Hacking Nintendont

pedro702

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So I have to use My old and barely functioning Wiimotes then? Thats dissapointing.
you shouldnt even be using a wiimote+nunchuck that is teh worse way to play since it lakcs buttons and makes many games kinda unplayable, invest in a classic controller, wiiu pro controller or gamecube controller seriously.
 

AquaGreenBoi

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you shouldnt even be using a wiimote+nunchuck that is teh worse way to play since it lakcs buttons and makes many games kinda unplayable, invest in a classic controller, wiiu pro controller or gamecube controller seriously.
I said I'm using the Wiimote + Classic Controller in the comment.
 

gengardenne

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I was trying to let Nintendont use my wiimote+nunckuk but the only possible way I found was searching for a mod who did this exact thing,I've installed the last official update sept 21 but I wasn't able to play after launching the game(4 blue leds on wiimote)
I woul like to use the "native controls"settings on Nintendont but it seems to give me no chance to use my wiimote this way.Any of you guys know if I have to use GCN controller to use that option?My goal was to use the gba link cable with my nintendo wii but I saw that option has to be enabled
Another thing I've not very clear is the controller.ini file to use with Nintendont to give opportunity to play with USB controller,I've already did a quick test with the HID test on my wii and, how was reported, some offset and values change when I press button so it should be compatible

I've just discovered this:
Using this option lets you use official Gamecube user interface that Nintendont is normally not compatible with, but will disable Nintendont additional features.
So
Does this mean when native control is enabled I can use all the gamecube stuff ports options but only play with official gcn controllers?
 
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ccfman2004

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Native Controls is for Wii's that have Gamecube Controller Ports and Memory slots. It allows stuff like the Gamecube to GBA adapter to properly work as well as only Gamecube controllers. All other controller options like Bluetooth and USB controllers are disabled.
 

gengardenne

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Native Controls is for Wii's that have Gamecube Controller Ports and Memory slots. It allows stuff like the Gamecube to GBA adapter to properly work as well as only Gamecube controllers. All other controller options like Bluetooth and USB controllers are disabled.
Ok got it thank for your explanation,so when I'm in this method I can only use the gcn ports and nothing else right?
In that case I''buy a gcn controller
 

Akiranon

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@pedro702 I couldn't help but notice that a lot of the modications/forks of Nintendont have an issue where they 'freeze/hang' when exiting a running game via the home button (in non-gamepad mode):

https://github.com/libertyernie/Nintendont/releases/tag/v20211130 (see the known issue)
https://github.com/FIX94/Nintendont/pull/805#issuecomment-1038151238
@SaulFabre their mod from two pages ago: https://gbatemp.net/threads/nintendont.349258/post-9865980
@godreborn their small mod from a couple of pages ago: https://gbatemp.net/threads/nintendont.349258/post-9829816
Another compile by godreborn: https://gbatemp.net/threads/nintendont.349258/post-9761290
https://github.com/cyberstudio10/Nintendont (this one I compiled myself with the latest version of devkitPro, freezes when pressing home)
https://github.com/jberron/ndont (this fork also exhibits the same behaviour)

Are you using a specific version of devkitPro (devkitARM, devkitPPC, libogc) to compile Nintendont releases? Since the original release is working as intended, I'm just wondering if using the latest version of devkitPro breaks something in these forks/modifications.

EDIT: Compiling the latest revision on the official Nintendont Github repo also has the same beheviour. Only thing I did was compile a direct copy of the repo using the latest version of devkitPro. No changes made to the source code. My Wii U freezes when I press home/perform an in-game reset.
 
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pedro702

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@pedro702 I couldn't help but notice that a lot of the modications/forks of Nintendont have an issue where they 'freeze/hang' when exiting a running game via the home button (in non-gamepad mode):

https://github.com/libertyernie/Nintendont/releases/tag/v20211130 (see the known issue)
https://github.com/FIX94/Nintendont/pull/805#issuecomment-1038151238
@SaulFabre their mod from two pages ago: https://gbatemp.net/threads/nintendont.349258/post-9865980
@godreborn their small mod from a couple of pages ago: https://gbatemp.net/threads/nintendont.349258/post-9829816
Another compile by godreborn: https://gbatemp.net/threads/nintendont.349258/post-9761290
https://github.com/cyberstudio10/Nintendont (this one I compiled myself with the latest version of devkitPro, freezes when pressing home)
https://github.com/jberron/ndont (this fork also exhibits the same behaviour)

Are you using a specific version of devkitPro (devkitARM, devkitPPC, libogc) to compile Nintendont releases? Since the original release is working as intended, I'm just wondering if using the latest version of devkitPro breaks something in these forks/modifications.

