Hacking Nintendont

BooLWiigiN

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tbh i dont know any games that need older revs right now tell me if im wrong but i think the compat is up to date on 180 heck even soniccd was fixed correct me if im wrong but what games still only run well on older revs?
I personally don't know games in this situation, I only gived a solution for those who want to test older revisions easily and report their results ^^
 

BooLWiigiN

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I was wondering if somebody could explain (step-by-step preferably) how to use cheats/codes on nintendont, any help would be appreciated :)
Did you read the original post on the first page? All is explained very well. If you block at a specific step say us which one therefore we'll help you!
 

Cyan

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I updated the first post with the new features released since last time I read this thread.
I updated the memory card section to provides more information, and added a faq for pokémon folder name.
I didn't find user testing the microphone but I put it in the same compatible list as the real memory card (require recompiling).

kongsnutz :
I'm sorry you had issue with the forwarder+USBGX.
It's strange that using the version 250 is fixing your issue.
you probably have different version of d2x (mixed version beta 52 and beta53).
You don't need to "use" the boot.dol version 250, you can use the version 249 and go the to the settings to set Loader's IOS to slot 250. (or even 58, you don't need cIOS to launch nintendont)
The slot number is not really important, as you can install a lot of different things in them. What's important is the version/revision/base of the IOS you installed in that slot, without this information it's not useful to debug the problem.

Do you have multiple HDD connected? Are you correctly plugging the drive to port0 (top port on wiiU)?
I still don't understand why it worked fine from HBC but not from the forwarder. it might be a setting or a setup you have which is different from other users.

users debating about fake USBGX r1232 :
I don't think there's a modded/unofficial and illegal Chinese version of 1232.
It's funny how everyone is providing his own version of the story when they don't understand what is 1232.

1232 is official. it's an existing revision of USBLoaderGX, it just doesn't have any difference between 1231.
1232 is only the revision number on googlecode where I sent 1231 to the repository to allow users to download 1231 directly from the loader. 1231 boot.dol == 1232 boot.dol
if a user recompile the latest revision from googlecode, he will ends up with r1232 in the credit page but it's the exact same version as 1231.

There are mods of 1231/1232, for example AbdallahTerro made a version with both WiiU CC pro and PS3 controller support.
There are maybe other mods which I don't know, but if it's only a compile of 1232 then it's fine to release it without the sources as they are on svn.


I noted things I'll have to do for next revision (1233), like removing controller.ini check if HID is disabled, remove forced mcemu size with multi, force quadforce games to use mcemu instead of real MC, warn user when using realMC+jp games. I just don't have a lot of time to work on it right now.
 
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BooLWiigiN

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Looking forward to your next update 1233 Cyan! I have a question, you saied than the AbdallahTerro's mod is compatible with wiiu cc pro and ps3 controller, but I don't understand, compatible with what? The loader interface?
 

Scriber

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Does anybody know a workaround for the red screen issue with NTSC games on PAL machines when using RGB? I've tried forcing PAL60 but, it black screens and doesn't load.
 

KongsNutz

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Hey Cyan
I use a Wd passport mini hdd with a y splitter cable and the data port is in the top usb on back of the WiiU and the power in the lower.

I'm still having this issue as it reoccured even now since using CIOS250 as the boot.dol
I van launch USBLoaderGX from HBC and it works with Nintendont just fine but if I use the forwarder games always freeze still.

It seems this is random as it has worked a few times from the forwarder but works every time from HBC.

My cios is slot 249 using the base that was recommended on doing the cios rev53 installs in order it was recommended. (Can't remember what that is atm I'm in bed lol)

All I can definitely say 100% is that all my cios are ver 53 and nothing else has been installed on the WiiU because it isn't needed.

I know about changing the IOS within USBLOADERGX ... I know a lot about how it works actually as I was an original coder (I did nothing but file listing stuff hah) back in the very early Waninkoko days. So this boggles me.

I'll try telling it to use ios58 tomorrow and see if that changes things.
 
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Khar00f

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Question for the knowledgeable.

Why is it that the front USB ports can only be used if you're running the nintendont from SD?

Is it a technical issue or just something devs didn't come around to patching as there was no immediate need?

I'm curious as I'm trying to foresee with the gamecube adapter coming out in November and it using the 2 front USB ports might be a problem for people that use the loader from USB.
 

GorTesK

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Question for the knowledgeable.

Why is it that the front USB ports can only be used if you're running the nintendont from SD?

Is it a technical issue or just something devs didn't come around to patching as there was no immediate need?

I'm curious as I'm trying to foresee with the gamecube adapter coming out in November and it using the 2 front USB ports might be a problem for people that use the loader from USB.

can't answer you that question, never used nintendon't, but I can tell you, that the adapter is only compatible to Smash 4, gc controllers will NOT be natively recognized as CC through that adapter by the WiiU as it was announced at first, so it won't work on nintendon't either
don't know, if the devs can MAKE it work, noone has the adapter, yet
 

Khar00f

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can't answer you that question, never used nintendon't, but I can tell you, that the adapter is only compatible to Smash 4, gc controllers will NOT be natively recognized as CC through that adapter by the WiiU as it was announced at first, so it won't work on nintendon't either
don't know, if the devs can MAKE it work, noone has the adapter, yet
Yeah I read that it's only compatible with smash according to Nintendo.

