Hacking New Classic Controller Hacks

KeinesR

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Hello master @Vague Rant, certified tester here.

Update: (EDITED)
Cars Race-O-Rama working perfect on wii u
Nicktoons globs of doom doesn't work on wii u
Lego indiana jones 2 works perfect on wii u
Cars works on wii u

i guess it's something with the aditional codes requiered.
 
Last edited by KeinesR,
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awesomeee

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Does anyone has a zip or a rar of this thread with all codes in it? I looked a few pages but not all 22.
Post automatically merged:

Does anyone has a zip or a rar of this thread with all codes in it? I looked a few pages but not all 22.
The first page has a list of the codes and even a Spreadsheet by @pearlfect.
Post automatically merged:

Hello master @Vague Rant, certified tester here.

Update:
Cars Race-O-Rama working perfect on wii u
Nicktoons globs of doom doesn't work on wii u
Lego indiana jones 2 works perfect on wii u
Cars doesn't work on wii u

i guess it's something with the aditional codes requiered.
Thats odd! Did you try force classic controller?
 
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Riot20052

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I think Newer already has its own Classic Controller support, doesn't it? This might be the two separate CC hacks colliding with each other. If I'm remembering correctly, I'd say you just shouldn't use my hack with Newer, instead using its built-in CC support.


They're definitely two that I'd love to do, but they're on the more complicated end as far as all the different motions they expect you to perform that would have to be simulated. I always wanted a proper open-world Spider-Man on Wii that could be played with traditional controls. Technically, there's Spider-Man 2 for GameCube, but I've played that a thousand times.



View attachment 483557

The original Cars video game, released alongside the Wii as a launch title in 2006. Coming out several months after Rainbow Studios' previous-gen versions (GameCube included), this port was developed by Incinerator Studios. Rather than creating a straight port, Incinerator remastered the graphics for the slightly-more-powerful Wii hardware, arguably resulting in the best version of the title. Like the later games in the Cars (1) trilogy, this is a mix of racing and minigames, taking place in open-world recreations of environments from the first movie.

Highlight for @Riot20052 who was hoping to see Cars 1 get CC support.
Cars makes relatively minimal use of motion controls (shake to jump), except in Piston Cup races, which have motion-controlled QTEs to tune up your vehicle when you make a pitstop. I did not directly handle the motion control in these sections, instead hacking the minigame itself to automatically register the pitstop QTEs as having been performed successfully.

You will need to use this Skip Pitstop Motions code to complete the game using a Classic Controller. The same code works on all regions of the game.

Code:
Skip Pitstop Motions [Vague Rant]
04062CAC 4800001C

In addition to the Classic Controller hack, I've also included a separate code to correct the widescreen rendering. If you know what vert- means then that was the issue and I fixed the game to run hor+. If you want more details, see the General Notes.