EDIT: Compiling the latest revision on the official Nintendont Github repo also has the same beheviour. Only thing I did was compile a direct copy of the repo using the latest version of devkitPro. No changes made to the source code. My Wii U freezes when I press home/perform an in-game reset.
No idea, i use a devkit pro someone gave to me i dont even know what version it is, and i serached the fodler and i dont see any way to to checkw aht version it is, if you know how to find out which version it is let me know.
 
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SaulFabre

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No idea, i use a devkit pro someone gave to me i dont even know what version it is, and i serached the fodler and i dont see any way to to checkw aht version it is, if you know how to find out which version it is let me know.
send me your devkitPro folder via PM and i will check. i can check the version if i see the dates of the executables of the toolchain.
 

Akiranon

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No idea, i use a devkit pro someone gave to me i dont even know what version it is, and i serached the fodler and i dont see any way to to checkw aht version it is, if you know how to find out which version it is let me know.
If you are using an older release, I believe the file 'installed.ini' in the root of the devkitPro folder contains the versions of the packages.

If the version you're using is more recent, you could try running the following command in mingw64 (also, it's a good idea to zip up your devkitPro folder and save a backup of it somewhere before doing anything):

Code:
pacman -Qi 'devkitARM' 'devkitPPC' 'libogc'

This should give you information about versions these packages from your local database.

By the way, if you'd be willing to share it, I would also be interested in a copy of your devkitPro folder. I'm very curious if compiling Nintendont with it results in the same behaviour when exiting with the home button.

---

Thanks for sending me your devkitPro folder @pedro702 . I've been able to confirm that using your versions of devkitARM, devkitPPC and libogc, Nintendont (and at least one fork, Cyberstudio's) compile with working IGR (in-game reset) perfectly. That means that something has changed in the latest (or in between) devkitPro libraries that breaks this functionality.

I did notice that when you compile Nintendont with the most recent version of devkitPro, you get a lot of compiler warnings, but nothing fatal. Unfortunately, I'm a newb when it comes to writing actual code, so I don't think I can really fix it. However, it's good to know that when you compile Nintendont with the following versions of devkitARM, devkitPPC and libogc, you get a perfect functioning binary:

Name : devkitARM Version : r53-1 Build Date : Tue Jun 25 17:19:04 2019 Name : devkitPPC Version : r35-2 Build Date : Tue Jan 14 13:16:20 2020 Name : libogc Version : 1.8.23-1 Build Date : Wed Oct 2 04:12:27 2019

Using these latest versions breaks IGR:

Name : devkitARM Version : r58-2 Build Date : Fri May 6 15:10:18 2022 Name : devkitPPC Version : r41-2 Build Date : Fri May 6 23:03:11 2022 Name : libogc Version : 2.3.1-1 Build Date : Fri Jul 2 10:49:44 2021
 
Last edited by Akiranon,

SaulFabre

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If you are using an older release, I believe the file 'installed.ini' in the root of the devkitPro folder contains the versions of the packages.

If the version you're using is more recent, you could try running the following command in mingw64 (also, it's a good idea to zip up your devkitPro folder and save a backup of it somewhere before doing anything):

Code:
pacman -Qi 'devkitARM' 'devkitPPC' 'libogc'

This should give you information about versions these packages from your local database.

By the way, if you'd be willing to share it, I would also be interested in a copy of your devkitPro folder. I'm very curious if compiling Nintendont with it results in the same behaviour when exiting with the home button.

---

Thanks for sending me your devkitPro folder @pedro702 . I've been able to confirm that using your versions of devkitARM, devkitPPC and libogc, Nintendont (and at least one fork, Cyberstudio's) compile with working IGR (in-game reset) perfectly. That means that something has changed in the latest (or in between) devkitPro libraries that breaks this functionality.

I did notice that when you compile Nintendont with the most recent version of devkitPro, you get a lot of compiler warnings, but nothing fatal. Unfortunately, I'm a newb when it comes to writing actual code, so I don't think I can really fix it. However, it's good to know that when you compile Nintendont with the following versions of devkitARM, devkitPPC and libogc, you get a perfect functioning binary:

Name : devkitARM Version : r53-1 Build Date : Tue Jun 25 17:19:04 2019 Name : devkitPPC Version : r35-2 Build Date : Tue Jan 14 13:16:20 2020 Name : libogc Version : 1.8.23-1 Build Date : Wed Oct 2 04:12:27 2019

Using these latest versions breaks IGR:

Name : devkitARM Version : r58-2 Build Date : Fri May 6 15:10:18 2022 Name : devkitPPC Version : r41-2 Build Date : Fri May 6 23:03:11 2022 Name : libogc Version : 2.3.1-1 Build Date : Fri Jul 2 10:49:44 2021
i was going to say that too... xD

Okay.

