Nintendont

Discussion in 'Wii U - Hacking & Backup Loaders' started by sabykos, Jun 10, 2013.

  1. cybercuate

    cybercuate Member

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    Jan 20, 2015
    Tested at once?
    You mean a controller per USB connected and all works at the same time?

    I tried it on regular Wii and only 1 usb works (therefore, 1 controller)
    I tried it on WiiU same story
    I tried it with HIDtoVpad and same
     
  2. CORE

    CORE 3:16

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    Jul 15, 2018
    United Kingdom
    WiiU I played Tekken Tag Tournament.
     
  3. Nintendo Maniac

    Nintendo Maniac GBAtemp Advanced Fan

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    Apr 26, 2007
    United States
    I just realized that my previous question could have come across as a request as something to be implemented in future versions, which was totally not my intention...so allow me to try asking the question again, but with better clarity:


    Outside of physically modding my classic controller or recompiling Nintendont with custom modifications, is there an existing option or configuration setting or the like that I can use to disable Nintendont's function that has the Home button on a classic controller work as a "reset console" button?

    Or is it simply not possible to disable the "Home button" = "reset console" function at this time?
     
  4. ccfman2004

    ccfman2004 GBAtemp Addict

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    Mar 5, 2008
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    Sure you can modify Nintendont's source code to ignore the "Home Button".
     
  5. Nintendo Maniac

    Nintendo Maniac GBAtemp Advanced Fan

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    Apr 26, 2007
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    Err, yeah I know...but I had said "outside of...recompiling Nintendont with custom modifications".

    Thing is, I cannot code worth a darn but am very good with hardware to the point that modding the controller itself is way easier for me...but isn't really an ideal solution.
     
    Last edited by Nintendo Maniac, May 25, 2019 - Reason: minor grammar fix
  6. ccfman2004

    ccfman2004 GBAtemp Addict

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    I would tag @FIX94 and maybe he'll point you in the right direction.
     
  7. StopLight

    StopLight Member

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    Apr 21, 2019
    United States
    I am working with Nintendont on a Wii (not the Wii U). I cannot even begin to figure out how to use non-Nintendo controllers with the system. I am definitely missing something. It's been a month and I still have not figured out how to use multiple controllers to play multiplayer GameCube games.

    I have 5 PS3, 1 PS4, 3 Wii Classic, and 1 GameCube Wavebird. All of the Wii Classic controllers work and the GC Wavebird work for single player, but they won't work together. I cannot figure out how to troubleshoot it.
     
  8. robco7

    robco7 Advanced Member

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    Dec 17, 2017
    United States
    I don't know if the Nintendont scene is still active, but there seems to be problems with Bloody Roar: Primal Fury.

    Game : Bloody Roar: Primal Fury (I can't label the folder as this since Windows doesn't allow colons, so I don't know if that could be causing the problem)
    Describe Issue : Randomly freezes during gameplay, roughly around 10 to 20 minutes after starting game.
    Region :NTSC
    Wii/Wii U : Wii U
    Anything else you want to explain: I'm afraid I don't understand a lot of the more technical stuff, though I wonder if whoever tested the game for issues just didn't notice a problem because it can take a while for the game to freeze, and isn't something you'd notice if you were just testing for problems rather than extensively playing it.
     
  9. DarthDub

    DarthDub Amateur Hacker

    Member
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    Jan 26, 2016
    United States
    Your mom's basement.
    They still haven't fixed this? It happened to me in the past too and I was hoping updates would magically fix it.
     
    robco7 likes this.
  10. ccfman2004

    ccfman2004 GBAtemp Addict

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    Mar 5, 2008
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    There is an option that sets the number of allowable pads. Make sure it's set to 4. Also you can only use one USB controller at any given time.
     
  11. Asparagus33

    Asparagus33 Member

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    Aug 7, 2017
    United States
    I have a few questions:

    1. I'm looking at the Compatibility list and for the Mario Party GC games all of them say "Needs Custom Patch to use the Widescreen Hack properly." What does this mean and what should I do?

    2. When should I use the Force Progressive option in Nintendont?

    Thanks!
     
    Last edited by Asparagus33, Jun 3, 2019
  12. Cloud9Skywalker

    Cloud9Skywalker Pokémon Trainer

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    Mar 26, 2015
    United States
    I currently own a Wii U that I am using Nintedont on along with a Wii Classic Controller Pro. I could use some assistance on manually mapping a Nintendont .ini file to configure my own personal controls.

