@proboscis2 Building off of your current functions, remapping controls and adding IR support, this is what I currently have built for Pikmin 2
$Classic Controller Support V 0.4 WIP [New Play Control! Pikmin 2 USA] [Proboscis-2, Awesome]
I figured it out how to play Super Mario Galaxy with classic controller hack and additional gecko cheats, playable through USB Loader GX Here the steps to have it working:
1/ use redump md5sum verified Super Mario Galaxy backup
2/ convert it into wbfs with update partition removed
3/ use RiivolutionIsoBuilder to apply Super Hackio Classic Controller xml Riivolution patch: RiivolutionIsoBuilder.exe <ISO Path> <Riivolution XML file path> <Output ISO/WBFS path>
4/ create a gct file with the cheat codes you want to add to the patched wbfs (note: USB Loader GX can not boot the Riivolution patched iso with Ocarina cheat codes applied via USB Loader GX)
5/ extract patched wfbs with Wiimm's ISO Tools (wit): wit x SMG-CC-patched.wbfs SMG-CC-patched
You now have classic controller patched wbfs image with gecko cheats of choice built in the wbfs image. This now works smoothly with USB Loader GX (note: disable Ocarina in the game settings prior launching the game). It works amazing, when you disconnect classic controller and re-attach the nunchuk, the default controls work again as well. Below the cheat codes I built in the wbfs image. They all work without issues... only the Moon Jump code will only work with the nunchuk being attached.
If someone is able to explain how I can convert the Moon Jump cheat to have the jump button A and B of the classic controller being picked up, we have the perfect patched SMG game
I have a question, and it was if it would be possible to add nunchuk support for Endless Ocean 2 like in the first game.
It's really annoying having to keep the B button pressed all the time hmrpf
I have a question, and it was if it would be possible to add nunchuk support for Endless Ocean 2 like in the first game.
It's really annoying having to keep the B button pressed all the time hmrpf
Nice, I'm glad you eventually got DK Returns running on the GamePad, super awesome to hear that it works. Thanks for letting me know about Wario as well. The broken controls like that are usually a symptom of the Wii game not correctly detecting the Classic Controller; the same thing happens with injections of Excite Truck unless you enable the "Force Classic Controller connected" checkbox in the injector tool. I wonder if Wario could be fixed with that? If not, it's out of my hands, it's an issue with the Classic Controller emulation in Wii VC injection where it's just not compatible with some games. Unfortunately, that's the case for New Super Mario Bros. Wii, injected versions don't recognize the Classic Controller. Silent Hill definitely sounds like it's on the more complicated end of the spectrum, since it has multiple different hand motions that have to be recognized, so that's probably on the less-likely end, sorry.
That sounds like a great idea. It seems relatively feasible. I think the major complication would be remapping the inputs on the Wii Remote itself, since you'd need a different layout (A to jump, B to shoot, etc.). To date, I haven't done any remapping of original game inputs, only adding additional mappings on the Classic Controller, so I would need to figure out how to do that, but it does sound cool. I assume you mean retaining the original IR pointer for aiming, right? So you'd move on the Nunchuk, shoot/jump on B/A, maybe Morph Ball on Nunchuk C like in Prime, lock on camera on Nunchuk Z ... Concentration could either use the original motion controls or be mapped on Wiimote Minus or something, since the game doesn't use Minus anyway as far as I can tell. This is definitely an interesting one. As always, no promises, but my curiosity is piqued.
Animal Crossing: City Folk aka Let's Go to the City is the third game in Nintendo's Animal Crossing life sim series. The main addition to this entry was Wii Speak support the titular city, expanding on the small town areas of previous entries. This perhaps falls into the "controversial Wii sequel" series, with many complaints about the lack of improvements over the earlier games and the loss of NES games, since Nintendo were now selling those on the Wii Shop Channel instead of giving them away for free. Still, though not revolutionary, City Folk has the same charming atmosphere as the rest of the franchise. And at least it's a real Animal Crossing game. Cough, Amiibo Festival.
