Custom Nintendont System Menu Channels for Wii/vWii

AbdallahTerro Jan 28, 2015.

  1. Arlis05

    Arlis05 Wandering Crystal Chronicler

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    May 19, 2013
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    hey all, havin some troubles. im trying to download the banner but i keep getting this.
    upload_2018-11-10_22-12-1.

    Now luckily i didn't need to dig through a source code to look for the url as it was showing in the titlebar (thank you for that BTW this made it easier.) and when i went to it, it said "This site is not installed"

    anyone know why???
     
  2. jrockpoo

    jrockpoo Newbie

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    Nov 6, 2018
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    I don't but I was wondering if you have a lead on the Windows graphical installer for devkitpro r27? I haven't been able to get mine compiled yet. Maybe once I have mine compiled I can see if I get the same error or if is just you.
     
  3. fatherjack

    fatherjack GBAtemp Fan

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    Hey all -I've visited this thread more times than I can remember, and got stuck with all the deprecated devkit nonsense in the past with no joy.
    Seems enough people are still coming to the thread and wanna make their own sysmenu gamecube channels still.
    @Cyan - would it be possible for you to put up a small tutorial thread, (for your 'another and better solution') similar to OP here, with a flat patched source which works with latest devkit?

    I know its a big ask, but the less talented amongst us do appreciate any help :)
     
  4. Cyan

    Cyan GBATemp's lurking knight

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    I never followed this thread and don't really understand what you expect me to do.
    you want a tutorial to create animated banners ? there's a guide in the FAQ section. I don't think it require any devkit, it's not compiled but packed into a bnr file.
    if you talk about a homebrew to act as a forwarder to a dol, modmii can do it, then you can use the animated banner and the generated dol to create a wad.

    If it's forwarders to launch gamecube games from nintendont, you'll need a way to send arguments to the launched dol, and I don't think modmii has that much option, so indeed you'll need to compile and you'll need devkitpro.
     
  5. fatherjack

    fatherjack GBAtemp Fan

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    Yes, I know - and thank you for replying

    This second one - just wanted an updated version of original post to launch NGC titles via nintendont directly from sysmenu.
    :)
     
  6. Cyan

    Cyan GBATemp's lurking knight

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    hmmm, what I understood by reading the first post, you are actually using nintendont sources and recompiling it every time with a different static setting. It means nintendont is injected into the channel.
    I thought it would be easier to create a forwarder to load nintendont from SD, so you can update nintendont by replacing the dol without the need to recompile and reinstall new channels.

    Compiling a forwarder is also a lot easier and more versatile (working on more devkitpro toolchain version, without the need to rewrite or fix the sources every time).


    I would tell you to use USBLoaderGX forwarder sources, but lot of users are reporting HDD init issue, so if your dol or your games are located on USB you might have booting issues.
    It doesn't have the proper argument format used by nintendont, it's using a simple string argument format (nintendont expects a binary file as argument), so it would require a little modification to the forwarder sources.

    I don't have time to do it, I'm sorry.
    I'd love to contribute and improve things but I can't do much.
    I can give directions or help if you need.

    I'd first try to compile the forwarder with your current devkitpro version to see if it works or needs any changes. If it works, then go with USBLoaderGX forwarder sources, then look how the arguments are generated for nintendont in USBGX sources and apply it to the forwarder (it's just 1 or 2 line if I remember).
    then you'll have to create a structure for the nintendont configs.
    Edit the game path and settings and you're ready to compile a different dol per game.

    I still find an issue to this model : you can't edit the settings without recompiling and re-injecting a new dol in a wad and reinstall it.
    I'd see a better alternative by having a list of settings files stored on SD or usb. For example, you could edit the config for one game (in a text file, or as binary but you'll need an editor for ninconfig.bin) and name it with TitleID.txt (or bin). The forwarder would use that data to send as argument to nintendont's dol.
    binary config is not hard : boot a game in nintendont with desired settings, exit, get the nincfg.bin on device root.

    complexity is up to what you need. but anything is possible.
     
    Last edited by Cyan, Nov 20, 2018
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  7. fatherjack

    fatherjack GBAtemp Fan

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    Thanks Cyan for the prod - think I'll re-install devkit and have a poke about with the USBLoaderGX source :)
    I didn't really mind injecting nintendont into the channel, as I'm not sure theres any further updates coming for it

    If I get too stuck I'll reply back here
     
  8. Cyan

    Cyan GBATemp's lurking knight

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    current usbloadergx sources are compiling with devkitPPC r29-1, greywolf made an update (on github) to compile with r33
    the forwarder was last compiled with r27, I don't know if it compile fine with 29.1 or devkitpro pacman's r33, you'll have to test.

    you are right, nintendont doesn't have as much updates so injecting the full program is not a big issue.
    then, if you can compile nintendont, you don't need to bother with my forwarder idea. I don't know which version of devkitpro is required for latest release of nintendont.
     
  9. Trash_Bandatcoot

    Trash_Bandatcoot A Nintendo DSi-madman (and yet he doesn’t code)

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    Jul 14, 2018
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    I just constantly get this error when I try to apply the patch with autoboot-blackscreen.patch

    hey.
     