USAEUR (En,Es) / EUR (De,It)EUR (Fr,Nl)JPN

  1. Code:
    Classic Controller Support v1.1 [Vague Rant]
    060DA314 00000008
    989E0070 989E0071
    C214139C 00000002
    28000001 41820008
    28000002 00000000
    0419F2AC 48000048
    C22A8CC8 00000006
    801F0504 FC40F890
    C022B204 7FE3FB78
    54040672 38A0001D
    3D80802A 618C89F0
    7D8903A6 4E800421
    C03F0514 00000000
    C22A8FCC 00000002
    28000001 41820008
    28000002 00000000
    04380020 48000024
    0438007C 4E800020
    C22F6BC8 00000008
    801C005C 2C000002
    4082002C 4800000D
    C059999A BF800000
    7CA802A6 C0050004
    809C0004 70800080
    41820008 C0050000
    D01C03B8 C03C03B4
    60000000 00000000
    C22F7858 00000029
    90010024 2C040000
    4082013C 8003005C
    2C000002 40820130
    A0BD0112 38A50001
    7C05C000 408200E4
    48000021 803621E8
    3FAAAAAB 3D4CCCCD
    00000000 00000000
    3DCCCCCD 3F800000
    7CA802A6 90A1000C
    56C7083C 38E7000C
    C0030060 FC000210
    C0230064 FC200A10
    FC00082A C0450014
    FC001040 4080001C
    7CC53AAE 28060000
    408100C4 80030000
    70000800 4182000C
    38C0012C 48000008
    38C6FFFF 7CC53B2E
    38C00002 98C30084
    80650000 28030001
    40810018 90A1000C
    7C6803A6 4E800021
    80A1000C 90650000
    2C030001 7FE3FB78
    C0450004 40820008
    EC4200B2 C0650008
    C0030020 C0230060
    FC211024 4800002D
    D0030020 C0030024
    C0230064 FC200850
    48000019 D0030024
    80010024 7C0803A6
    38210020 4E800020
    FC0100FA C0250018
    FC000800 4180000C
    FC000890 48000014
    FC200850 FC000800
    41810008 FC000890
    4E800020 00000000
    042F8244 38630060
    C22F6428 00000003
    A0040000 70050200
    41820008 60000040
    60000000 00000000
    C22F6470 00000019
    A0A4002A 70A40800
    41820008 60008000
    70A40001 41820008
    60000008 70A44000
    41820008 60000004
    70A40002 41820008
    60000001 70A48000
    41820008 60000002
    70A40010 41820008
    60002100 70A40040
    41820008 60004200
    70A40008 41820008
    60000800 70A40020
    41820008 60000040
    70A42000 41820008
    60000002 70A40200
    41820008 60000001
    70A40080 41820008
    60000080 70A40004
    41820008 60000400
    70A40400 41820008
    60000010 70A41000
    41820008 60001000
    90030000 7CA02B78
    60000000 00000000
    Code:
    Fix Widescreen FOV [Vague Rant]
    C203C34C 0000000C
    C03F0000 800D99C8
    2C000002 40820050
    48000019 802DCBAC
    802DC220 3FAAAAAB
    3C0EFA39 42E52EE1
    7FE802A6 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 00000000
    C218F9B4 0000000F
    800D99C8 2C000002
    40820068 9101000C
    93E10008 48000019
    802DCBAC 802DC220
    3F400000 3C0EFA39
    42E52EE1 7FE802A6
    C0280000 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 8101000C
    D0280000 83E10008
    C03D0008 00000000
  2. Code:
    Classic Controller Support v1.1 [Vague Rant]
    060DA31C 00000008
    98DF0070 98DF0071
    C21413B0 00000002
    28000001 41820008
    28000002 00000000
    0419F300 48000048
    C22A8D7C 00000006
    801F0504 FC40F890
    C022B204 7FE3FB78
    54040672 38A0001D
    3D80802A 618C8AA4
    7D8903A6 4E800421
    C03F0514 00000000
    C22A9080 00000002
    28000001 41820008
    28000002 00000000
    04380090 48000024
    043800EC 4E800020
    C22F6C38 00000008
    801C005C 2C000002
    4082002C 4800000D
    C059999A BF800000
    7CA802A6 C0050004
    809C0004 70800080
    41820008 C0050000
    D01C03B8 C03C03B4
    60000000 00000000
    C22F78C8 00000029
    90010024 2C040000
    4082013C 8003005C
    2C000002 40820130
    A0BD0112 38A50001
    7C05C000 408200E4
    48000021 80362258
    3FAAAAAB 3D4CCCCD
    00000000 00000000
    3DCCCCCD 3F800000
    7CA802A6 90A1000C
    56C7083C 38E7000C
    C0030060 FC000210
    C0230064 FC200A10
    FC00082A C0450014
    FC001040 4080001C
    7CC53AAE 28060000
    408100C4 80030000
    70000800 4182000C
    38C0012C 48000008
    38C6FFFF 7CC53B2E
    38C00002 98C30084
    80650000 28030001
    40810018 90A1000C
    7C6803A6 4E800021
    80A1000C 90650000
    2C030001 7FE3FB78
    C0450004 40820008
    EC4200B2 C0650008
    C0030020 C0230060
    FC211024 4800002D
    D0030020 C0030024
    C0230064 FC200850
    48000019 D0030024
    80010024 7C0803A6
    38210020 4E800020
    FC0100FA C0250018
    FC000800 4180000C
    FC000890 48000014
    FC200850 FC000800
    41810008 FC000890
    4E800020 00000000
    042F82B4 38630060
    C22F6498 00000003
    A0040000 70050200
    41820008 60000040
    60000000 00000000
    C22F64E0 00000019
    A0A4002A 70A40800
    41820008 60008000
    70A40001 41820008
    60000008 70A44000
    41820008 60000004
    70A40002 41820008
    60000001 70A48000
    41820008 60000002
    70A40010 41820008
    60002100 70A40040
    41820008 60004200
    70A40008 41820008
    60000800 70A40020
    41820008 60000040
    70A42000 41820008
    60000002 70A40200
    41820008 60000001
    70A40080 41820008
    60000080 70A40004
    41820008 60000400
    70A40400 41820008
    60000010 70A41000
    41820008 60001000
    90030000 7CA02B78
    60000000 00000000
    Code:
    Fix Widescreen FOV [Vague Rant]
    C203C34C 0000000C
    C03F0000 800D99C8
    2C000002 40820050
    48000019 802DCC14
    802DC288 3FAAAAAB
    3C0EFA39 42E52EE1
    7FE802A6 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 00000000
    C218FA08 0000000F
    800D99C8 2C000002
    40820068 9101000C
    93E10008 48000019
    802DCC14 802DC288
    3F400000 3C0EFA39
    42E52EE1 7FE802A6
    C0280000 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 8101000C
    D0280000 83E10008
    C03D0008 00000000
  3. Code:
    Classic Controller Support v1.1 [Vague Rant]
    060DA320 00000008
    98DF0070 98DF0071
    C21413B4 00000002
    28000001 41820008
    28000002 00000000
    0419F304 48000048
    C22A8D80 00000006
    801F0504 FC40F890
    C022B204 7FE3FB78
    54040672 38A0001D
    3D80802A 618C8AA8
    7D8903A6 4E800421
    C03F0514 00000000
    C22A9084 00000002
    28000001 41820008
    28000002 00000000
    04380090 48000024
    043800EC 4E800020
    C22F6C38 00000008
    801C005C 2C000002
    4082002C 4800000D
    C059999A BF800000
    7CA802A6 C0050004
    809C0004 70800080
    41820008 C0050000
    D01C03B8 C03C03B4
    60000000 00000000
    C22F78C8 00000029
    90010024 2C040000
    4082013C 8003005C
    2C000002 40820130
    A0BD0112 38A50001
    7C05C000 408200E4
    48000021 80362258
    3FAAAAAB 3D4CCCCD
    00000000 00000000
    3DCCCCCD 3F800000
    7CA802A6 90A1000C
    56C7083C 38E7000C
    C0030060 FC000210
    C0230064 FC200A10
    FC00082A C0450014
    FC001040 4080001C
    7CC53AAE 28060000
    408100C4 80030000
    70000800 4182000C
    38C0012C 48000008
    38C6FFFF 7CC53B2E
    38C00002 98C30084
    80650000 28030001
    40810018 90A1000C
    7C6803A6 4E800021
    80A1000C 90650000
    2C030001 7FE3FB78
    C0450004 40820008
    EC4200B2 C0650008
    C0030020 C0230060
    FC211024 4800002D
    D0030020 C0030024
    C0230064 FC200850
    48000019 D0030024
    80010024 7C0803A6
    38210020 4E800020
    FC0100FA C0250018
    FC000800 4180000C
    FC000890 48000014
    FC200850 FC000800
    41810008 FC000890
    4E800020 00000000
    042F82B4 38630060
    C22F6498 00000003
    A0040000 70050200
    41820008 60000040
    60000000 00000000
    C22F64E0 00000019
    A0A4002A 70A40800
    41820008 60008000
    70A40001 41820008
    60000008 70A44000
    41820008 60000004
    70A40002 41820008
    60000001 70A48000
    41820008 60000002
    70A40010 41820008
    60002100 70A40040
    41820008 60004200
    70A40008 41820008
    60000800 70A40020
    41820008 60000040
    70A42000 41820008
    60000002 70A40200
    41820008 60000001
    70A40080 41820008
    60000080 70A40004
    41820008 60000400
    70A40400 41820008
    60000010 70A41000
    41820008 60001000
    90030000 7CA02B78
    60000000 00000000
    Code:
    Fix Widescreen FOV [Vague Rant]
    C203C34C 0000000C
    C03F0000 800D99C8
    2C000002 40820050
    48000019 802DCC18
    802DC28C 3FAAAAAB
    3C0EFA39 42E52EE1
    7FE802A6 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 00000000
    C218FA0C 0000000F
    800D99C8 2C000002
    40820068 9101000C
    93E10008 48000019
    802DCC18 802DC28C
    3F400000 3C0EFA39
    42E52EE1 7FE802A6
    C0280000 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 8101000C
    D0280000 83E10008
    C03D0008 00000000
  4. Code:
    Classic Controller Support v1.1 [Vague Rant]
    060DA2FC 00000008
    989E0070 989E0071
    C2141444 00000002
    28000001 41820008
    28000002 00000000
    0419F73C 48000048
    C22A9438 00000006
    801F0504 FC40F890
    C022B204 7FE3FB78
    54040672 38A0001D
    3D80802A 618C9160
    7D8903A6 4E800421
    C03F0514 00000000
    C22A973C 00000002
    28000001 41820008
    28000002 00000000
    04380780 48000024
    043807DC 4E800020
    C22F7328 00000008
    801C005C 2C000002
    4082002C 4800000D
    C059999A BF800000
    7CA802A6 C0050004
    809C0004 70800080
    41820008 C0050000
    D01C03B8 C03C03B4
    60000000 00000000
    C22F7FB8 00000029
    90010024 2C040000
    4082013C 8003005C
    2C000002 40820130
    A0BD0112 38A50001
    7C05C000 408200E4
    48000021 80362948
    3FAAAAAB 3D4CCCCD
    00000000 00000000
    3DCCCCCD 3F800000
    7CA802A6 90A1000C
    56C7083C 38E7000C
    C0030060 FC000210
    C0230064 FC200A10
    FC00082A C0450014
    FC001040 4080001C
    7CC53AAE 28060000
    408100C4 80030000
    70000800 4182000C
    38C0012C 48000008
    38C6FFFF 7CC53B2E
    38C00002 98C30084
    80650000 28030001
    40810018 90A1000C
    7C6803A6 4E800021
    80A1000C 90650000
    2C030001 7FE3FB78
    C0450004 40820008
    EC4200B2 C0650008
    C0030020 C0230060
    FC211024 4800002D
    D0030020 C0030024
    C0230064 FC200850
    48000019 D0030024
    80010024 7C0803A6
    38210020 4E800020
    FC0100FA C0250018
    FC000800 4180000C
    FC000890 48000014
    FC200850 FC000800
    41810008 FC000890
    4E800020 00000000
    042F89A4 38630060
    C22F6498 00000003
    A0040000 70050200
    41820008 60000040
    60000000 00000000
    C22F6BD0 00000019
    A0A4002A 70A40800
    41820008 60008000
    70A40001 41820008
    60000008 70A44000
    41820008 60000004
    70A40002 41820008
    60000001 70A48000
    41820008 60000002
    70A40010 41820008
    60002100 70A40040
    41820008 60004200
    70A40008 41820008
    60000800 70A40020
    41820008 60000040
    70A42000 41820008
    60000002 70A40200
    41820008 60000001
    70A40080 41820008
    60000080 70A40004
    41820008 60000400
    70A40400 41820008
    60000010 70A41000
    41820008 60001000
    90030000 7CA02B78
    60000000 00000000
    Code:
    Fix Widescreen FOV [Vague Rant]
    C203C34C 0000000C
    C03F0000 800D99C8
    2C000002 40820050
    48000019 802DD30C
    802DC980 3FAAAAAB
    3C0EFA39 42E52EE1
    7FE802A6 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 00000000
    C218FE44 0000000F
    800D99C8 2C000002
    40820068 9101000C
    93E10008 48000019
    802DD30C 802DC980
    3F400000 3C0EFA39
    42E52EE1 7FE802A6
    C0280000 C01F000C
    EC210032 819F0000
    7D8903A6 4E800421
    C01F0008 EC210032
    819F0004 7D8903A6
    4E800421 C01F0010
    EC210032 8101000C
    D0280000 83E10008
    C03D0008 00000000