[TABLE=full]
[TR]
[th]Wii Remote & Nunchuk[/th][th]Classic Controller[/th][th]Game Function[/th]
[/TR]
[TR]
[td]Wiimote Home[/td][td]Home
Home Menu works as normal but remember to enable the pointer with L and use the correct stick for your code[/td][td]Open/Close Home Button Menu[/td]
[/TR]
[TR]
[td]Wiimote D-Pad[/td][td]D-Pad[/td][td]Up: Change Camera
Left/Right: Change Tool
Down: Put Away Tool[/td]
[/TR]
[TR]
[td]Wiimote A[/td][td]A[/td][td]Confirm
Action[/td]
[/TR]
[TR]
[td]Wiimote B[/td][td]B[/td][td]Cancel
Run
Pick Up Items[/td]
[/TR]
[TR]
[td]Wiimote Plus[/td][td]Plus
ZR[/td][td]Open/Close Map
Next Tab[/td]
[/TR]
[TR]
[td]Wiimote Minus[/td][td]X
ZL[/td][td]Open/Close Inventory
Previous Tab[/td]
[/TR]
[TR]
[td]Wiimote 1[/td][td]Minus[/td][td]Take Photo[/td]
[/TR]
[TR]
[td]Wiimote 2[/td][td]Y[/td][td]Open/Close Photos[/td]
[/TR]
[TR]
[td]Nunchuk Analog Stick[/td][td]Left Stick[/td][td]Movement[/td]
[/TR]
[TR]
[td]Nunchuk C[/td][td]Not mapped
(use A instead)[/td][td]Confirm
Action[/td]
[/TR]
[TR]
[td]Nunchuk Z[/td][td]R[/td][td]Cancel
Run
Pick Up Items[/td]
[/TR]
[TR]
[td]Wiimote IR Pointer[/td][td]L (toggle)
Left Stick or Right Stick
(depends on code used)[/td][td]Move Cursor[/td]
[/TR]
[/TABLE]
General Notes
Two code varieties for this one, choose whichever feels more natural to you. IR aiming is pretty important to City Folk, with all inventory manipulation being IR-based. If you choose the Left Stick code, the Left Stick toggles between movement and IR input, i.e. you can't move and point at the same time. However, there's rarely any advantage to this, as there's no real multitasking possible. If you choose the Right Stick code, all you can really do is move the stupid cursor around while you run. Whee. If you want my opinion, use the Left Stick code.
Where possible, I try to "intelligently" enable/disable the pointer mode. The player can always toggle it on/off with the L button, but some other actions (opening the Inventory, Map or Photos menus) will automatically enable pointer mode for you. Try to remember to exit these menus using the same button you used to open them: e.g. you can press X to open the inventory (pointer turns on automatically) then X again to close it (pointer turns off automatically). If you instead open the menu with X then close it with B, you'll still be in pointer mode, because you didn't close with X. In this case, you should press L to disable the pointer manually. I'm trying here.
If the IR pointer movement is too fast/slow for you, you can adjust it by editing the float 0.015 (3C75C28F) about halfway through the code. You could adjust it down to 0.01 (3C23D70A) for a slower cursor, or bump it up to 0.02 (3CA3D70A) for a faster cursor, or whatever other number feels appropriate. There's plenty of hex float converters online, I linked one in a previous post somewhere.
It's worth knowing that this game supports USB keyboards. Using an on-screen keyboard with an IR pointer is sort of acceptable, but using an on-screen keyboard with a pointer you control using an analog stick is a bad time. If you have a USB keyboard handy it will hugely improve the experience if you're looking to do any typing (e.g. writing letters or chatting with other players over network play). It doesn't have to be a special Wii keyboard or anything; I use a standard PC Logitech Unifying USB dongle in my Wii. Failing that, if you use the phone in your house you can change the keyboard settings to use an old-school mobile keyboard which you might find easier to use with an analog stick.
I got a specific request (elsewhere, not in this thread) for an option where the Right Stick pointer is always enabled, but personally I think it's kind of bad. The game changes a lot of things about how it works when you're pointing at the screen, which don't make sense when playing on a traditional controller. For example, pressing A now makes you walk toward the cursor instead of interacting with whatever is in front of you. Pointing at the screen also causes the HUD to display at all times, which means the screen is cluttered with on-screen buttons the whole time you're playing. If anybody here wants this version, I guess ask for it but I find it offers an inferior experience to either of the codes above and shouldn't really be considered an equal option against those.