I checked the dates of the files of devkitARM, devkitPPC and libOGC used by you for compile Nintendont, i checked with this archived website https://web.archive.org/web/*/https://wii.leseratte10.de/devkitPro/

But for see it i also checked the folder devkitPronintendont.zip\msys2\var\cache\pacman\pkg

And that's what i found:

- devkitARM - you're using devkitARM r53-1
- devkitPPC - you're using devkitPPC r35-2
- libOGC - you're using libOGC 1.8.23-1
 
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godreborn

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it freezes with the reset button combo? I thought it had something to do with the button remappings I did. no idea why it's doing that, but the last official release of nintendont seems to be years old.
 
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SaulFabre

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it freezes with the reset button combo? I thought it had something to do with the button remappings I did. no idea why it's doing that, but the last official release of nintendont seems to be years old.
it freezes with latest toolchain (devkitARM, devkitPPC, libOGC), but with the versions mentioned the crash doesn't happen.

If you are using an older release, I believe the file 'installed.ini' in the root of the devkitPro folder contains the versions of the packages.

If the version you're using is more recent, you could try running the following command in mingw64 (also, it's a good idea to zip up your devkitPro folder and save a backup of it somewhere before doing anything):

Code:
pacman -Qi 'devkitARM' 'devkitPPC' 'libogc'

This should give you information about versions these packages from your local database.

By the way, if you'd be willing to share it, I would also be interested in a copy of your devkitPro folder. I'm very curious if compiling Nintendont with it results in the same behaviour when exiting with the home button.

---

Thanks for sending me your devkitPro folder @pedro702 . I've been able to confirm that using your versions of devkitARM, devkitPPC and libogc, Nintendont (and at least one fork, Cyberstudio's) compile with working IGR (in-game reset) perfectly. That means that something has changed in the latest (or in between) devkitPro libraries that breaks this functionality.

I did notice that when you compile Nintendont with the most recent version of devkitPro, you get a lot of compiler warnings, but nothing fatal. Unfortunately, I'm a newb when it comes to writing actual code, so I don't think I can really fix it. However, it's good to know that when you compile Nintendont with the following versions of devkitARM, devkitPPC and libogc, you get a perfect functioning binary:

Name : devkitARM Version : r53-1 Build Date : Tue Jun 25 17:19:04 2019 Name : devkitPPC Version : r35-2 Build Date : Tue Jan 14 13:16:20 2020 Name : libogc Version : 1.8.23-1 Build Date : Wed Oct 2 04:12:27 2019

Using these latest versions breaks IGR:

Name : devkitARM Version : r58-2 Build Date : Fri May 6 15:10:18 2022 Name : devkitPPC Version : r41-2 Build Date : Fri May 6 23:03:11 2022 Name : libogc Version : 2.3.1-1 Build Date : Fri Jul 2 10:49:44 2021
 
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godreborn

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ah, thanks. I thought it was a mistake I had made, because I couldn't find anything wrong when I looked at the source code. does wayback machine work correctly with the older versions of devkitpro?
 
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SaulFabre

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ah, thanks. I thought it was a mistake I had made, because I couldn't find anything wrong when I looked at the source code. does wayback machine work correctly with the older versions of devkitpro?
not 100% sure.

but i've reuploaded the required toolchain stuff for compile Nintendont:
https://www.mediafire.com/folder/j0juqb5vvd6z5/devkitPro_archives

And remember to use these stuff for compile Nintendont (i've included them in the link):
- devkitARM r53-1
- devkitPPC r35-2
- libOGC 1.8.23-1
 

godreborn

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not 100% sure.

but i've reuploaded the required toolchain stuff for compile Nintendont:
https://www.mediafire.com/folder/j0juqb5vvd6z5/devkitPro_archives

And remember to use these stuff for compile Nintendont (i've included them in the link):
- devkitARM r53-1
- devkitPPC r35-2
- libOGC 1.8.23-1
thanks. can't download them in bulk since I don't have a paid account on mediafire. mediafire is where I upload my stuff though, it's just a free account. it's good to know I wasn't doing anything wrong now.
 
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godreborn

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btw, I gave pedro a copy of my devkitpro folder quite a long time ago, so it's not going to have the right versions. I'm pretty sure they're too new anyway.
 

bobmcjr

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not 100% sure.

but i've reuploaded the required toolchain stuff for compile Nintendont:
https://www.mediafire.com/folder/j0juqb5vvd6z5/devkitPro_archives

And remember to use these stuff for compile Nintendont (i've included them in the link):
- devkitARM r53-1
- devkitPPC r35-2
- libOGC 1.8.23-1
Thanks for uploading this; everyone grab it while it's up, since DKP is evidently anti-preservation and anti-bisection (what kind of horrible monster is against bisecting?)
 

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