Thats honestly an interesting idea. It would probably be a low priority 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?
Thats honestly an interesting idea. It would probably be a low priority 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?
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.
He only did the latest revision for each region of Super Paper Mario and said if you give me a compelling reason to also make codes for prior ones I would.
And for Double Agent I assumed it would be possible to map Nunchuck twisting and flicking to the Classic Controller provided there are enough buttons, if he could give it a try why not. (I own the Wii version and it seems to be more common than the GC one)
He only did the latest revision for each region of Super Paper Mario and said if you give me a compelling reason to also make codes for prior ones I would.
And for Double Agent I assumed it would be possible to map Nunchuck twisting and flicking to the Classic Controller provided there are enough buttons, if he could give it a try why not. (I own the Wii version and it seems to be more common than the GC one)
The thing is, implementing this would probably be unfathomably hard. There are enough buttons probably BUT Vague only knows how to trigger a basic waggle not any complicated motion like that
As for the GCN / Wii version, I 100% understand the whole Wii games being more common BUT the point still stands about the whole GCN with widescreen being Very good. Vague Rant will (probably) say the same BUT we will have to wait for a definitive answer
Do you know what file on the Despicable Me disc has the unstripped .ELF binary? Im going to look at it for some general knowledge, but im not sure where it is located.
EDIT: Found a file game.elf How do i load it into the debugging UI?
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@Vague Rant So, it turns out that some Wii Games actually also expect IR Pointer to be moving as well so it knows it is shaking! Maybe that explains some issues.
just wanted to say thanks a lot to crediar, vague rant and everyone else involved for the Donkey Kong Country Returns classic controller code!
Recently played it on real hardware and it was a wonderful experience
Skyward sword wont be happening by Vague, it uses both the Accelerometer and Gyrometer (Including the IR Pointer to re center)
Accelerometer support is 100% the toughest part of these hacks. It has stumped Vague Rant even. (Godlike modder)
Adding the complicated factors of the Gyrometer would be on a whole new level of complication, and then you need to fix the Motion plus and No Nunchuk error (Extension errors)
Apologies
It honestly might not even be possible unless the ingame actions are figured out
Would it be possible for Onechanbara to get a CC hack? I don't remember if it used the accelerometer for the stabs but if this game is possible I'd like to humbly request it
1. I might have found a clue to whats going on with the whole audio corruption thing. For a few small frames, I can actually see the extension screen displaying then it goes back to normal. (With Classic Attached) Maybe its some connection issue?
The audio is NOT corrupted when a Nunchuk is attached. I can legit unplug a Classic, insert a Nunchuk and the issue is fixed. Very weird
2. The controls are ready by the way. Would it be possible to map all 4 D Pad inputs to A&B? I tried to in the PPC assembly but it didnt work. I found out this game has a control where you step in and out of imagination (Essentially pauses the game but you can draw while out of imagination.)
I also considered mapping it to the Nunchuk stick bytes, but decided not to. It would be complicated because you would need to go into KPAD Status and find all of this code.
Sure, but that's just a list of games and codes, and not the actual codes, right? What I meant was, a zip or a txt or something with a collection of all codes on this thread, to save locally just in case.
Sure, but that's just a list of games and codes, and not the actual codes, right? What I meant was, a zip or a txt or something with a collection of all codes on this thread, to save locally just in case.
That's an interesting one. They do use the pointer quite a lot, which is not as good on an analog stick, but I guess that didn't stop them releasing these games on a bunch of consoles that don't have IR pointers at all. It does use the accelerometer in the Nunchuk which I haven't learned about at all yet, so there are some wrinkles there. Interestingly, it also has a charge move when you tilt the Wiimote upward. Speaking of ...
Metroid: Other M is that Metroid game. While it performed pretty well critically, it sold very poorly and many were disappointed by the linear gameplay, the loss of upgrades discovered through exploration, childish characterization, melodramatic story and awkward sideways/upright Wiimote controls. I can help with one of those.
The "and Nunchuk" code now supports both Classic Controller and Nunchuk input. Go figure. First up, Classic Controller.