    Some of the games have awkward button mapping that make it difficult to play. For example, I am playing F-Zero GX and by default the boost button was X and the acceleration button was B. They are both opposite of each other, so no matter what even if I rotate the controls with it's controller re-configure option it is still not a comfortable mapping. So I am attempting to manually map my own personal controls.

    I don't have a .ini file to edit or use as a template. Could someone help me out and point me in the right direction on how to do this? I would really like to enjoy my games comfortably. Thanks.
     
  13. Feffe

    Feffe GBAtemp Regular

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    Oct 12, 2008
    Italy
    Not really an answer, but F-Zero lets you remap everything in-game.
     
    Cloud9Skywalker likes this.
  14. Cloud9Skywalker

    Cloud9Skywalker Pokémon Trainer

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    Mar 26, 2015
    United States
    I appreciate the heads up. At least one game is satisfyingly more comfortable. Now to figure out the rest!
     
  15. mive

    mive Member

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    2
    Jul 19, 2018
    Germany
    you could try to edit "loader/source/ppc/PADReadGC.c" in source and try to compile yourself.

    (i had to change myself btn configuration for ssx 4 for classic controller pro)

    e.g.:

    Code:
    diff --git a/common/include/NintendontVersion.h b/common/include/NintendontVersion.h
    index f500cb0..dca137b 100644
    --- a/common/include/NintendontVersion.h
    +++ b/common/include/NintendontVersion.h
    @@ -12,6 +12,6 @@
    
     // "Special" version.
     // This should only be set in custom builds, i.e. not mainline.
    -//#define NIN_SPECIAL_VERSION                  "-MChax3"
    +#define NIN_SPECIAL_VERSION                    "-ssx_butswap"
    
     #endif
    diff --git a/loader/loader.dol b/loader/loader.dol
    index 41735ef..47273e6 100644
    Binary files a/loader/loader.dol and b/loader/loader.dol differ
    diff --git a/loader/source/ppc/PADReadGC.c b/loader/source/ppc/PADReadGC.c
    index 073dfda..a48d624 100644
    --- a/loader/source/ppc/PADReadGC.c
    +++ b/loader/source/ppc/PADReadGC.c
    @@ -743,37 +743,6 @@ u32 _start(u32 calledByGame)
                            if(BTPad[chan].button & BT_TRIGGER_ZR)
                                    button |= PAD_TRIGGER_Z;
                    }
    -               else if(BTPad[chan].used & C_CCP)       //digital triggers
    -               {
    -                       if(BTPad[chan].button & BT_TRIGGER_ZL)
    -                       {
    -                               if(BTPad[chan].button & BT_TRIGGER_L)
    -                                       Pad[chan].triggerLeft = 0x7F;
    -                               else
    -                               {
    -                                       button |= PAD_TRIGGER_L;
    -                                       Pad[chan].triggerLeft = 0xFF;
    -                               }
    -                       }
    -                       else
    -                               Pad[chan].triggerLeft = 0;
    -
    -                       if(BTPad[chan].button & BT_TRIGGER_ZR)
    -                       {
    -                               if(BTPad[chan].button & BT_TRIGGER_L)
    -                                       Pad[chan].triggerRight = 0x7F;
    -                               else
    -                               {
    -                                       button |= PAD_TRIGGER_R;
    -                                       Pad[chan].triggerRight = 0xFF;
    -                               }
    -                       }
    -                       else
    -                               Pad[chan].triggerRight = 0;
    -
    -                       if(BTPad[chan].button & BT_TRIGGER_R)
    -                               button |= PAD_TRIGGER_Z;
    -               }
    
     // Nunchuck Buttons
                    if((BTPad[chan].used & C_NUN) && !(BTPad[chan].button & WM_BUTTON_TWO)) //nunchuck not being configured
    @@ -1303,18 +1272,18 @@ u32 _start(u32 calledByGame)
                                    goto DoExit;
                    }       //end nunchuck configs
    