Button Mapping​

In addition to the Classic Controller mapping, this hack also adds a camera toggle button on Wiimote 1 when playing with a real Nunchuk. Controls for the Wiimote/Nunchuk are otherwise unmodified.

Wii Remote/NunchukClassic ControllerFunction
Wiimote HomeHome
Remember that X is your A button
Open/Close Home Menu
Wiimote D-PadD-PadMenus
Navigation
Wiimote D-Pad LeftRGameplay
Powerslide
Wiimote D-Pad RightLGameplay
Tilt Vehicle
Wiimote AXHome Button Menu
Confirm
Menus
Replay Cutscene
Gameplay
E-Brake
Wiimote BZRMenus
Show Stats
Gameplay
Select Event
Nitro Boost
Wiimote 1BMenus
Cancel
Wiimote 2AMenus
Confirm
YGameplay
Switch Camera
Wiimote PlusPlusGameplay
Pause
Wiimote MinusMinusGameplay
Open Map (Overworld)
Wiimote ShakeZLGameplay
Jump
Wiimote PointerLeft StickHome Button Menu
Navigation
Nunchuk StickLeft StickMenus
Navigation
Gameplay
Steering
Nunchuk CBGameplay
Brake/Reverse
Nunchuk ZAGameplay
Accelerate

General Notes​

  • As mentioned in the Gecko Codes spoiler, you will need to use the Skip Pitstop Motions code to play through the game with a Classic Controller. These are brief motion-control QTEs encountered in Piston Cup races and no support for them is implemented in the CC hack. Use the skip code to bypass these sections instead.

  • UPDATE: I've added a widescreen fix code above. Cars was originally developed and released for sixth-gen consoles and was exclusively meant to be played in 4:3. When updating the game for the Wii, Incinerator opted to keep the same horizontal viewing area, cropping the vertical area to make a 16:9 image. This is what some people call "vert-", where a game is converted to widescreen by reducing the viewport vertically. The alternative is "hor+", where the vertical area remains the same, but the viewport is extended on the sides. The latter is generally the preferred option as people don't expect to see less on a wider TV.
    • Since the game was never meant to display wider, this does cause a very minor issue in the main menu only, where the static background doesn't extend all the way to the edge of the (16:9) screen. This isn't a clipping/culling issue, where graphics outside of the 4:3 area are not rendering, they literally just didn't put any geometry out there. It's not a big deal, I promise you won't die.