Changelog
v1.1 corrects the cursor speed; thanks to @RiceKryzpi for noticing this!
Technical Notes
This game has that same Super Paper Mario issue where the Home Button Menu causes a Classic Controller re-init every 64 frames. I solved it the same way, disabling getInfoAsync() from running. Thinking about it more since last time, I suspect this probably has something to do with checking things like the battery level that displays in the HBM. I do still allow getInfoAsync() to run when you first enter the HBM in both this and Paper Mario, so it's not like the HBM is running blind but if you just leave it open it might not correctly track the battery level or something pointless like that, I don't care.
Briefly, the code is: C2 to allow Classic Controller's left stick to be read for movement, C2 to disable the bad EXT error, 04 disable getInfoAsync(), C2 and C2 actually redirect analog reads to the Classic when needed, C2 custom read_kpad_dpd() (Left Stick code has an additional feature to prevent character movement while in pointer mode) and then the button injector gets inserted into KPADRead() in the last C2.
Credits
mogchamp from the AC: Wiimmfi Folk Discord for advising on the button layout
Can anyone help illuminate what I'm doing wrong to get this working for me?
I have Animal Crossing City Folk (RUUE01).wbfs on my SD card. I put the Rev01 code onto a .txt. file into the txtcodes folder at the root of my SD card. I create a .gct through USB Loader GX. I load AC:CF through USB Loader GX with Ocarina enabled. Here, one of two things happen; either it black screens and I have to power off the wii with the power button on the console or the game doesn't even recognize that the code is active. I've been trying for hours to get this to work and it just won't. Any help is appreciated.
Can someone test Donkey Jungle Beat - the code for classic controller support for the USA release shows the wiimote warning to next go into black screen unresponsive Wii. That code is v1.1 - does someone has the the v1.0 initial code? I think the updated code has some kind of bug. Thanks
Can someone test Donkey Jungle Beat - the code for classic controller support for the USA release shows the wiimote warning to next go into black screen unresponsive Wii. That code is v1.1 - does someone has the the v1.0 initial code? I think the updated code has some kind of bug. Thanks
Yep, Forgotten Sands definitely uses Metafortress. Sadly, that one was never bypassed as far as I know, so it's not possible to modify that game at all currently. It's a shame, it was a game I immediately thought would be great for a Classic Controller hack, but bypassing Metafortress is a genius-level task. The Kirby fixes are over 1,300 individual patches. Fixing up Dolphin's bug just now was 7 patches for me. crediar is unmatched.
Huh, that's definitely odd. Pasting the data into a hex editor is all I had to do to generate mine. I'm not sure what format xyzzy dumps it in exactly, but wadunpacker/wadpacker just want a standard 16-byte common-key.bin. Attached is a batch script you can use to test your common-key.bin.
Just extract it wherever your key is located and drag and drop your common-key.bin onto it. It should give you an output like this:
Code:
The correct Wii common key has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin is a valid Wii common key.
Or if your file is somehow bad:
Code:
The correct Wii common key has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin has the following MD5 hash:
4ae71336e44bf9bf79d2752e234818a5
common-key.bin is NOT a valid Wii common key.
Once again, it's a game that already has a Classic Controller hack by the GOAT, crediar. 2011's Kirby's Return to Dream Land (USA)/Kirby's Adventure Wii (EUR) marked a return to the classic Kirby formula which had been on ice since 2004's Amazing Mirror. After various diversions like Kirby's Air Ride and Good-Feel's Epic Yarn, HAL took the series back to its roots with this one, a throwback to the classic Dream Land trilogy from the Game Boy and SNES. While featuring mostly traditional controls, the game occasionally requires shaking and pointer input, which are now handled via button/analog stick inputs.
