Need help understanding some WiiVC Injector Script-Nintendont SD Card Options for perfect resolution

Fladulator

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Hey everyone,

I need some help understanding some of the SD Card Options since I'm currently working on converting all my games. It seems like a wall of text but I hope I could ask my questions precisely enough! I'm a little bit confused by the widescreen options. @TeconMoon wrote this:

"Force Widescreen" Tries to hack your game to render in 16:9 instead of 4:3 so things aren't fat

"WiiU Widescreen" just stretches the resulting output to fill the screen. If you have both of these options on and your characters look fat or the HUD is all screwed up, your game won't properly support widescreen and you'll want to force 4:3 when building your game with the script.

I need a little help since English isn't my mother tongue and I really hope I understood the basic things so far.

SD Card menu option for GameCube games
1)
But some things seem a little cryptic to me since there aren't that much explanations out there except of yours in the main post especially when it comes to the SD Card menu option. As far as I understood it is mainly for setting up the Nintendont configuration file "nincfg.bin", right? So any changes in that menu in the future always affects all the injected GameCube games, right? Is there any plan to include a load cgf.-file option so I can load the nincfg and modify it instead of always reenable the things I want when it comes to changes? Which automatically would mean that if a game has problems with my 480p settings in the future I have to change the config file to play this specific game?

Force Widescreen and WiiU Widescreen (as quoted above)
2)
I really love playing the games as intended - at least when it comes to resolution. But if there's an option to modify 4:3 into true 16:9 I always appreciate it. I understood your posting quoted above like that: some games might work in forced widescreen without having "fat Mario" effects, right? Only if things appear to look fat/stretched, the advanced option "force 4:3" comes into play. Do I have to rely on this list which shows games with a native widescreen support? Because...

3) According to this list, the European version of Metal Gear Solid: The Twin Snakes supports widescreen mode through Nintendont but as soon as I tried the game after installation it surely felt off in terms of resolution so I played a bit around. I have an LG TV with 4:3, 16:9 and "Just Scan" methods which is nice. I tested around which picture style fits the best for that specific game to find the definitive way of convertion. I took pictures of all the options with Forced 4:3 and Forced Widescreen & WiiU Widescreen. Then I took those photos into photoshop, tilted and edited them until the pictures contained the same screen (including the full TV screen of course) size for comparison. The results are visible in the attached pictures (I added 4:3 / 4:3 just for the sake of completion :D). Since the game doesn't support 16:9 natively I hoped for a hacked 16:9 like mentioned in TecoMoon's post. Unfortunately it doesn't work. Is there a compatibility list regarding which games work with this kind of widescreen hack or will all the games which don't have native 16:9 support be stretched with that method? I really hope I don't mix things up.^^

Thank you very much in advance! I really hope this wall of text doesn't annoy you. I really want to explain clearly what I need and hope for answers since I don't want to test my whole library like that (this would take forever) :D

Greetings from Germany.

Best,
Fladulator



The following pictures show:
1) Method: Force 4:3 // TV setting: 4:3
2)
Method: Force 4:3 // TV setting: 16:9
3)
Method: Force 4:3 // TV setting: Just Scan
4)
Method: Force Widescreen & WiiU Widescreen // TV setting: 4:3
5)
Method: Force Widescreen & WiiU Widescreen // TV setting: 16:9
6)
Method: Force Widescreen & WiiU Widescreen // TV setting: Just Scan

It seems that one possible pleasing option is to use Forced Widescreen & WiiU Widescreen in combination with the TV's 4:3 setting, so the games can be switched from 4:3 to 16:9 and vice versa. Only negative here is the missing option for the gamepad. It would always stay in 16:9 then.
 

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Last edited by Fladulator,

Fladulator

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Looks lie Metal Gear Solid has a Nintendon't fix since 6 years but it hasn't been implemented yet: https://github.com/FIX94/Nintendont/issues/272

Thank you very much. I'm trying to understand the terminology first so I don't have to convert everything twice and maybe can give help to others, too if there are similar questions.

So your link refers to the NA version of the game. I found a code for the EU version (GGSPA4) here:
https://wiki.dolphin-emu.org/index.php?title=Metal_Gear_Solid:_The_Twin_Snakes#Widescreen

Is it possible to implement those Gecko codes via .gct-file if I place them in a specific folder on my SD card or patch the game myself with specific tools?




Big EDIT:
Things should have explained themselves by now. It felt like a marathon receiving enough information to understand this shit halfway properly. :D I was confused comparing all the modes since in every instance of 16:9 footage the fonts, HUD and logos were rendered in "fat Mario" (stretched widescreen). I was confused until I found this clip:


It clearly shows that only the game world itself is rendered in proper 16:9 while the rest stays stretched. This made it very hard for me to understand the differences by just comparing via eyes manually. For that reason I made the edited photos found in the opening post. So now at least I understand that there are real 16:9 hacks out there. For me personally it wasn't obvious by reading the compatibility lists, so I thought that it's only possible to stretch the video output (since I'm a kind if perfectionist and assume that there are a lot of people out there who play games perverted like that^^).