  • Originally, the game defaulted to the horizontal Wiimote control scheme (Preset 1), regardless of the attached controller. This has been switched to the Wiimote/Nunchuk control scheme (Preset 2) in this hack. However, it is still possible to find yourself in Preset 1 if you load an existing save configured to use that scheme or if you manually go into the control settings and switch it. If this happens, you won't be able to steer and your D-Pad layout will be rotated until you switch back to Preset 2. This is perfectly achievable with a rotated D-Pad, just mildly disorientating.

  • Once again, controls here are adapted from the PlayStation 2 version and are essentially the same as Mater-National (but not Race-O-Rama, which has a unique control scheme). This means you get the PS2 layout except face buttons are rotated to Nintendo-style and a Jump button has been added on ZL, which is unused on Sony (L2).
    • The original button layout on Wii is weirdly nothing like the Mater-National setup, including absolutely nonsensical choices like 1 and 2 for Cancel/Confirm even when playing with the vertical layout. Excuse me? In contrast, the Classic Controller layout here is quite normal. You've got your B/A buttons for Cancel/Confirm and traditional Nintendo Brake/Accelerate. That said, the messed up default controls actually make this an ideal game to remap if you want (code in Technical Notes). Because Cancel and Confirm (1/2) are mapped separately to the gameplay controls, you can remap everything else any way you like as long as you leave those alone and you'll have sensible menu controls no matter what.

  • The big news feature here is the camera control button (Classic Y/Nunchuk 1), used to toggle between the three camera views (Default, Chase and First-Person) during gameplay. This is a feature included on every other console's port of Cars which was lost in the transition to Wii--presumably because Incinerator ran out of buttons on the Wiimote/Nunchuk combo. By comparing against the GameCube version, I was able to reinstate this feature, which still mostly existed in the code but without any button assigned to perform it.
    • To be clear, the Wii version still supports camera controls, but normally you have to pause the game and select a camera setting in the menu. The game has an annoying habit of switching back to the Default camera when loading an event, so if you preferred one of the others, switching via the menu got tedious fast. Having a button to instantly switch is a huge convenience boost.

  • Hey! Listen! Before you start playing, create a new profile and name it CHMPION (champion, without an A). This switches the story mode to the secret Champion difficulty, which is like the Normal difficulty on a game that's not aimed at small children. Otherwise, this game is so overwhelmingly easy that it becomes frustrating. It's mostly still pretty easy, but nothing ridiculous, you just might not come first with a 30+ second lead in every single race.

Changelog​

  • v1.1
    • added a camera toggle button for (real) Nunchuks on Wiimote 1
    • no actual Classic Controller changes

  • Fix Widescreen FOV
    • no changes to the Classic Controller hack here, but I've added a separate code to fix a widescreen bug in the original game

Technical Notes​

The unbelievably helpful devs at Rainbow and Incinerator left behind unstripped ELFs on both the GameCube and Wii discs. This was instrumental in implementing both the pitstop skip and restoring the camera control button from the GameCube version. Give a round of applause to both teams.

Code breakdown:
  • 06 in CarsSettings::Reset(): set Preset 2 as the default control scheme (for both players)
  • C2 in CarsUIControllerSettings::HandleOK(): bypass Nunchuk error
  • 04 in CarsVehiclePhysics::SetControlInputs(): disable leftover double-tap boost we don't need
  • C2 and C2 in WIIJoystickDevice::Update(): add an extra button (Wiimote 0x40) to the in-game mapper to handle camera control, read Classic as a Nunchuk-type extension controller
  • 04 and 04 in setKpad(): disable native Classic Controller support in the Home Button Menu, which clashes with emulated Wiimote/Nunchuk support
  • C2 in read_kpad_acc(): fake accelerometer for Shake (Jump)
  • C2 in calc_dpd_variable(): simulate IR pointer
  • 04 in read_kpad_stick(): redirect Classic Left into Nunchuk Stick
  • C2 in read_kpad_button(): button injector
Code:
; read_kpad_button
; super early sdk, like excite truck
; 802F6470 for USA
; 802F64E0 for EUR (En,Es)/EUR (Fr,Nl)/EUR (De,It)
; 802F6BD0 for JPN
  lhz r5, 0x2A(r4)  ; classic bitfield

    CLASSIC_HOME:
      andi. r4, r5, 0x800
      beq- CLASSIC_UP
      ori r0, r0, 0x8000    ; home

    CLASSIC_UP:
      andi. r4, r5, 0x1
      beq- CLASSIC_DOWN
      ori r0, r0, 0x8       ; up (v) / left (h)

    CLASSIC_DOWN:
      andi. r4, r5, 0x4000
      beq- CLASSIC_LEFT
      ori r0, r0, 0x4       ; down (v) / right (h)

    CLASSIC_LEFT:
      andi. r4, r5, 0x2
      beq- CLASSIC_RIGHT
      ori r0, r0, 0x1       ; left (v) / down (h)

    CLASSIC_RIGHT:
      andi. r4, r5, 0x8000
      beq- CLASSIC_A
      ori r0, r0, 0x2       ; right (v) / up (h)

    CLASSIC_A:
      andi. r4, r5, 0x10
      beq- CLASSIC_B
      ori r0, r0, 0x2100    ; z (2000) + 2 (0100)

    CLASSIC_B:
      andi. r4, r5, 0x40
      beq- CLASSIC_X
      ori r0, r0, 0x4200    ; c (4000) + 1 (0200)

    CLASSIC_X:
      andi. r4, r5, 0x8
      beq- CLASSIC_Y
      ori r0, r0, 0x800     ; a

    CLASSIC_Y:
      andi. r4, r5, 0x20
      beq- CLASSIC_L
      ori r0, r0, 0x40      ; camera

    CLASSIC_L:
      andi. r4, r5, 0x2000
      beq- CLASSIC_R
      ori r0, r0, 0x2       ; right (v) / up (h)

    CLASSIC_R:
      andi. r4, r5, 0x200
      beq- CLASSIC_ZL
      ori r0, r0, 0x1       ; left (v) / down (h)

    CLASSIC_ZL:
      andi. r4, r5, 0x80
      beq- CLASSIC_ZR
      ori r0, r0, 0x80      ; shake

    CLASSIC_ZR:
      andi. r4, r5, 0x4
      beq- CLASSIC_PLUS
      ori r0, r0, 0x400     ; b

    CLASSIC_PLUS:
      andi. r4, r5, 0x400
      beq- CLASSIC_MINUS
      ori r0, r0, 0x10      ; plus

    CLASSIC_MINUS:
      andi. r4, r5, 0x1000
      beq- RETURN
      ori r0, r0, 0x1000    ; minus

RETURN:
  stw r0, 0x0(r3)
  mr r0, r5
Could try some light gun games support like

Resident Evil: The Darkside Chronicles
Resident Evil: The Umbrella Chronicles
the house of the dead overkill
the house of the dead 2 and 3
 

awesomeee

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This is fairly easy to find if you've got any of the KPAD functions, usually r3 will be pointing to the KPADStatus struct at the beginning of any of the major read functions, e.g. if you set a breakpoint on the first instruction of calc_dpd_variable(), r3 is a pointer to KPADStatus. Same goes for read_kpad_button(), etc.
Do you mean checking the registers tab in the debugging UI? Im assuming you mean that I need to check the address from r3 and that might be KPAD Status.