The thing is though the drivers are probably in the system, for the system to recognize it. It's just that devs don't have access to using it for their games (at least for now).

Either way wiiu mode and vwii mode are 2 separate entities.

It's all gonna come down to what protocol it uses when connected. If it's HID then it'll be easy to implement (just like other USB controllers currently supported). If it's a proprietary protocol that might be a lot more complicated.

At the end of the day only time will tell.
 

FIX94

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I gotta say I'm pretty exhausted after this stuff so I guess I should take a break from nintendont for a bit cause man, things get difficult:
-added 8 new patch patterns for the debug sdk
-dynamically calulating the location of SIInterruptHandler instead of using patch patterns using SIInit, this should reduce false positive detections
-added a way for the FIFO patch to apply to the debug sdk functions and also fixed a bug in it
-added a hack for batman vengeance to skip old debugger code, this should fix it
This batman game was pretty insane, it doesnt just use the debug sdk but also has code in place to always check for the nintendo equivalent to a usb gecko, this completely broke my means of patching because the hardware registers that uses are used by nintendont for memcard emulation and controls so this game basically broke itself. My hack might not be the very best solution but its the best I could come up with.
 

pedrobarca

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Try video:force PAL50?
Sucks, but give it a shot.

Gave it a shot and it doesn't work. Only NTSC works. If this would be only an issue with my TV, respectively the video signal, the reset combo should work during the black screen. But the problem is the game itself. If I load the game with any other video mode except NTSC it crashes. No idea what it is.

to all:

If any of you have a PAL WiiU connected with HDMI cable, try to boot the PAL version of one of the following games:

FIFA 05
FIFA 06
FIFA 07
FIFA Street
FIFA Street 2
Lord of the Rings: Third Age
Lord of the Rings: Return of the King
Lord of the Rings: Two Towers
Mario Golf Toadstool Tour

Those games should only work, if video mode is set to NTSC. I would feel a little bit more confortable, if I would knew I'm not the only one with the problem.
 
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ShadowOne333

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Gave it a shot and it doesn't work. Only NTSC works. If this would be only an issue with my TV, respectively the video signal, the reset combo should work during the black screen. But the problem is the game itself. If I load the game with any other video mode except NTSC it crashes. No idea what it is.

to all:

If any of you have a PAL WiiU connected with HDMI cable, try to boot the PAL version of one of the following games:

FIFA 05
FIFA 06
FIFA 07
FIFA Street
FIFA Street 2
Lord of the Rings: Third Age
Lord of the Rings: Return of the King
Lord of the Rings: Two Towers
Mario Golf Toadstool Tour

Those games should only work, if video mode is set to NTSC. I would feel a little bit more confortable, if I would knew I'm not the only one with the problem.
Pretty interesting.
Will try doing the same, although my Wii U is NTSC which might give a different result.

Exactly what settings did you have on?
 

darkseekerliu

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I gotta say I'm pretty exhausted after this stuff so I guess I should take a break from nintendont for a bit cause man, things get difficult:
-added 8 new patch patterns for the debug sdk
-dynamically calulating the location of SIInterruptHandler instead of using patch patterns using SIInit, this should reduce false positive detections
-added a way for the FIFO patch to apply to the debug sdk functions and also fixed a bug in it
-added a hack for batman vengeance to skip old debugger code, this should fix it
This batman game was pretty insane, it doesnt just use the debug sdk but also has code in place to always check for the nintendo equivalent to a usb gecko, this completely broke my means of patching because the hardware registers that uses are used by nintendont for memcard emulation and controls so this game basically broke itself. My hack might not be the very best solution but its the best I could come up with.

Thank you again Fix94. Have a break... take some rest! You deserve it!
 
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MrRom92

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I gotta say I'm pretty exhausted after this stuff so I guess I should take a break from nintendont for a bit cause man, things get difficult:
-added 8 new patch patterns for the debug sdk
-dynamically calulating the location of SIInterruptHandler instead of using patch patterns using SIInit, this should reduce false positive detections
-added a way for the FIFO patch to apply to the debug sdk functions and also fixed a bug in it
-added a hack for batman vengeance to skip old debugger code, this should fix it
This batman game was pretty insane, it doesnt just use the debug sdk but also has code in place to always check for the nintendo equivalent to a usb gecko, this completely broke my means of patching because the hardware registers that uses are used by nintendont for memcard emulation and controls so this game basically broke itself. My hack might not be the very best solution but its the best I could come up with.

Fix94, I've been reading up on this since the beginning and one of the main reasons I joined was to say what a great job you've done. You've really made a lot of nintendo fans everywhere very happy. If I was advanced at coding this stuff I'd contribute to it too in the capacity I wish I could, but your work has helped make everything a million times better for everyone, so thank you, and if it ever feels right to you to continue with this then we'll all be glad to see it. Take a well needed break, you could use it :P I know how exhausting taking on a project of this nature can be
 

darkseekerliu

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Thank you again Fix94. Have a break... take some rest! You deserve it!