[TABLE=full]
[TR]
[th]Wii Remote[/th][th]Classic Controller[/th][th]Function[/th]
[/TR]
[TR]
[td]Home[/td][td]Home
Works normally but remember that ZL/ZR are your A buttons[/td][td]Open/Close Home Menu[/td]
[/TR]
[TR]
[td]D-Pad[/td][td]D-Pad
Left Stick[/td][td]Menus
Navigation Gameplay
Movement
Some Shaking[/td]
[/TR]
[TR]
[td]A[/td][td]ZL
ZR[/td][td]Gameplay
Guard[/td]
[/TR]
[TR]
[td]B[/td][td]Not mapped[/td][td]Not used?[/td]
[/TR]
[TR]
[td]1[/td][td]B/A Style
B Y/B Style
Y[/td][td]Menus
Cancel Gameplay
Inhale
Use Copy Ability[/td]
[/TR]
[TR]
[td]2[/td][td]B/A Style
A Y/B Style
B[/td][td]Menus
Confirm Gameplay
Jump
Float[/td]
[/TR]
[TR]
[td]Plus[/td][td]Plus[/td][td]Gameplay
Pause[/td]
[/TR]
[TR]
[td]Minus[/td][td]Minus B/A Style
Y Y/B Style
A[/td][td]Gameplay
Release Copy Ability[/td]
[/TR]
[TR]
[td]Shake[/td][td]X
L
R[/td][td]Gameplay
Various[/td]
[/TR]
[TR]
[td]IR Pointer[/td][td]Left Stick[/td][td]Home Button Menu
Navigation[/td]
[/TR]
[/TABLE]
General Notes
As mentioned above, this is a game which already had an excellent Classic Controller hack courtesy of crediar. That original hack already covers most of the game's content, while this version builds upon that work by adding support for shaking as well as the IR pointer and D-Pad emulation on the Left Stick.
If you're looking to use this as a Wii U Wii VC injection or patching the CC hack directly into the game for any other reason, you will also need to patch yourmain.dol file to bypass the Metafortress binary protection, which will otherwise crash the game if you try to modify it in any way. You can download patches for all three supported versions (USA, EUR and JPN) at the below link.
The patches are provided in both Riivolution XML and standard IPS patch formats. Use whichever you find easier. You can apply a Riivolution XML patch to your main.dol like so:
The IPS files, you can apply using any standard IPS patching tool, e.g. Alcaro's Floating IPS.
The control scheme here is adapted from the remastered version on Nintendo Switch, with some minor changes. The Switch version doesn't need a dedicated Shake button because the controls were reworked there with different button inputs for each of the original shakes, but here we do need a Shake button, so that is placed on X/L/R. On Switch, X opens a new menu which doesn't exist in the Wii version, and L/R are duplicate Guard buttons (already handled on ZL/ZR).
The only bit of weirdness this causes is that the Wiimote A button is on ZL/ZR, making control of the Home Button Menu slightly odd. As always (or at least recently), the button injector assembly is in the Technical Notes if you want to customize the layout.
Technical Notes
Due to the way Metafortress works, Kirby's Return to Dream Land has to include a full symbol map for the protection scheme to reference. This is nice for us, too, though, because we get to know what all these functions are called.
Code breakdown:
04 in isExtConnected() and 04 in isClassicValid(): disable bad extension error
C2 in read_kpad_acc(): shake emulation
C2 in calc_acc_variable(): IR pointer emulation
C2 in read_kpad_ext(): D-Pad emulation
C2 in read_kpad_button(): button injection
The button injector source below is currently set up for B/A Style, the default in modern Kirby games.
