Hacking Nintendont

ca032769

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on the github page under Notes it reads:

"Nintendont runs best with storage devices formatted with 32 KB clusters. (Use either FAT32 or exFAT.)"

Should I choose 32768 in the FAT32 Formatter ? like below:


Capture.jpg

Yes, use 32768.

However that looks to be the size of a USB flash drive.

Not all flash drive work, some that do work are inconsistent, and some do actually work. If yo experience too many issues, try using an external hard drive instead.
 

pedro702

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It seems this is due to the fact that 4:3 pillarbox inside a 720x480p HDMI signal results in something like only 540 lines of horizontal res in the active image area.

The workaround is to set Nintendont's 'WiiU Widescreen' to On, and then have the TV do the pillarboxing, however doing that reinstates the original problem (circles are slightly oval again) :)

Possibly relevant code:

https://github.com/FIX94/Nintendont/blob/master/kernel/main.c#L318
Code:
   // Set the Wii U widescreen setting.
   u32 ori_widesetting = 0;
   if (IsWiiU())
   {
       ori_widesetting = read32(0xd8006a0);
       if( ConfigGetConfig(NIN_CFG_WIIU_WIDE) )
           write32(0xd8006a0, 0x30000004);
       else
           write32(0xd8006a0, 0x30000002);
       mask32(0xd8006a8, 0, 2);
   }

https://github.com/FIX94/Nintendont/blob/master/loader/source/menu.c#L2016
Code:
void ReconfigVideo(GXRModeObj *vidmode)
{
   if(ncfg->VideoScale >= 40 && ncfg->VideoScale <= 120)
       vidmode->viWidth = ncfg->VideoScale + 600;
   else
       vidmode->viWidth = 640;
   vidmode->viXOrigin = (720 - vidmode->viWidth) / 2;
   ...
   VIDEO_Configure(vidmode);
}
if you ever find out what value can be tweaked to change width on games imune to width let me know, since changing those values doesnt do much since games where width has no affect dont get any changes, i suspect they dont use that function for video positions.
 
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NoobletCheese

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Does anyone know what the little superscript '2' means in the 480p column of the Nintendont Compatibility List:

IT37i7.png


I'm trying to get 480p working with the above game, and it does work, but the deflicker filter gets reinstated as soon as I load a save game from the game's main menu.

Is there a method of patching the deflicker OFF setting into the game's ISO?
 

pedro702

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Does anyone know what the little superscript '2' means in the 480p column of the Nintendont Compatibility List:

IT37i7.png


I'm trying to get 480p working with the above game, and it does work, but the deflicker filter gets reinstated as soon as I load a save game from the game's main menu.

Is there a method of patching the deflicker OFF setting into the game's ISO?
i think it means native progressive support instead of forced.

you can try to force videomode to 480p without deflicker option, but since the game has native progressive i dont know if it will reinstate it if you choose to use progressive tough.
 
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azy77

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why not use wii64 or not64?

I had not64 but stopped using it as it was the overclocked version and since then I changed my haxchi to a version that does not need gamepad but the issue is I cannot use sign c2w with it. Since I have most n64 games as injects there's only a handful left that I would like and read that mace should work with this gcm injector.
 

pedro702

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I had not64 but stopped using it as it was the overclocked version and since then I changed my haxchi to a version that does not need gamepad but the issue is I cannot use sign c2w with it. Since I have most n64 games as injects there's only a handful left that I would like and read that mace should work with this gcm injector.
you dont need overclock for most games, just install a channel for wii64/wii64 rice and not64 and have fun, those n64 emulations were ass since you couldnt even save at all in most games and they have way more issues than wii64/not64

mace works with wii64/not64 although you cant see menus wells, but hey you can save and use rumble and whatnot, while you wont be able to save at all on the injected gc emulator.
 
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azy77

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I see, might just have to do that, looks like not64 was updated in 2020 on github page aswell.

I have a backup of overclocked version so will get that reinstalled wgen I get a chance.
 

The Real Jdbye

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if you ever find out what value can be tweaked to change width on games imune to width let me know, since changing those values doesnt do much since games where width has no affect dont get any changes, i suspect they dont use that function for video positions.
Look for widescreen Action Replay/gecko codes. Some games need them and even games that don't, usually work better with them.
 

pedro702

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Look for widescreen Action Replay/gecko codes. Some games need them and even games that don't, usually work better with them.
that is not the issue we were discussing here... some games on nintendont dont fill the screen, stretched or otherwise on wiiu and the width value which hacks the video cordinates doesnt work on some games so you cant make them fill the screen, its not about any of that, its about games sometiems having slightly incorrect aspect ratios they arent full 4:3 or 16:9(not by much tough) so using widescreen code or not will not fill the screen on wiiu anyway on games that have those issues.
 
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NoobletCheese

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that is not the issue we were discussing here... some games on nintendont dont fill the screen, stretched or otherwise on wiiu and the width value which hacks the video cordinates doesnt work on some games so you cant make them fill the screen, its not about any of that, its about games sometiems having slightly incorrect aspect ratios they arent full 4:3 or 16:9(not by much tough) so using widescreen code or not will not fill the screen on wiiu anyway on games that have those issues.


I believe GameCube games aren't supposed to be precisely 4:3 or 16:9 due to their funky pixel aspect and variable storage aspect. So it's normal to have a small amount of black bars at the sides or top and bottom, depending on the game.

All that matters is whether shapes that are supposed to be symmetrical appear symmetrical.

Unfortunately the Auto width setting in Nintendont doesn't seem to get it right very often.
 
Last edited by NoobletCheese,

ccfman2004

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I believe GameCube games aren't supposed to be precisely 4:3 or 16:9 due to their funky pixel aspect and variable storage aspect. So it's normal to have a small amount of black bars at the sides or top and bottom, depending on the game.

All that matters is whether shapes that are supposed to be symmetrical appear symmetrical.

Nintendont seems to be handling this correctly when set to auto width, according to ruler measurements I've taken from NTSC versions of Mario Sunshine, Twilight Princess, Wind Waker, and Skies of Arcadia.

If you don't set Nintendont to auto width, I believe you will end up with some games displaying incorrectly, as I've observed the auto setting does in fact adjust the width on a per-game basis. The best example of this is Twilight Princess, which renders internally 666px wide, and only displays symmetrical squares on its test pattern when nintendont width is auto or 666.

Please let me know which game doesn't look right with auto width, as I would like to investigate.
Most of the Widescreen patches come from Gecko codes for GameCube.
 

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