Would it be possible to take the Nunchuk bytes from KPADStatus and make it redirect into some of your Classic controller hacks code? I am interested in this whole Nunchuk hacking now.

(Adding Nunchuk support, like Metroid other M)

Sorry if I asked this before. It looks like your guide covered Nunchuk stick support, not Nunchuk hacking.
 
Last edited by awesomeee,

Vague Rant

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Hello master @Vague Rant, certified tester here.

Update:
Cars Race-O-Rama working perfect on wii u
Nicktoons globs of doom doesn't work on wii u
Lego indiana jones 2 works perfect on wii u
Cars doesn't work on wii u

i guess it's something with the aditional codes requiered.
That's a shame, especially Cars which is a genuinely good game. Thanks very much for the continued tests. 👍

EDIT:
Cars doesn't work on wii u
Thats odd! Did you try force classic controller?
I can confirm I just tested Cars with Force Classic and it works. That's awesome as this is a game I actually see myself replaying at some point. Before now I've only played it on GameCube.

Could try some light gun games support like

Resident Evil: The Darkside Chronicles
Resident Evil: The Umbrella Chronicles
the house of the dead overkill
the house of the dead 2 and 3
I did attempt another light gun shooter a while back but I got stuck on all the different motions and QTEs it relied on besides the shooting. Games that just go full IR pointer (like both House of the Deads, I think?) should be a lot more achievable. I don't really think light gun games are the ideal case for Classic Controller hacks because they're the one case that is most definitively a downgrade over the original controls, but I can definitely see it being cool to have some of these classics playable on Wii U GamePad.

Do you mean checking the registers tab in the debugging UI? Im assuming you mean that I need to check the address from r3 and that might be KPAD Status.
Yep, that's right. The address in r3 when calc_dpd_variable() gets called, visible from the registers tab, points to KPADStatus, some ~0x80 bytes that make up all of the KPAD inputs. So if you take the address from r3 and add 0x60 to it, that address is the Nunchuk analog stick's X axis.

You can do hex math via Google just by searching, e.g. "0x10+0x20" without quotes; alternatively, the Windows Calculator app since Windows 8 (?) has a Programmer mode, which can do basic hex math and shows decimal equivalents, etc.

EDIT:
Would it be possible to take the Nunchuk bytes from KPADStatus and make it redirect into some of your Classic controller hacks code? I am interested in this whole Nunchuk hacking now.

(Adding Nunchuk support, like Metroid other M)

Sorry if I asked this before. It looks like your guide covered Nunchuk stick support, not Nunchuk hacking.
Yeah, the process is pretty similar in the scheme of things. Adding D-pad emulation on the analog stick works the same way as it does on Classic Controller, just using the Nunchuk's bctrl in read_kpad_stick() instead of the Classic sticks and reading the bytes at 0x60/0x64 (analog X/Y) from KPADStatus. The button mapping works like the remapper code I shared a week ago or so, since that's already set up to remap Wiimote & Nunchuk into solo Wiimote. But that one didn't work for you, so I'm not sure what the deal is there.



monster_like_g_did.png


With the Japan-exclusive Monster Hunter G, Capcom brought the original Monster Hunter (PS2, 2005) up to the then-modern standards. This made it a kind of Monster Hunter 2.5, with elements from the first two games and even the next game, Monster Hunter Tri. There is a partial translation hack by Adam from MH Oldschool which covers quest names/descriptions, items and most of the in-game menus. If you ever played Tri, you should find it pretty easy to pick up G, even factoring in the untranslated sections like the village shops. If you've never played a Monster Hunter before, you should probably Tri that game first.

This hack is a bit of an odd one because Monster Hunter G already supports (or more accurately, requires) the Classic Controller. This hack adds Wii Remote & Nunchuk support by simulating a Classic Controller, making this a sort of reverse Classic Controller hack. Highlight for @WiiML, who was interested to play G on the Nunchuk.

JPN

  1. Code:
    Nunchuk Support [Vague Rant]
    04016384 38600003
    0430F3B4 4E800020
    04310D74 D05E0014
    04310D88 387E000C
    C230EFA8 0000004D
    2C040001 40820258
    7D2802A6 4800000D
    00000000 3F800000
    7C8802A6 7D2803A6
    C0040000 C0240004
    FC400850 D0030074
    D0030078 70E98000
    41820008 61080800
    3C808071 81246CC0
    2C090000 41820068
    892473A1 2C090000
    4082005C 3C808072
    89244570 2C090005
    4182004C 808D15D8
    74898000 41820040
    89240005 2C090001
    41820034 89240006
    2C090001 41820028
    89240007 2C090000
    4082001C 808D16D0
    74898000 41820010
    89240000 2C090001
    408200CC 70E94000
    4182003C 61082000
    70E90008 41820008
    D0230078 70E90004
    41820008 D0430078
    70E90001 41820008
    D0430074 70E90002
    4182003C D0230074
    48000034 70E90008
    41820008 61080001
    70E90004 41820008
    61084000 70E90001
    41820008 61080002
    70E90002 41820008
    61088000 70E90800
    41820008 61080010
    70E90400 41820008
    61080040 70E90200
    41820008 61080020
    70E90100 41820008
    61080400 70E90010
    41820008 61080010
    70E91000 41820008
    61081000 70E92000
    418200E8 61080200
    480000E0 70E94000
    41820054 61082000
    70E90008 41820008
    61080001 70E90004
    41820008 61084000
    70E90001 41820008
    61080002 70E90002
    41820008 61088000
    70E90200 41820008
    61080080 70E90100
    41820054 61080004
    4800004C 70E90008
    41820008 D0230078
    70E90004 41820008
    D0430078 70E90001
    41820008 D0430074
    70E90002 41820008
    D0230074 70E90200
    41820008 61081000
    70E90100 41820008
    61080400 70E90800
    41820008 61080008
    70E90400 41820008
    61080040 70E90010
    41820008 61080010
    70E91000 41820008
    61080020 70E92000
    41820008 61080200
    38800002 70C99FFF
    60000000 00000000

Button Mapping​

The Classic Controller has two buttons an an extra analog stick compared to the Wiimote & Nunchuk combo. Providing access to all of the necessary inputs on a more limited controller required some finagling. The main thing to note is that the Nunchuk hack applies two different control schemes, depending on whether you're currently in the village and/or menus, or out in the field.