[TABLE=full]
[TR]
[TH]Wii Remote[/TH]
[TH]Classic Controller[/TH]
[TH]Game Function[/TH]
[/TR]
[TR]
[TD]Home[/TD]
[TD]Home
Home Menu works but remember to press L/R to enable the pointer[/TD]
[TD]Open/Close Home Button Menu[/TD]
[/TR]
[TR]
[TD]D-Pad[/TD]
[TD]D-Pad
Left Stick[/TD]
[TD]Third-Person
Movement
Sense Move (dodge)[/TD]
[/TR]
[TR]
[TD]Wiimote A[/TD]
[TD]A/ZR[/TD]
[TD]Third-Person
Morph Ball First-Person
Shoot[/TD]
[/TR]
[TR]
[TD]Wiimote B[/TD]
[TD]ZL[/TD]
[TD]First-Person
Free Look/Lock-On[/TD]
[/TR]
[TR]
[TD]Plus[/TD]
[TD]Plus[/TD]
[TD]Pause[/TD]
[/TR]
[TR]
[TD]Minus[/TD]
[TD]Minus[/TD]
[TD]Skip certain scenes[/TD]
[/TR]
[TR]
[TD]Wiimote 1[/TD]
[TD]Y[/TD]
[TD]Shoot[/TD]
[/TR]
[TR]
[TD]Wiimote 2[/TD]
[TD]B[/TD]
[TD]Third-Person
Jump[/TD]
[/TR]
[TR]
[TD]Wiimote Tilt[/TD]
[TD]X[/TD]
[TD]Third-Person
Concentration (recharge)[/TD]
[/TR]
[TR]
[TD]Wiimote IR Pointer[/TD]
[TD]L/R (enable/disable)
Left Stick/Right Stick[/TD]
[TD]First-Person
Aiming[/TD]
[/TR]
[/TABLE]
Now, on to the Wiimote and Nunchuk control scheme.
[TABLE=full]
[TR]
[TH]Wii Remote[/TH]
[TH]Wiimote and Nunchuk[/TH]
[TH]Game Function[/TH]
[/TR]
[TR]
[TD]Home[/TD]
[TD]Home
Home Menu works but remember that Nunchuk C is your A button[/TD]
[TD]Open/Close Home Button Menu[/TD]
[/TR]
[TR]
[TD]D-Pad[/TD]
[TD]Wiimote D-Pad
Nunchuk Stick[/TD]
[TD]Third-Person
Movement
Sense Move (dodge)[/TD]
[/TR]
[TR]
[TD]Wiimote A[/TD]
[TD]Nunchuk C[/TD]
[TD]Third-Person
Morph Ball First-Person
Shoot[/TD]
[/TR]
[TR]
[TD]Wiimote B[/TD]
[TD]Nunchuk Z[/TD]
[TD]First-Person
Free Look/Lock-On[/TD]
[/TR]
[TR]
[TD]Plus[/TD]
[TD]Plus[/TD]
[TD]Pause[/TD]
[/TR]
[TR]
[TD]Minus[/TD]
[TD]Minus[/TD]
[TD]Skip certain scenes[/TD]
[/TR]
[TR]
[TD]Wiimote 1[/TD]
[TD]Wiimote B[/TD]
[TD]Shoot[/TD]
[/TR]
[TR]
[TD]Wiimote 2[/TD]
[TD]Wiimote A[/TD]
[TD]Third-Person
Jump[/TD]
[/TR]
[TR]
[TD]Wiimote Tilt[/TD]
[TD]Wiimote 1/2[/TD]
[TD]Third-Person
Concentration (recharge)[/TD]
[/TR]
[TR]
[TD]Wiimote IR Pointer[/TD]
[TD]Wiimote IR Pointer[/TD]
[TD]First-Person
Aiming[/TD]
[/TR]
[/TABLE]
General Notes
About three weeks ago, I said Metroid: Other M would require somebody who understood Classic Controller hacking better than me to do a CC hack. Three weeks later, I understand Classic Controller hacking better than me, so I did. Highlights for @NestorM and @KelSolaar since they both asked.
I'm the world's biggest non-fan of playing digital games with a stick, but this game might make the exception. Since this hack allows you to use the analog stick as both your movement (third-person) and aiming (first-person) controls, it's actually pretty convenient to just use the analog stick at all times. That said, there are alternative options, e.g. left thumb on the D-pad and right thumb on the right analog stick, or you can even just stick to shooting with the Y (Wiimote 1) button, because that still works even in first-person. Play around, see what you like.
This game changes control schemes whenever you point the Wiimote at the screen, which necessitated some special handling of the pointer. You will need to enable/disable pointer mode by pressing the L or R button. This does result in some occasional weirdness, e.g. an early cutscene requires you to fire a missile at a locked door in the first person mode (press L/R). Another cutscene then plays after the door is unlocked, after which you get back gameplay control, but you'll still need to exit first-person mode by pressing L/R again. There are also scenes which lock you in first-person mode, but remember you still need to press L/R to enable the pointer. The Classic Controller hack doesn't "know" when you need to use the pointer, that's up to you to toggle.
This same hack is compatible with all five versions I tested. The only version which is untested is the USA Rev 0 disc; if you try it on that, let me know. The USA and Europe releases of this game received a second pressing with a game-breaking bug fixed, but the same hack is compatible with the (pre-bugfix) Europe and Japan Rev 0 discs, so there's a good chance it works on USA Rev 0 as well.