  10. Garirry

    Garirry Newbie

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    Feb 1, 2014
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    Is there seriously no better way to get a direct Gamecube game forwarder through Nintendont than having to do this? I've been trying for days to get this to work with zero success. For starters I still can't compile nintendont, it always gives me a make error, on both Windows and Linux, after installing Devkitpro, obviously. From what I'm reading, it appears that newer versions of DevkitPro don't work, but I can't find older versions anywhere. The link posted on the previous page doesn't seem to allow access to me. Trying to apply the patches to the latest Nintendont source doesn't work at all either.

    I tried making some sort of basic USB GX Loader game forwarder (since that is what I typically use to launch Nintendont games, plus I already have Wii games forwarders launch successfully using this method), but with no guide about this anywhere nor any experience, I tried just creating a wad based on the GX Loader forwarder dol that I found in the crapwii folder and modifying the game ID but that didn't work out. For the record this is for someone else's Wii, I personally don't mind booting GX every time, but I have to make it as simple as it can be. And autobooting USB Loader GX is not a solution in my opinion.

    Could anyone give me some advice? Thanks in advance.

    EDIT: While I've successfully managed to locate a version of devkitPPC r27 and older devkitARM versions (turns out you can still find them through Cyan's link if you search the file through Archive.org's Wayback Machine), even after installing everything I still cannot compile successfully. What am I even supposed to do at this point?
     
    Last edited by Garirry, Dec 25, 2018
  11. DSMan97

    DSMan97 Newbie

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    Jan 29, 2019
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    Finally I can make it my own dol. Thanks for share the tutorial
     
    Last edited by DSMan97, Jan 29, 2019
  12. DSMan97

    DSMan97 Newbie

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    Jan 29, 2019
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    I can make it using the last libraries of Devkitpro, if you need help, just tell me XD
     
  13. Sceptre

    Sceptre Newbie

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    Mar 13, 2010
    Okay, so after having trouble compiling it this way, I tried this other way which mostly works. I did this through a little bit of trial and error, and there are still some issues; for example, I haven't figured out how to deal with the screen going weird when quitting the game on PAL Wii U via Component.

    The instructions are as follows:

    • Get yourself a copy of devkitpro (with the necessary dev tools for Wii) and clone FIX94's "nintendont-autoboot-forwarder" repo on Github. (which, annoyingly, I'm unable to link)
    • in source/main.c, replace the GamePath in
      nincfg.GamePath,"di"
      with the path of your ISO.
    • Run the build.bat (or if you're on a Unix-like system, "make") in the root directory of nintendont forwarder repo.
    • Follow the OP's instructions for injecting the loader.dol file into a WAD, etc.
     
  14. fatherjack

    fatherjack GBAtemp Fan

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    Hi Sceptre,

    and thanks for sharing your findings :)

    Please have a look at the attached pic - it is everything within the brackets that gets replaced? and is it for the location of the ISO on PC?
    thanks for any help
    :)
     

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  15. Sceptre

    Sceptre Newbie

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    Say that you had the file on sd:/games/Super Mario Sunshine/game.iso

    Then you'd have the line strcpy(nincfg.GamePath,"/games/Super Mario Sunshine/game.iso")
     
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  16. fatherjack

    fatherjack GBAtemp Fan

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    Thx! Sceptre - exactly what I needed to know :)
     
  17. AFK797

    AFK797 Member

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    Jul 20, 2019
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    Hi. Excuse any dumb questions, I'm new here. If I use this method, will I be able to continue using the same emulated memory card (memcard Multi is on), or will I have to start from a new one?

    Also, when you say to 'clone' the forwarder, does that mean just downloading it? clicking on it on github downloaded it for me and gave me no other options.

    Do I need to use one of the three nintendont versions provided in OP or can I use the one that's already on my wii?

    I cannot find nincfg.GamePath,"di" in any of the source/main.c files provided anywhere, where is it? (I tried looking in the autoboot forwarder and the latest nintendont version provided in OP)
     
    Last edited by AFK797, Jul 20, 2019
  18. fatherjack

    fatherjack GBAtemp Fan

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    should use your existing ninconfig settings, so no need to start over :)
     
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  19. AFK797

    AFK797 Member

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    Jul 20, 2019
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    Ok Thanks.


    I am attempting this and almost successful, however the game I want to launch is on usb and it looks for (the nonexistent) game from the sd card. What do I type to make it look on the usb instead?
     
    Last edited by AFK797, Jul 21, 2019
  20. jean_paul_

    jean_paul_ Newbie

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    Jun 8, 2019
    Netherlands
    Hi all, I've tried following Sceptre's instructions, but it doesn't work for me yet. When starting the channel, the screen just goes black and then the Wii restarts.
    I tried debugging it myself but I can't work it out. I thought maybe it was something in the code, so I put printf("Debug"); in between some lines in main.c. I figured out it restarts when it reaches the line with SYS_ResetSystem(SYS_SHUTDOWN,0,0);. This probably is meant to be there so that is where I got stuck.

    I tried loading it both from SD and USB but both have the same result. If I load the game via USB loader GX it loads it without trouble, and it also autoboots to the game when starting Nintendont via the HBC.

    I had this problem as well so I looked up a wad of The Wind Waker from AbdallahTerro's repository manually and loaded the dol from the autoboot forwarder into it. I don't know if it has anything to do with it but I'm just guessing about what could be different from Sceptre's method. If it helps my Wii is on version 4.3E and I use YAWMM to install the wad with IOS 249.
    If anyone could help me out with this that would really great.


    If you still need help with this I believe you need to change nincfg.Config &= ~(NIN_CFG_USB); on line 93 to nincfg.Config |= (NIN_CFG_USB);
     
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