First up, the layout used in the menus.

Classic ControllerWii Remote/NunchukFunction
HomeWiimote HomeOpen/Close Home Menu
Left StickNunchuk StickMovement
Right StickNunchuk C + Wiimote D-PadRotate Character
(e.g. when equipping items)
D-PadWiimote D-PadNavigation
AWiimote AConfirm
Interact
BWiimote BCancel
XNot mappedNot used?
YWiimote 1Cycle Text Pages
(e.g. Quest descriptions)
LNunchuk CPrevious Inventory Page
RNunchuk ZNext Inventory Page
ZL & ZRNot mappedNot used?
PlusWiimote 2Menu
MinusWiimote MinusSort Items

Next up, the controls for general field gameplay.

Classic ControllerWii Remote/NunchukFunction
HomeWiimote HomeOpen/Close Home Menu
Left StickNunchuk StickMovement
Right StickWiimote D-PadType 1
Camera Control
Type 2
Attacks
D-PadNunchuk C + Wiimote D-PadType 2
Camera Control
AWiimote PlusInteract
(e.g. Open Supply Chest, Forage)
Next Inventory Item
(with C)
Type 1
Secondary Attack
BWiimote BEvade
XWiimote AAttack
YWiimote MinusUse Item
Previous Inventory Item
(with C)
LNunchuk CRe-Center Camera
Open Inventory (hold)
RNunchuk ZRun
ZLNunchuk C + Wiimote 1Zoom Minimap
ZRNunchuk C + Wiimote 2Quest Guide
PlusWiimote 2Menu
MinusWiimote 1Kick

General Notes​

  • Monster Hunter games have fairly complex controls. You have multiple attack buttons and all camera control is fully manual. You should probably be familiar with how the series controls before trying this game, but to give a bit of a background:

    • Type 1 controls are based on the way PSP Monster Hunter titles control, with your primary action buttons being (back to Nintendo letters) the X/Y/A triangle. In this setup, X is your primary attack, Y is your item button and A is your secondary attack. An upgrade over the PSP games is that the Right Stick is reserved for camera control in this layout. In this hack, the X/Y/A layout becomes A/Minus/Plus, which is about as close as you can get to the standard triangle setup. Camera control is on the Wiimote D-Pad.

    • Type 2 controls are based on the way PS2 Monster Hunter titles control, with the Right Stick behaving like four dedicated Attack buttons, plus X as a fifth Attack button, so it's much easier to access all of your different moves with a single input. On the downside, this means you have to control the camera using the D-Pad, generally employing the "claw grip" so that you can simultaneously manage player movement and camera control with your left thumb and index finger, respectively. In this hack, the Wiimote D-Pad becomes your Right Stick (four attack buttons), plus A for your fifth. To manipulate the camera, you must hold down the C button and use the D-Pad.

    • I would definitely recommend Type 1 if you're new to Monster Hunter or if it's already what you're used to from Monster Hunter Tri or other entries. I would also say Type 1 is probably the better option in general for this hack simply due to the convenience of having dedicated camera control in a game where that's very important. However, if you're used to Type 2 or the PS2 games and having direct access to all your attacks (and using the claw grip), the tougher camera control might be worth it for you.

  • Monster Hunter Tri natively supported the Nunchuk, so this layout is partly inspired by that game, but some changes were necessary in order to retain access to three different directional inputs on the Classic Controller, as expected by G. If you're used to the way Tri controls with a Nunchuk, you might find it tough to get used to the different layout here.

Technical Notes​

Code breakdown:
  • 04: accept Nunchuk as Classic Controller-type controller
  • 04 in read_kpad_acc(): disable accelerometer; fixes original game bug where Wiimote waggles adjust the camera angle
  • 04 and 04 in read_kpad_stick(): default fake right stick to 0, redirect Nunchuk Stick into Classic Left Stick
  • C2 in read_kpad_button(): button injector, also handles Right Stick emulation and toggling between menu/gameplay control layouts based on current game state
Code:
; read_kpad_button
; 8030EFA8
; r4 holds extType
; r6 holds wiimote bitfield
; r7 holds wiimote+nunchuk bitfield
; r8 holds classic bitfield

NUNCHUK:
  cmpwi r4, 0x1
  bne- RETURN

; magic
  mflr r9
  bl GRAB
MAGIC:
    ZERO:   .float 0.0
    ONE:    .float 1.0
GRAB:
  mflr r4
  mtlr r9

  lfs f0, ZERO-MAGIC(r4)
  lfs f1, ONE-MAGIC(r4)
  fneg f2, f1
  stfs f0, 0x74(r3)
  stfs f0, 0x78(r3)

    NUNCHUK_HOME:
      andi. r9, r7, 0x8000    ; home
      beq- GAMEPLAY_CHECK
      ori r8, r8, 0x800

    GAMEPLAY_CHECK:
      lis r4, 0x8071
      lwz r9, 0x6CC0(r4)    ; field set up
      cmpwi r9, 0
      beq- MENU_MODE
      lbz r9, 0x73A1(r4)    ; out of field
      cmpwi r9, 0
      bne- MENU_MODE

      lis r4, 0x8072
      lbz r9, 0x4570(r4)    ; quest state
      cmpwi r9, 5
      beq- MENU_MODE

      lwz r4, 0x15D8(r13)   ; menus
      andis. r9, r4, 0x8000
      beq- MENU_MODE
      lbz r9, 0x5(r4)       ; popup
      cmpwi r9, 0x1
      beq- MENU_MODE
      lbz r9, 0x6(r4)       ; supply
      cmpwi r9, 0x1
      beq- MENU_MODE
      lbz r9, 0x7(r4)       ; overstuffed
      cmpwi r9, 0x0
      bne- MENU_MODE

      lwz r4, 0x16D0(r13)   ; field guide
      andis. r9, r4, 0x8000
      beq- MENU_MODE
      lbz r9, 0x0(r4)
      cmpwi r9, 0x1
      bne- GAMEPLAY_MODE

