Ahhh, now I'm following.I guess you missed this - https://gbatemp.net/threads/usb-loader-gx.149922/page-1129#post-6643821
Sent from my Nexus 5 using Tapatalk
Ahhh, now I'm following.I guess you missed this - https://gbatemp.net/threads/usb-loader-gx.149922/page-1129#post-6643821
when wii rebots the iso is broken, you must have a very badly compressed iso.I'm having an issue with booting Sonic Adventure DX in Nintendon't (through USB loader GX in Wii U vWii). So, after selecting yes on the progressive scan selection screen, my Wii u does a complete reboot. Is there any way to fix this?
Just checked, and it seems I accidentally inverted the Wii U check, so you can *only* turn on Drive Read LED (and debugger options) if it is a Wii U. Will fix that tonight.I can't turn on the Drive Read LED option, though.
http://wiki.gbatemp.net/wiki/MultiGame_ISO_CreatorCould you recommend a tried and true method to make these multi-iso discs? I'd like to give it a test with Resident Evil or Metal Gear, ripping from my GCN discs and burning to a DVD5.
Nice. It happened to me on the Wii, but good to know a fix is on the way.Just checked, and it seems I accidentally inverted the Wii U check, so you can *only* turn on Drive Read LED (and debugger options) if it is a Wii U. Will fix that tonight.
Parfait! I will test it soon.
dolphin is less picky than nintendont, nintendont reboots the console when an iso has broken the 32k allignement among other things.Well, Dolphin emulator can run the game with the iso I'm using, so I guess I should find a better iso.
This is partially why I added CISO support to my branch. The CISO handling is completely transparent to the rest of Nintendont; regardless of how it's aligned on the HDD, it will always show up with the correct alignment to the rest of the Nintendont kernel. (That is, assuming you converted the CISO from an original 1:1 rip and not from an already-shrunken image.)dolphin is less picky than nintendont, nintendont reboots the console when an iso has broken the 32k allignement among other things.
first take a picture of your nintendont settings, second zoids is a game that has audiostreaming so if you shrunken the iso with some bad tool or if you are using the full iso but its md5 doesnt match redump then its a bad dump.Hi,
I m trying to play zoids 3 jp on my wii with latest nintendont, but i m stuck at the press start screen(freeze, video and audio)
Emulate memory card is on.
Thanks
Hey all, so I was doing some Googling and saw this post on the Github about Widescreen hacks for certain games: https://github.com/FIX94/Nintendont/issues/272
The one I'm interested in is the fixed one for Paper Mario Thousand Year Door. It's not yet committed to Nintendont right?
Was just wondering the best way on making work. Is that code something USB Loader GX could handle easily?
Everything is off or default but emulate memory card (with default settings)first take a picture of your nintendont settings, second zoids is a game that has audiostreaming so if you shrunken the iso with some bad tool or if you are using the full iso but its md5 doesnt match redump then its a bad dump.
well gc iso tool breaks all gc isos with audiostreaming so that is your issue.Everything is off or default but emulate memory card (with default settings)
i m using gamecube iso tool
Save as disc-ex
Where can find the right md5?
The NTSC-U and PAL codes there use conditionals, which makes it difficult to implement as a static widescreen patch. (The NTSC-J code is a static patch, so if I can get a copy of the Japanese version I can at least test that.)The one I'm interested in is the fixed one for Paper Mario Thousand Year Door. It's not yet committed to Nintendont right?

You have to remember that Nintendont and Dolphin do not operate the same way. Dolphin is a complete emulator for all of the hardware on the GC/Wii. Nintendont only redirects hardware calls to the proper Wii ones. The Wii is already capable of running GC games even if the particular console you have doesn't have the hardware ports. They're essentially the same hardware.
if you look at the dolphin page though it says:The NTSC-U and PAL codes there use conditionals, which makes it difficult to implement as a static widescreen patch. (The NTSC-J code is a static patch, so if I can get a copy of the Japanese version I can at least test that.)
I'll try that out when I get a chance this week. If it works, I'll add that code in to the static widescreen patches.you really just need to port the lines with 4E800020 and 3FE38E39 over which translate into 2 simple write32()s. 4E800020 probably removes the internal game clipping function (so it could possibly slow down the game, doubt it on a wii though) and 3FE38E39 is the actual aspect ratio value in the game itself.
Not really a virtual machine; more like KernelEx, which dynamically patches the Windows 98 kernel to provide functionality added in newer versions of Windows.Yup, one is an emulator, Nintendont is basically a virtual machine![]()

I'll try that out when I get a chance this week. If it works, I'll add that code in to the static widescreen patches.
Not really a virtual machine; more like KernelEx, which dynamically patches the Windows 98 kernel to provide functionality added in newer versions of Windows.