Code:
; read_kpad_button
; 8006B074 for USA/JPN
; 8006B2B4 for EUR
; r4 holds extType
; r6 holds wiimote bitfield
; r7 holds wiimote+nunchuk bitfield
; r8 holds classic bitfield
CLASSIC:
cmpwi r4, 0x2
bne- RETURN
li r4, 0x0 ; i'm a wiimote
CLASSIC_HOME:
andi. r0, r8, 0x800
beq- CLASSIC_UP
ori r6, r6, 0x8000 ; home
CLASSIC_UP:
andi. r0, r8, 0x1
beq- CLASSIC_DOWN
ori r6, r6, 0x2 ; right (v) / up (h)
CLASSIC_DOWN:
andi. r0, r8, 0x4000
beq- CLASSIC_LEFT
ori r6, r6, 0x1 ; left (v) / down (h)
CLASSIC_LEFT:
andi. r0, r8, 0x2
beq- CLASSIC_RIGHT
ori r6, r6, 0x8 ; up (v) / left (h)
CLASSIC_RIGHT:
andi. r0, r8, 0x8000
beq- CLASSIC_A
ori r6, r6, 0x4 ; down (v) / right (h)
CLASSIC_A:
andi. r0, r8, 0x10
beq- CLASSIC_B
ori r6, r6, 0x100 ; 2
CLASSIC_B:
andi. r0, r8, 0x40
beq- CLASSIC_X
ori r6, r6, 0x200 ; 1
CLASSIC_X:
andi. r0, r8, 0x8
beq- CLASSIC_Y
ori r6, r6, 0x80 ; shake
CLASSIC_Y:
andi. r0, r8, 0x20
beq- CLASSIC_L
ori r6, r6, 0x1000 ; minus
CLASSIC_L:
andi. r0, r8, 0x2000
beq- CLASSIC_R
ori r6, r6, 0x80 ; shake
CLASSIC_R:
andi. r0, r8, 0x200
beq- CLASSIC_ZL
ori r6, r6, 0x80 ; shake
CLASSIC_ZL:
andi. r0, r8, 0x80
beq- CLASSIC_ZR
ori r6, r6, 0x800 ; a
CLASSIC_ZR:
andi. r0, r8, 0x4
beq- CLASSIC_PLUS
ori r6, r6, 0x800 ; a
CLASSIC_PLUS:
andi. r0, r8, 0x400
beq- CLASSIC_MINUS
ori r6, r6, 0x10 ; plus
CLASSIC_MINUS:
andi. r0, r8, 0x1000
beq- RETURN
ori r6, r6, 0x1000 ; minus
RETURN:
mr r7, r6
andi. r0, r6, 0x9FFF
Yep, Forgotten Sands definitely uses Metafortress. Sadly, that one was never bypassed as far as I know, so it's not possible to modify that game at all currently. It's a shame, it was a game I immediately thought would be great for a Classic Controller hack, but bypassing Metafortress is a genius-level task. The Kirby fixes are over 1,300 individual patches. Fixing up Dolphin's bug just now was 7 patches for me. crediar is unmatched.
Huh, that's definitely odd. Pasting the data into a hex editor is all I had to do to generate mine. I'm not sure what format xyzzy dumps it in exactly, but wadunpacker/wadpacker just want a standard 16-byte common-key.bin. Attached is a batch script you can use to test your common-key.bin.
Just extract it wherever your key is located and drag and drop your common-key.bin onto it. It should give you an output like this:
Code:
The correct Wii common key has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin is a valid Wii common key.
Or if your file is somehow bad:
Code:
The correct Wii common key has the following MD5 hash:
8d1a2ebcd82a3469b77facf15d9c8e50
common-key.bin has the following MD5 hash:
4ae71336e44bf9bf79d2752e234818a5
common-key.bin is NOT a valid Wii common key.
Once again, it's a game that already has a Classic Controller hack by the GOAT, crediar. 2011's Kirby's Return to Dream Land (USA)/Kirby's Adventure Wii (EUR) marked a return to the classic Kirby formula which had been on ice since 2004's Amazing Mirror. After various diversions like Kirby's Air Ride and Good-Feel's Epic Yarn, HAL took the series back to its roots with this one, a throwback to the classic Dream Land trilogy from the Game Boy and SNES. While featuring mostly traditional controls, the game occasionally requires shaking and pointer input, which are now handled via button/analog stick inputs.