        MENU_MODE:
            MENU_C:
              andi. r9, r7, 0x4000
              beq- MENU_UP
              ori r8, r8, 0x2000    ; l, re-center

                MENU_RS_UP:
                  andi. r9, r7, 0x8
                  beq- MENU_RS_DOWN
                  stfs f1, 0x78(r3)     ; up

                MENU_RS_DOWN:
                  andi. r9, r7, 0x4
                  beq- MENU_RS_LEFT
                  stfs f2, 0x78(r3)     ; down

                MENU_RS_LEFT:
                  andi. r9, r7, 0x1
                  beq- MENU_RS_RIGHT
                  stfs f2, 0x74(r3)     ; left

                MENU_RS_RIGHT:
                  andi. r9, r7, 0x2
                  beq- MENU_A
                  stfs f1, 0x74(r3)     ; right

                  b MENU_A

            MENU_UP:
              andi. r9, r7, 0x8
              beq- MENU_DOWN
              ori r8, r8, 0x1       ; up

            MENU_DOWN:
              andi. r9, r7, 0x4
              beq- MENU_LEFT
              ori r8, r8, 0x4000    ; down

            MENU_LEFT:
              andi. r9, r7, 0x1
              beq- MENU_RIGHT
              ori r8, r8, 0x2       ; left

            MENU_RIGHT:
              andi. r9, r7, 0x2
              beq- MENU_A
              ori r8, r8, 0x8000    ; right

            MENU_A:
              andi. r9, r7, 0x800
              beq- MENU_B
              ori r8, r8, 0x10      ; a, confirm

            MENU_B:
              andi. r9, r7, 0x400
              beq- MENU_1
              ori r8, r8, 0x40      ; b, cancel

            MENU_1:
              andi. r9, r7, 0x200
              beq- MENU_2
              ori r8, r8, 0x20      ; y, various toggles

            MENU_2:
              andi. r9, r7, 0x100
              beq- MENU_PLUS
              ori r8, r8, 0x400     ; plus, menu

            MENU_PLUS:
              andi. r9, r7, 0x10
              beq- MENU_MINUS
              ori r8, r8, 0x10      ; a, confirm

            MENU_MINUS:
              andi. r9, r7, 0x1000
              beq- MENU_Z
              ori r8, r8, 0x1000    ; minus, sort items

            MENU_Z:
              andi. r9, r7, 0x2000
              beq- NUNCHUK_DONE
              ori r8, r8, 0x200     ; r, run

              b NUNCHUK_DONE

        GAMEPLAY_MODE:
            GAMEPLAY_C:
              andi. r9, r7, 0x4000
              beq- GAMEPLAY_UP
              ori r8, r8, 0x2000    ; l, re-center

                GAMEPLAY_DPAD_UP:
                  andi. r9, r7, 0x8
                  beq- GAMEPLAY_DPAD_DOWN
                  ori r8, r8, 0x1       ; up

                GAMEPLAY_DPAD_DOWN:
                  andi. r9, r7, 0x4
                  beq- GAMEPLAY_DPAD_LEFT
                  ori r8, r8, 0x4000    ; down

                GAMEPLAY_DPAD_LEFT:
                  andi. r9, r7, 0x1
                  beq- GAMEPLAY_DPAD_RIGHT
                  ori r8, r8, 0x2       ; left

                GAMEPLAY_DPAD_RIGHT:
                  andi. r9, r7, 0x2
                  beq- GAMEPLAY_ZL
                  ori r8, r8, 0x8000    ; right

                GAMEPLAY_ZL:
                  andi. r9, r7, 0x200
                  beq- GAMEPLAY_ZR
                  ori r8, r8, 0x80      ; zl, toggle map zoom

                GAMEPLAY_ZR:
                  andi. r9, r7, 0x100
                  beq- GAMEPLAY_A
                  ori r8, r8, 0x4       ; zr, read quest notes maybe

                  b GAMEPLAY_A

            GAMEPLAY_UP:
              andi. r9, r7, 0x8
              beq- GAMEPLAY_DOWN
              stfs f1, 0x78(r3)     ; right stick up

            GAMEPLAY_DOWN:
              andi. r9, r7, 0x4
              beq- GAMEPLAY_LEFT
              stfs f2, 0x78(r3)     ; right stick down

            GAMEPLAY_LEFT:
              andi. r9, r7, 0x1
              beq- GAMEPLAY_RIGHT
              stfs f2, 0x74(r3)     ; right stick left

            GAMEPLAY_RIGHT:
              andi. r9, r7, 0x2
              beq- GAMEPLAY_1
              stfs f1, 0x74(r3)     ; right stick right

            GAMEPLAY_1:
              andi. r9, r7, 0x200
              beq- GAMEPLAY_2
              ori r8, r8, 0x1000    ; minus, kick

            GAMEPLAY_2:
              andi. r9, r7, 0x100
              beq- GAMEPLAY_A
              ori r8, r8, 0x400     ; plus, menu

            GAMEPLAY_A:
              andi. r9, r7, 0x800
              beq- GAMEPLAY_B
              ori r8, r8, 0x8       ; x, attack

            GAMEPLAY_B:
              andi. r9, r7, 0x400
              beq- GAMEPLAY_PLUS
              ori r8, r8, 0x40      ; b, evade

            GAMEPLAY_PLUS:
              andi. r9, r7, 0x10
              beq- GAMEPLAY_MINUS
              ori r8, r8, 0x10      ; a, interact/attack 2 (type 1)

            GAMEPLAY_MINUS:
              andi. r9, r7, 0x1000
              beq- GAMEPLAY_Z
              ori r8, r8, 0x20      ; y, sheath weapon

            GAMEPLAY_Z:
              andi. r9, r7, 0x2000
              beq- NUNCHUK_DONE
              ori r8, r8, 0x200     ; r, run

    NUNCHUK_DONE:
      li r4, 0x2            ; i'm a classic

RETURN:
  andi. r9, r6, 0x9FFF

The button injector code is pretty complicated here in order to handle all the different times where control needs to toggle back and forth between the menu and gameplay layouts. e.g. If you're out in the field with a full inventory and pick up a new item, the game pops up a menu asking which item you want to discard. If you've just completed a quest and are in the reward screen, you're still considered to be in the field. These scenarios must be detected so that menu controls can be reasserted. Ultimately, there's nine different checks in place to ensure the correct layout is active.