    -               if(BTPad[chan].used & (C_CC | C_CCP))
    +               if(BTPad[chan].used & C_CC)
                    {
                            if(BTPad[chan].used & C_SWAP)
    -                       {       /* turn buttons quarter clockwise */
    -                               if(BTPad[chan].button & BT_BUTTON_B)
    -                                       button |= PAD_BUTTON_A;
    -                               if(BTPad[chan].button & BT_BUTTON_Y)
    -                                       button |= PAD_BUTTON_B;
    -                               if(BTPad[chan].button & BT_BUTTON_A)
    -                                       button |= PAD_BUTTON_X;
    -                               if(BTPad[chan].button & BT_BUTTON_X)
    -                                       button |= PAD_BUTTON_Y;
    +                        {/* turn buttons quarter clockwise */
    +                                if(BTPad[chan].button & BT_BUTTON_B)
    +                                        button |= PAD_BUTTON_A;
    +                                if(BTPad[chan].button & BT_BUTTON_Y)
    +                                        button |= PAD_BUTTON_B;
    +                                if(BTPad[chan].button & BT_BUTTON_A)
    +                                        button |= PAD_BUTTON_X;
    +                                if(BTPad[chan].button & BT_BUTTON_X)
    +                                        button |= PAD_BUTTON_Y;
                            }
                            else
                            {
    @@ -1341,7 +1310,78 @@ u32 _start(u32 calledByGame)
    
                            if(BTPad[chan].button & BT_BUTTON_HOME)
                                    goto DoExit;
    -               }
    +               }
    +
    +                if(BTPad[chan].used & C_CCP)   //classic controller pro with digital triggers setup
    +               {
    +                       if(BTPad[chan].button & BT_TRIGGER_ZL)
    +                       {
    +                               if(BTPad[chan].button & BT_TRIGGER_L)
    +                                       Pad[chan].triggerLeft = 0x7F;
    +                               else
    +                               {
    +                                       button |= PAD_TRIGGER_L;
    +                                       Pad[chan].triggerLeft = 0xFF;
    +                               }
    +                       }
    +                       else
    +                               Pad[chan].triggerLeft = 0;
    +
    +                       if(BTPad[chan].button & BT_TRIGGER_ZR)
    +                       {
    +                               if(BTPad[chan].button & BT_TRIGGER_L)
    +                                       Pad[chan].triggerRight = 0x7F;
    +                               else
    +                               {
    +                                       button |= PAD_TRIGGER_R;
    +                                       Pad[chan].triggerRight = 0xFF;
    +                               }
    +                       }
    +                       else
    +                               Pad[chan].triggerRight = 0;
    +
    +                        if(BTPad[chan].used & C_SWAP)
    +                        {/* turn buttons quarter clockwise */
    +                                if(BTPad[chan].button & BT_BUTTON_B)
    +                                        button |= PAD_BUTTON_A;
    +                                if(BTPad[chan].button & BT_BUTTON_Y)
    +                                        button |= PAD_BUTTON_B;
    +                                if(BTPad[chan].button & BT_BUTTON_A)
    +                                        button |= PAD_BUTTON_X;
    +                                if(BTPad[chan].button & BT_BUTTON_X)
    +                                        button |= PAD_TRIGGER_Z;
    +                                // switch X and R Button for games like ssx4
    +                                if(BTPad[chan].button & BT_TRIGGER_R)
    +                                        button |= PAD_BUTTON_Y;
    +                       }
    +                       else
    +                       {
    +                                if(BTPad[chan].button & BT_BUTTON_A)
    +                                       button |= PAD_BUTTON_A;
    +                               if(BTPad[chan].button & BT_BUTTON_B)
    +                                       button |= PAD_BUTTON_B;
    +                               if(BTPad[chan].button & BT_BUTTON_X)
    +                                       button |= PAD_BUTTON_X;
    +                               if(BTPad[chan].button & BT_BUTTON_Y)
    +                                       button |= PAD_BUTTON_Y;
    +                                if(BTPad[chan].button & BT_TRIGGER_R)
    +                                        button |= PAD_TRIGGER_Z;
    +                        }
    +                        if(BTPad[chan].button & BT_BUTTON_START)
    +                               button |= PAD_BUTTON_START;
    +
    +                       if(BTPad[chan].button & BT_DPAD_LEFT)
    +                               button |= PAD_BUTTON_LEFT;
    +                       if(BTPad[chan].button & BT_DPAD_RIGHT)
    +                               button |= PAD_BUTTON_RIGHT;
    +                       if(BTPad[chan].button & BT_DPAD_DOWN)
    +                               button |= PAD_BUTTON_DOWN;
    +                       if(BTPad[chan].button & BT_DPAD_UP)
    +                               button |= PAD_BUTTON_UP;
    +
    +                       if(BTPad[chan].button & BT_BUTTON_HOME)
    +                               goto DoExit;
    +               }
    
