it doesnt build and has USB HID issues since September 2019) Unfortunately FIX94 has not been working on Nintendont for quite some time -- which is a big loss for the community... so nobody is really maintaining the code base. It is better to investigate and partially fix/document then not do anythnig at all.

I currently have 2 PR's open:
The first https://github.com/FIX94/Nintendont/pull/805 implements dance pad support, but also has some changes from another PR: https://github.com/FIX94/Nintendont/pull/778 otherwise it wont build (has nothing to do with my changes for dance pad support, but rather just doesnt build in general)

The second https://github.com/FIX94/Nintendont/pull/808 refers to the single commented out line for which the commit message clearly indicates it might break something... but is there to fix/workaround the HID issue introduced in September 2019. You can read more about this issue here: https://github.com/FIX94/Nintendont/issues/712

The idea is that when someone actually looks into that issue they will see the workaround that might help them either (a) verify it is a good fix or (b) come up with a better fix. OR when someone addresses the PR, they might have more insight into the issue to again either verify or come up with a better fix. Unfortunately it might be the case, that the issue and/or PR are not looked at for a long time or ever...

But if people want to try my workaround out and do find it breaking things, their feedback might help me also come up with a better fix. It seems there are many people simply using a build from before September 2019 because of this issue.. so it would be nice to actually come up with a fix for it.
My fork fixes the same thing.
https://github.com/GaryOderNichts/Nintendont
This only affects HID controllers and BBA support is confirmed to work.
Those changes were introduced with the Keyboard changes and are not related to BBA.
 

N7Kopper

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Then you would only be able to use 59 Block memory cards as the 251 block cards use 2MB of RAM to store data and the 59 ones use 512KB. Or add a way to use the .gci save files which stores only the save for that specific game and not a whole memory card and again it would use RAM relative to the size of said game save. I have no idea of Nintendont's RAM usage and it would vary depending on what devices you use and where the ISO is stored.

On another note is the game in question is a modified version of Pikmin 2 Gamecube version, would the Wii version be able to handle the mods natively?
Memory card emulation wouldn't be a problem - I don't think you even need to save anything, and if you do, a single Pikmin 2 save would suffice. Nintendont Colossal Caverns Edition could even use a different name for its memory card image.

Pikmin 2 Wii? I don't think that gets modded much at all. Wouldn't be surprised if it uses extra memory for pointer controls, native widescreen and the like.
 

pedro702

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Memory card emulation wouldn't be a problem - I don't think you even need to save anything, and if you do, a single Pikmin 2 save would suffice. Nintendont Colossal Caverns Edition could even use a different name for its memory card image.

Pikmin 2 Wii? I don't think that gets modded much at all. Wouldn't be surprised if it uses extra memory for pointer controls, native widescreen and the like.
nintendong would need memory to acess the memory card to even read the save file so it it didnt have enough it would crash even then, but like i said there is no way ever to get a game using all the wii ram and still run any homebrew app in the background since they also need ram to actualy run, there is a reason why wii64/not64 cant load the n64 32mb roms into memory and need to use pagefile becuase they also need ram to run and they have like 23 or so mb left basicaly the same as nintendont.
 

noodlesoup

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nintendong would need memory to acess the memory card to even read the save file so it it didnt have enough it would crash even then, but like i said there is no way ever to get a game using all the wii ram and still run any homebrew app in the background since they also need ram to actualy run, there is a reason why wii64/not64 cant load the n64 32mb roms into memory and need to use pagefile becuase they also need ram to run and they have like 23 or so mb left basicaly the same as nintendont.

it probably wouldn't make a difference that this is on the vWii on the Wii U, I'm assuming
 

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