At time of writing, there are no private servers to revive the online play for Monster Hunter G. It's possible and probably likely that there are more situations where the controls should switch to menu-style which I wasn't able to test without access to online play, so if you're reading this in the future and a private server exists, expect layout issues. You should be able to deal with any menus that are running with gameplay controls active by referencing the tables above. The main things to know are that you'll have to use C+D-Pad for normal D-Pad menu navigation and Plus to confirm.
 
Last edited by Vague Rant,

KeinesR

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my bad master @Vague Rant i tried after your reply and yes, it works, however globs of doom no, it's something weird, sometimes when i start pressing randomly buttons the gamepad works for a second or two, i was able to enter the select save menu, but nothing more, maybe you can try.

apologies to @awesomeee too
 
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awesomeee

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my bad master @Vague Rant i tried after your reply and yes, it works, however globs of doom no, it's something weird, sometimes when i start pressing randomly buttons the gamepad works for a second or two, i was able to enter the select save menu, but nothing more, maybe you can try.

apologies to @awesomeee too
No hard feelings, mistakes happen 👍
Post automatically merged:

By the way @Riot20052 Im sorry if I came across rude to you when I asked if DK was crediars code. I was not trying to be that way.
 

ShadowOne333

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Hey @Vague Rant, sorry to bother you.
I was wondering, given how all the Classic Controller hacks are in Gecko format, have you tried patching the main.dol of any given game with it?
And if so, have you encountered the issue of the game crashing on certain areas with that method?

I sent you a message with some other questions, if could please check it out, it'd be really helpful to have your insight on it.
 

awesomeee

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Hey @Vague Rant, sorry to bother you.
I was wondering, given how all the Classic Controller hacks are in Gecko format, have you tried patching the main.dol of any given game with it?
And if so, have you encountered the issue of the game crashing on certain areas with that method?

I sent you a message with some other questions, if could please check it out, it'd be really helpful to have your insight on it.

I actually do patch the main.dols with these codes. Classic Controller support has been embedded into them lol

The first message of this thread has a Wii Easy GCT Embedder lol
 

KeinesR

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Hey @Vague Rant, sorry to bother you.
I was wondering, given how all the Classic Controller hacks are in Gecko format, have you tried patching the main.dol of any given game with it?
And if so, have you encountered the issue of the game crashing on certain areas with that method?

I sent you a message with some other questions, if could please check it out, it'd be really helpful to have your insight on it.
Hello mister, if you read de other comments you will see some of us patch the main dol to play with gamepad on the wii u, so, no issues at all. (for most games, other games like new super mario and paper mario doesn't work)
 
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ShadowOne333

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I actually do patch the main.dols with these codes. Classic Controller support has been embedded into them lol

The first message of this thread has a Wii Easy GCT Embedder lol
Hello mister, if you read de other comments you will see some of us patch the main dol to play with gamepad on the wii u, so, no issues at all. (for most games, other games like new super mario and paper mario doesn't work)

Thank you for the replies. The issue I was having was that I tried using another Gecko tool called Gecko Loader to patch the main.dol directly into Wii games.
However, I found out that for some odd reason, while the patched main.dol works on Dolphin and with Riivolution on a real Wii, when I attempt to build an ISO with the modified DOL, the game freezes when loading the first cutscene (Other M).

The tool mentioned from the OP could be a very good test subject to see if this could be a potential way to fix my issue on real hardware Wii's with rebuilt ISOs.
I also wanted to include the CCP code from this thread into it to see how the game would behave alongside my changes.
 

KeinesR

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i made ISO of metroid other M redux and maxximun remix with the classic controller hacks
Thank you for the replies. The issue I was having was that I tried using another Gecko tool called Gecko Loader to patch the main.dol directly into Wii games.
However, I found out that for some odd reason, while the patched main.dol works on Dolphin and with Riivolution on a real Wii, when I attempt to build an ISO with the modified DOL, the game freezes when loading the first cutscene (Other M).

The tool mentioned from the OP could be a very good test subject to see if this could be a potential way to fix my issue on real hardware Wii's with rebuilt ISOs.
I also wanted to include the CCP code from this thread into it to see how the game would behave alongside my changes.
 
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awesomeee

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Amazing work with any other Non classic codes btw! I checked the Gamehacking server. Super impressive work.

Hopefully your codes get uploaded to that database aswell. People will be happy to see CC hacks when downloading codes lol
 

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I tried Super Paper Mario's European Gecko code but doesn't seem to work on either revision, I hope I haven't done something wrong. Though remember that Australia only got the European Rev 0, so that might be a compelling reason for a Rev 0 Gecko code as well.
Can you do Tom Clancy's Splinter Cell: Double Agent? It's terrible with official controls.
 

awesomeee

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I tried Super Paper Mario's European Gecko code but doesn't seem to work on either revision, I hope I haven't done something wrong. Though remember that Australia only got the European Rev 0, so that might be a compelling reason for a Rev 0 Gecko code as well.
Can you do Tom Clancy's Splinter Cell: Double Agent? It's terrible with official controls.
I think Paper Mario has some unhacked revisions. Paper Mario had soo many revisions so Vague Rant only did a few.

As for the Tom Clancy one, that seems pretty complicated. I see some of the motion controls involve Twisting the Nunchuk and even Flicking it. Nunchuk accelerometer implementation is by far the most confusing part of these hacks.

I also see it has a GCN version released, so it would probably be a pretty low priority, unless the Wii version has anything special to it.

You can already play GCN games with Nintendont in widescreen and is Very good in general. You can even use Gamepad controls via Nintendont.
 

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Try get Pimkin 1 and 2 new play control a classic controller patch don't see be to bad and probably good idea used that version feel Wii ver whould be easier to emulate they switch ver whould be.
 

awesomeee

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Try get Pimkin 1 and 2 new play control a classic controller patch don't see be to bad and probably good idea used that version feel Wii ver whould be easier to emulate they switch ver whould be.
Thats honestly an interesting idea. It probably wont happen from Vague since of course you can use Nintendont for CC support in GCN games, but I might consider giving it a look. It depends though
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@Riot20052 I currently dont own any of those games, so any idea which one I should attempt first if I do end up looking at it, and buying it?
 
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