Mildly interesting, it's actually not known whether Japan received a second pressing of the game with the bug fixed, as the game Power Bombed in that region. We know Nintendo did prepare a Rev 1 for Japan, because that's the version that was sold on the Wii U eShop, but it's unknown whether that disc exists physically. This hack does work on that version as well if you're able to extract it from the eShop release and convert it back to a usable format.
EDIT: As mentioned below, this hack has been updated with Nunchuk support. The one big caveat of Nunchuk mode is that you need to remember that pointing the Wiimote at the screen will drop you into first-person mode. With an upright Wiimote & Nunchuk setup, there is some risk of this happening just from you naturally resting your hands in a way that points the Wiimote at the TV. My tip: don't do that. It didn't take me long to get used to holding the Wiimote slightly off to the right of the screen while playing. I'd also like to stress that you can shoot with the B button in either first-person or third-person, so feel free to just always shoot with B.
Changelog
"and Nunchuk" code added Nunchuk support and switched to the new button injector
Technical Notes
There's actually not much new in this one. Pointer support is essentially what was in Tron, Kirby and Wario with the addition of a toggle switch to enable/disable it which I put inside the button injector. This is again done with one of the unused button values of the Wii Remote, so the button with value 0x40 is our "toggle pointer" button, and the button with value 0x80 is our "tilt the Wiimote upward to recharge" button. Speaking of, that function is largely derived from the shaking implementation I used in Wario Land, minus the ... shaking.
Haven't checked it myself but I was wondering if both would be compatible or if one or the other would require changes to make them work together.
Having both the Classic Controller code and the 3rd Person missiles code compatible with each other would makes the controls on Other M much more fluid.
Wario Land: Shake It! aka Wario Land: The Shake Dimension aka Wario Land: Shake aka Wario Land: Shaking is the game so good they named it four times. This was Good-Feel's "first" game, having released only educational software before this. It takes the form of a level-based 2D platformer with hidden treasures to collect in each stage and a similar countdown timer system to the previous Wario Land 4 on GBA. You really wouldn't know this was the team's first real game-game; from the fun gameplay to the spectacular presentation (with cutscenes by Production I.G.), its biggest downfalls are that it's very short and very reliant on something you might be able to guess from the title. You can tell it's an early Wii game when the fact that you get to shake the controller is the game's unique selling point. There's also some occasional tilting necessary. Maybe it needs a fifth title to incorporate that as well.
EDIT: To use this hack as a Wii U Wii VC injection, be sure to enable the "Force Classic Controller connected" option in your injection software. It will not work without it.
to perform Wario's throw move, you can use whatever button you have mapped as Attack/Throw, but I recommend using R/ZR, which keeps your right thumb free to adjust the tilt/throw angle on the right analog stick
this hack adds the option to use the left stick as your D-pad; the controls are still completely digital so personally it feels imprecise to me, but use whichever you prefer
once again, there's two code options here, you can use the B/A controls or Y/B controls depending on how you prefer platformers to play; the obvious downside of Y/B is that those are also your cancel/confirm buttons, but in-game I find it much more comfortable
Changelog
v1.1 changes the shoulder button layout to accommodate the later vehicle stages
Technical Notes
This is quite similar to Kirby's Epic Yarn (same developer, same hacks), so I'll just list the things that are new here. This hack is four C2 codes, the ones I'll be discussing are the third and fourth codes.
Code 3 hits read_kpad_stick() (later renamed read_kpad_ext() as noted in a precious tech notes section). What we're doing here is mapping the left stick to the four D-pad directional buttons. This is kind of busywork, translating an analog stick to cover 12 different button states (each direction pressed/held and released) but it should be very portable, so in theory future hacks of horizontal Wiimote games like this can have analog stick, but crucially, not analog movement, control. I hate playing digital games with a stick but I know some people prefer that, so here it is.
Code 4 is in theory the usual button injector, but I actually noticed there's been a minor bug sitting in this hack which forms the backbone of every Classic Controller hack ever made for like ... 15 years or whenever crediar first wrote it. As mentioned above, buttons have three states, but the button injector incorrectly handles the release state, such that any button you press is reported as being both held and released at the same time. Fortunately, there are very few cases where it's useful to know which buttons were released this frame, and games rarely use that information. The fact that it's been broken for 15 years and never caused any problems is a good indicator of this. It's also broken in all my previous Classic Controller hacks, but unless or until any issues are reported with them, I'm not going to go back and fix the issue since games don't care anyway. That said, it is fixed in this one and will be if I do any more Classic Controller hacks going forward.
Bonus note: This is another one that's 100% hitting SDK libraries, so this one is a good candidate to look at for anybody who wants to add CC support to a horizontal Wiimote game. I was lucky in that this game has no "bad EXT" warning, so there was zero Wario-specific hacking necessary here.
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