Next step was the usage of cheat codes. But it didn't matter what I tried, it didn't work. Seems like Nintendont on vWii has some problems with some codes. Nevertheless my first thought was patching the ISO. And f-ucking-inally I found the way to go. So for everyone who still wonders how the magic is achieved in 2022, go on reading now because I found this comment by accident (edited with colors so it's easier to understand for newbies like me):


I've some found gecko codes that make games run at 60 fps, would these codes work on Nintendont or could it cause crashes/graphic bugs?

Also I've read in gcforever about MGS that is possible force 16:9 by gecko code but Ralf (a modder known for making gecko codes on that forum) says that Nintendont for some reason doesn't (it crashes in Konami logo) and for it to work you would have to open ISO game with hex editor to modyfing some hex values.

Open the MGS ISOs with a hex editor of your choice, search for the following byte sequence...

7F461E70: 72666C62 744F0000 3F800000 00000000
7F461E80: 43300000 80000000 49A00000 49A80000
7F461E90: 42480000 40000000 00000000 3F800000
7F461EA0: 00000000 00000000 3F800000 3F955555
7F461EB0: BF800000 45000000 45800000 4B7FF000
7F461EC0: 3D4CCCCD 00000000 43300000 80000000
7F461ED0: 00000000 00000000 43300000 80000000

and change the marked hex value from 3F800000 to 3F400000.

7F461E70: 72666C62 744F0000 3F800000 00000000
7F461E80: 43300000 80000000 49A00000 49A80000
7F461E90: 42480000 40000000 00000000 3F800000
7F461EA0: 00000000 00000000 3F400000 3F955555
7F461EB0: BF800000 45000000 45800000 4B7FF000
7F461EC0: 3D4CCCCD 00000000 43300000 80000000
7F461ED0: 00000000 00000000 43300000 80000000


file.php

The original Post is found HERE. I used HxD to edit the ISO files. But the adresses of my discs were a little different. I found them here:

Disc 1: 3E13 F6D0
Disc 2: 4304 76D0

Just in case anybody had the same issue. It works fine on Nintendont via vWii. Also using Nintendonts WiiU Forwarder it works pretty well in 480p. Don't forget to set FORCE WIDESCREEN and WIIU WIDESCREEN in the options! Next step is creating a VC inject using this widescreen modded ISOs. :)

Now I'm gonna check which of my games need additional patches and which are supported by Nintendont already. Is there any list yet?

Thank you in advance!

Best,
Fladulator / TuF
 
Last edited by Fladulator,

bebeibe

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So I did this recently and used TeconMoon's WiiVC injector so I could install it on my WiiU, and it works great for the most part. However, after saving Otacon from the cyborg ninja, the game freezes after the last bit of the cutscene before you get control back. Otacon activates his stealth camo, but the effect is broken so he doesn't turn invisible. Then he walks out of the room and the cutscene fades to black and then just stays that way. If I skip the cutscene the game continues as normal, but I was wondering if you had any ideas as to why this would happen or how I could fix it.
 

Fladulator

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So I did this recently and used TeconMoon's WiiVC injector so I could install it on my WiiU, and it works great for the most part. However, after saving Otacon from the cyborg ninja, the game freezes after the last bit of the cutscene before you get control back. Otacon activates his stealth camo, but the effect is broken so he doesn't turn invisible. Then he walks out of the room and the cutscene fades to black and then just stays that way. If I skip the cutscene the game continues as normal, but I was wondering if you had any ideas as to why this would happen or how I could fix it.

Can't say anything about this. I just installed the game but didn't start to play it yet. I will approx. do a playthrough in December earliest :D

But I will let you know if I will face the same error. Thank you for reporting.
 

bebeibe

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Can't say anything about this. I just installed the game but didn't start to play it yet. I will approx. do a playthrough in December earliest :D

But I will let you know if I will face the same error. Thank you for reporting.
Appreciate the reply! It would be cool if there's a way to fix it. It runs perfect otherwise. At least, I haven't run into a single other issue so far. Though I've only done two playthroughs on normal so far.

Such issues might be why Nintendont doesn't include this patch on their end... 🤔
I mean, that makes sense. I just think it's a shame because apart from that I've only seen one other error. And it wasn't even an error, it was an instance of Snake, during the same set of cutscenes, not being animated in the space that you usually can't see just before he walks on screen. Otherwise, it has been a pleasant peek into what an HD version may have looked like, at least in the aspect ratio. It's by no means a necessity, but it's a cool option to have,
 
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