                    Pad[chan].button = button
    
     
  16. mive

    mive Member

    Newcomer
    2
    Jul 19, 2018
    Germany
    sorry for double post:

    I changed boost btn:
    - in "normal" mode: x is boost btn (a = accelerate, b = brake)
    - in "swap" mode (after pressing -): a is boost (b = accelerate, y = brake)

    you can either use this patch and compile yourself:
    Code:
    diff --git a/common/include/NintendontVersion.h b/common/include/NintendontVersion.h
    index ebb8537..3e7cd12 100644
    --- a/common/include/NintendontVersion.h
    +++ b/common/include/NintendontVersion.h
    @@ -12,6 +12,6 @@
    
     // "Special" version.
     // This should only be set in custom builds, i.e. not mainline.
    -//#define NIN_SPECIAL_VERSION                  "-MChax3"
    +#define NIN_SPECIAL_VERSION                    "-F-Zero_AX_better_boost_btn"
    
     #endif
    diff --git a/loader/source/ppc/PADReadGC.c b/loader/source/ppc/PADReadGC.c
    index d262103..55d50c4 100644
    --- a/loader/source/ppc/PADReadGC.c
    +++ b/loader/source/ppc/PADReadGC.c
    @@ -1311,9 +1311,9 @@ u32 _start(u32 calledByGame)
                                    if(BTPad[chan].button & BT_BUTTON_Y)
                                            button |= PAD_BUTTON_B;
                                    if(BTPad[chan].button & BT_BUTTON_A)
    -                                       button |= PAD_BUTTON_X;
    -                               if(BTPad[chan].button & BT_BUTTON_X)
                                            button |= PAD_BUTTON_Y;
    +                               if(BTPad[chan].button & BT_BUTTON_X)
    +                                       button |= PAD_BUTTON_X;
                            }
                            else
                            {
    @@ -1322,9 +1322,9 @@ u32 _start(u32 calledByGame)
                                    if(BTPad[chan].button & BT_BUTTON_B)
                                            button |= PAD_BUTTON_B;
                                    if(BTPad[chan].button & BT_BUTTON_X)
    -                                       button |= PAD_BUTTON_X;
    -                               if(BTPad[chan].button & BT_BUTTON_Y)
                                            button |= PAD_BUTTON_Y;
    +                               if(BTPad[chan].button & BT_BUTTON_Y)
    +                                       button |= PAD_BUTTON_X;
                            }
                            if(BTPad[chan].button & BT_BUTTON_START)
                                    button |= PAD_BUTTON_START;
    
    (use git apply)

    or use loader.dol in attachement (rename to boot.dol and put in nintendont folder on sd card)
     

    Attached Files:

  17. KoalaityTV

    KoalaityTV Member

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    1
    Mar 30, 2019
    United States
    Hello. Instead of making a new thread I decided to ask for help here first.
    Just a disclaimer, I load all of my games through USB Loader GX. It is easy that way, and it looks nice.

    Okay so I am having trouble playing TTYD in 16:9. I check on the compatibility thread and it said it: "Needs Custom Patch to use the Widescreen Hack with a proper HUD."
    Problem is, I can't find said custom patch, no matter where I look. I have a hunch it is a cheat code I have to use, but I don't know where to get those either. I keep
    hearing about a site called GeckoCodes, but the TTYD isn't on there in the first place. I have tried to do my own research, but I am confused. If anyone could help I would appreciate it.

    Regardless, I will continue trying to solve it on my own.
     
  18. Missingphy

    Missingphy Pokémon Master, Console Bricker, and more...

    Member
    5
    Oct 7, 2018
    Mexico
    the dolphin wiki has these codes:
    https://wiki.dolphin-emu.org/index.php?title=Paper_Mario:_The_Thousand-Year_Door
     
  19. KoalaityTV

    KoalaityTV Member

    Newcomer
    1
    Mar 30, 2019
    United States
    Thanks, trouble is, I don't know how to use them though.

    EDIT: I figured it out.
     
    Last edited by KoalaityTV, Jun 5, 2019
  20. Golbez194

    Golbez194 Advanced Member

    Newcomer
    3
    May 30, 2012
    United States
    Seems not original will motes in nintendont (with that motion + at least) not support (and same for classic controller),is it like this for everyone?
     
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