[TABLE=full]
[TR]
[th]Wii Remote[/th][th]Classic Controller[/th][th]Function[/th]
[/TR]
[TR]
[td]Home[/td][td]Home
Works normally but remember that ZL/ZR are your A buttons[/td][td]Open/Close Home Menu[/td]
[/TR]
[TR]
[td]D-Pad[/td][td]D-Pad
Left Stick[/td][td]Menus
Navigation Gameplay
Movement
Some Shaking[/td]
[/TR]
[TR]
[td]A[/td][td]ZL
ZR[/td][td]Gameplay
Guard[/td]
[/TR]
[TR]
[td]B[/td][td]Not mapped[/td][td]Not used?[/td]
[/TR]
[TR]
[td]1[/td][td]B/A Style
B Y/B Style
Y[/td][td]Menus
Cancel Gameplay
Inhale
Use Copy Ability[/td]
[/TR]
[TR]
[td]2[/td][td]B/A Style
A Y/B Style
B[/td][td]Menus
Confirm Gameplay
Jump
Float[/td]
[/TR]
[TR]
[td]Plus[/td][td]Plus[/td][td]Gameplay
Pause[/td]
[/TR]
[TR]
[td]Minus[/td][td]Minus B/A Style
Y Y/B Style
A[/td][td]Gameplay
Release Copy Ability[/td]
[/TR]
[TR]
[td]Shake[/td][td]X
L
R[/td][td]Gameplay
Various[/td]
[/TR]
[TR]
[td]IR Pointer[/td][td]Left Stick[/td][td]Home Button Menu
Navigation[/td]
[/TR]
[/TABLE]
General Notes
As mentioned above, this is a game which already had an excellent Classic Controller hack courtesy of crediar. That original hack already covers most of the game's content, while this version builds upon that work by adding support for shaking as well as the IR pointer and D-Pad emulation on the Left Stick.
If you're looking to use this as a Wii U Wii VC injection or patching the CC hack directly into the game for any other reason, you will also need to patch yourmain.dol file to bypass the Metafortress binary protection, which will otherwise crash the game if you try to modify it in any way. You can download patches for all three supported versions (USA, EUR and JPN) at the below link.
The patches are provided in both Riivolution XML and standard IPS patch formats. Use whichever you find easier. You can apply a Riivolution XML patch to your main.dol like so:
The IPS files, you can apply using any standard IPS patching tool, e.g. Alcaro's Floating IPS.
The control scheme here is adapted from the remastered version on Nintendo Switch, with some minor changes. The Switch version doesn't need a dedicated Shake button because the controls were reworked there with different button inputs for each of the original shakes, but here we do need a Shake button, so that is placed on X/L/R. On Switch, X opens a new menu which doesn't exist in the Wii version, and L/R are duplicate Guard buttons (already handled on ZL/ZR).
The only bit of weirdness this causes is that the Wiimote A button is on ZL/ZR, making control of the Home Button Menu slightly odd. As always (or at least recently), the button injector assembly is in the Technical Notes if you want to customize the layout.
Technical Notes
Due to the way Metafortress works, Kirby's Return to Dream Land has to include a full symbol map for the protection scheme to reference. This is nice for us, too, though, because we get to know what all these functions are called.
Code breakdown:
04 in isExtConnected() and 04 in isClassicValid(): disable bad extension error
C2 in read_kpad_acc(): shake emulation
C2 in calc_acc_variable(): IR pointer emulation
C2 in read_kpad_ext(): D-Pad emulation
C2 in read_kpad_button(): button injection
The button injector source below is currently set up for B/A Style, the default in modern Kirby games.
