Hacking Nintendont

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Hmmm...thought just hit me. The file was a 7z and I just renamed it ISO as I thought that the 7z program was just tagging it since it didn't know the file extension. Now I wonder if the ISO was actually compressed within the 7z? I need to check that.
That would definitely explain why the ISOs don't show up as Nintendont can't read compressed ISOs like that. Unless the ISOs are 1.36gb in size they aren't 1:1 ISOs.
 
Hmmm...thought just hit me. The file was a 7z and I just renamed it ISO as I thought that the 7z program was just tagging it since it didn't know the file extension. Now I wonder if the ISO was actually compressed within the 7z? I need to check that.
Use 7zip to uncompress that iso and then you will be able to play your game
 
LOL sometimes it is the little goofy things that trip you up. So frustrating.

Okay, well NOW I can see my games and one of them actually plays (Tetris). The Midway Arcade game just goes to a black screen and Star Wars Rogue Squadron 2 actually turns my system off. Any ideas on that or does this just happen with certain games?
 
LOL sometimes it is the little goofy things that trip you up. So frustrating.

Okay, well NOW I can see my games and one of them actually plays (Tetris). The Midway Arcade game just goes to a black screen and Star Wars Rogue Squadron 2 actually turns my system off. Any ideas on that or does this just happen with certain games?
If your system turns off it means the ISO is bad. Please only use 1:1 verified ISOs

Verify your ISOs with this: http://github.com/GreyWolfSC/GCVerify/releases
 
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Obtained another game from the same place I got Tetris (which was working) and this game is working as well. Guess some places may be more reliable than others. Thanks for the help everyone.
 
Obtained another game from the same place I got Tetris (which was working) and this game is working as well. Guess some places may be more reliable than others. Thanks for the help everyone.
Unless the ISO is 1:1 and matches Redump we can't guarantee it will work.
 
I'm getting Smash input delays complaints from those competitive a-holes vibes all over again.
I fail to see why he doesn't understand that games are being rendered with Wii's hardware and not the GC mode hardware.
It's one of those purist pricks, there's not even a reason to follow it tbh, I would close that issue if I were you :lol:
 
Last edited by ShadowOne333,
It's one of those purist pricks, there's not even a reason to follow it tbh, I would close that issue if I were you :lol:
I actually did right after I told him the math behind it and linked him to the actual timer registers but you can see it kept going.
 
I actually did right after I told him the math behind it and linked him to the actual timer registers but you can see it kept going.
He can keep going all he wants by himself. :P
Let's go by the following logic:
1. Issue opened
2. Is it really an issue?
3. No.
4. ???
5. Profit!

If it is indeed something that is certainly known and pointed out as an overlook on his side, there's no point in even arguing with such a stubborn user.
 
You can lock issues on Github to collaborators only
Erm, why would that be a thing in GitHub?
I mean, sure people can post their issues here, but locking issue reports to collaborators only would greatly limit the possible feedback for such a large project,.
 
I'm thinking there might be a legitimate issue there, but the way he explains it doesn't help much. (The issue is the game uses the CPU clock as the in-game timer, which results in certain events happening 1.5x times earlier than they should, and the save slot "Game Time" value is calculated based on the current system, so swapping between Nintendont and MIOS/GameCube results in inconsistencies.)

Either way, unless someone who's really into TTYD and can reverse-engineer PowerPC code takes a look at it, it probably won't be fixed. :V
 
Last edited by GerbilSoft,
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I'm thinking there might be a legitimate issue there, but the way he explains it doesn't help much. (The issue is the game uses the CPU clock as the in-game timer, which results in certain events happening 1.5x times earlier than they should, and the save slot "Game Time" value is calculated based on the current system, so swapping between Nintendont and MIOS/GameCube results in inconsistencies.)

Either way, unless someone who's really into TTYD and can reverse-engineer PowerPC code takes a look at it, it probably won't be fixed. :V
I experienced that exact same "issue" with Twilight Princess:
Playing in the Wii using Nintendont, my savegame displays a total of 20-something hours played. Using the same save file in Dolphin it says I played for about 40 hours.
 
Quick question. I have a ton of GC backups on DVD-r. PC wont read them much like wii games on DVD-r. BUT with the wiibackup manager I can read the wii DVD-rs and transfer them. Any such way to do it with GC disks on DVD-r's?

THanks!!
 

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