Code:
; read_kpad_button
; 8006B074 for USA/JPN
; 8006B2B4 for EUR
; r4 holds extType
; r6 holds wiimote bitfield
; r7 holds wiimote+nunchuk bitfield
; r8 holds classic bitfield
CLASSIC:
cmpwi r4, 0x2
bne- RETURN
li r4, 0x0 ; i'm a wiimote
CLASSIC_HOME:
andi. r0, r8, 0x800
beq- CLASSIC_UP
ori r6, r6, 0x8000 ; home
CLASSIC_UP:
andi. r0, r8, 0x1
beq- CLASSIC_DOWN
ori r6, r6, 0x2 ; right (v) / up (h)
CLASSIC_DOWN:
andi. r0, r8, 0x4000
beq- CLASSIC_LEFT
ori r6, r6, 0x1 ; left (v) / down (h)
CLASSIC_LEFT:
andi. r0, r8, 0x2
beq- CLASSIC_RIGHT
ori r6, r6, 0x8 ; up (v) / left (h)
CLASSIC_RIGHT:
andi. r0, r8, 0x8000
beq- CLASSIC_A
ori r6, r6, 0x4 ; down (v) / right (h)
CLASSIC_A:
andi. r0, r8, 0x10
beq- CLASSIC_B
ori r6, r6, 0x100 ; 2
CLASSIC_B:
andi. r0, r8, 0x40
beq- CLASSIC_X
ori r6, r6, 0x200 ; 1
CLASSIC_X:
andi. r0, r8, 0x8
beq- CLASSIC_Y
ori r6, r6, 0x80 ; shake
CLASSIC_Y:
andi. r0, r8, 0x20
beq- CLASSIC_L
ori r6, r6, 0x1000 ; minus
CLASSIC_L:
andi. r0, r8, 0x2000
beq- CLASSIC_R
ori r6, r6, 0x80 ; shake
CLASSIC_R:
andi. r0, r8, 0x200
beq- CLASSIC_ZL
ori r6, r6, 0x80 ; shake
CLASSIC_ZL:
andi. r0, r8, 0x80
beq- CLASSIC_ZR
ori r6, r6, 0x800 ; a
CLASSIC_ZR:
andi. r0, r8, 0x4
beq- CLASSIC_PLUS
ori r6, r6, 0x800 ; a
CLASSIC_PLUS:
andi. r0, r8, 0x400
beq- CLASSIC_MINUS
ori r6, r6, 0x10 ; plus
CLASSIC_MINUS:
andi. r0, r8, 0x1000
beq- RETURN
ori r6, r6, 0x1000 ; minus
RETURN:
mr r7, r6
andi. r0, r6, 0x9FFF
At first, the game boots normally to the title screen, but after selecting a save and starting the game it goes to a black screen. I already patched the main.dol to bypass the Metafortress protection. Any ideas what I might have done wrong or what else I should check?
Skyward sword uses motion plus, it might not be possible sadly
Post automatically merged:
Also, Vague rant, if you have epic mickey 2 on your list PLEASE do not do that one yet, do it later (unless someone begs lol)
The reason why is because epic mickey 1 already seems stressful enough with all that info you told us, so it isnt worth doing for now as it can be stressful.
I have a question, and it was if it would be possible to add nunchuk support for Endless Ocean 2 like in the first game.
It's really annoying having to keep the B button pressed all the time hmrpf
It wasn't too long ago we saw our first glimpse of Courage Reborn, another Twilight Princess PC port in the works based on last year's decompilation efforts. With...
After much speculation, Nintendo has finally followed their competitors in announcing price increases for their hardware.
You can find a breakdown of what's changing...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
Airing last night with very little in the way of warning, a brand new Nintendo Direct was aired. Running for 15 minutes in total, it took a moment to celebrate the...
Known more widely for their unusual stock price in modern times, GameStop has seen a steady decline as the go-to retail space for US gamers. In what feels like an...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
As a part of their Financial Results Briefing for the previous year, Nintendo president Shuntaro Furukawa took to the floor to answer key questions around the Switch...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
We are once again here to tell you about a game leaking before its release, but for once, it's not one published by Nintendo. The game files for Microsoft's upcoming...
Continuing with the great news of Pokémon Platinum getting a native unofficial PC port just a few days ago, today, yet another classic title from the franchise has...
It wasn't too long ago we saw our first glimpse of Courage Reborn, another Twilight Princess PC port in the works based on last year's decompilation efforts. With...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
After much speculation, Nintendo has finally followed their competitors in announcing price increases for their hardware.
You can find a breakdown of what's changing...
Airing last night with very little in the way of warning, a brand new Nintendo Direct was aired. Running for 15 minutes in total, it took a moment to celebrate the...
Known more widely for their unusual stock price in modern times, GameStop has seen a steady decline as the go-to retail space for US gamers. In what feels like an...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
As a part of their Financial Results Briefing for the previous year, Nintendo president Shuntaro Furukawa took to the floor to answer key questions around the Switch...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...