Playing Batman Vengeance right now.
Everything is running smoothly:
- controller is fully responsible (using a wii u pro controller)
- cutscenes are running at the right speep
- boot both on my wii u and my original wii with gamecube ports

Great job fix94!
 

pedrobarca

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So, I took a look at the log+OSReport. This is the log of Lord of the Rings - Return of the King with video mode "Auto":

Code:
Nintendont IOS55 v23.31
Built   : Oct 17 2014 18:20:25
Version : 2.178
Game path: /games/The Lord of the Rings - Return of the King [GKLP69]/game.iso
EXIInit Start
Trying to open GKLP.raw
DIP:DOLsize:1695204 DOL read:9696
Patch:[Patch31A0]
DIP:DOLsize:1695204 DOL read:1492896
DIP:DOLsize:1695204 DOL read:1492928
DIP:DOLsize:1695204 DOL read:1492960
DIP:DOLsize:1695204 DOL read:1508416
DIP:DOLsize:1695204 DOL read:1677312
DIP:DOLsize:1695204 DOL read:1682496
DIP:DOLsize:1695204 DOL read:1695232
Patch:Offset:0x00003100 EOffset:0x00255B00 Length:00252A00
Patch:Game ID = 474b4c50
Patch:[SI] applied 19 times
Patch:[AI] applied 17 times
Patch:[VIConfigure] applied (0x001284C4)
Patch:[__DVDInterruptHandler]: 0x0013A530 (0x0013A530)
Patch:[DVDLowReadDiskID] applied (0x0013AD88)
Patch:[DVDLowStopMotor] applied (0x0013AE48)
Patch:[cbForStateBusy] applied (0x0013CEC4)
Patch:[GXInit] stw r5,-0x5F68(r13) (0x0013E982)
Patch:[SetInterruptMask] applied (0x0014A530)
Patch:[__OSDispatchInterrupt] applied (0x0014A6E4)
Patch:Matching [DSPPattern] (0x00195640) v10
Patch:[DSPROM] DSPv3
PatchCount:00000FFF
Patch:[EXIImm A] applied (0x001297FC)
Patch:[EXIDMA A] applied (0x00129AF8)
Patch:[EXISync B] applied (0x00129BE4)
Patch:[__EXIProbe A] applied (0x00129EF4)
Patch:[EXISelect A] applied (0x0012A364)
Patch:[EXIDeselect A] applied (0x0012A490)
Patch:[EXIntrruptHandler B] applied (0x0012A5A4)
Patch:[TCIntrruptHandler B] applied (0x0012A66C)
Patch:[EXILock A] applied (0x0012AB24)
Patch:[EXIUnlock A] applied (0x0012AC70)
Patch:[CompleteTransfer A] applied (0x0012B74C)
Patch:[SIInterruptHandler A] applied (0x0012BA18)
Patch:[SIInterruptHandler A] applied (0x0012BB44)
Patch:[SIEnablePollingInterrupt A] applied (0x0012BDBC)
Patch:[SIEnablePollingInterrupt A] applied (0x0012BDC0)
Patch:[SIInit A] applied (0x0012C00C)
Patch:[__SITransfer A] applied (0x0012C0C0)
Patch:[__SITransfer A] applied (0x0012C1A8)
Patch:[SIGetType A] applied (0x0012CAA8)
Patch:[ARStartDMA] applied (0x0012D0D8)
Patch:[ARInit] skipped (0x0012D1C8)
Patch:[__ARChecksize B] applied (0x0012D6AC)
Patch:[ARQPostRequest] skipped (0x0012ED70)
Patch:[__CARDReadStatus] applied (0x0013323C)
Patch:[__CARDClearStatus] applied (0x0013332C)
Patch:[__CARDStat A] applied (0x001337B8)
Patch:[__DSPHandler] applied (0x00139BFC)
Patch:[DVDLowRead A] applied (0x0013A894)
Patch:[DVDLowAudioStream A] applied (0x0013AFD4)
Patch:[DVDLowRequestAudioStatus] applied (0x0013B06C)
Patch:[DVDLowAudioBufferConfig] applied (0x0013B0F8)
Patch:[DVDInquiryAsync A] applied (0x0013D6A0)
Patch:[PI_FIFO_WP] rlwinm r3,r0,0,3,1 (0x0013FF08)
Patch:[PI_FIFO_WP] rlwinm r6,r0,0,3,1 (0x0013FFAC)
Patch:[GXInitTlutObj B] applied (0x00143254)
Patch:[PI_FIFO_WP] extrwi r30,r0,1,2 (0x00144BB0)
Patch:[__OSResetSWInterruptHandler] applied (0x0014B9DC)
Patch:[OSGetResetButtonState A] applied (0x0014BA78)
Patch:[PADRead A] applied (0x0014F4D8)
Patch:[PADControlMotor B] applied (0x0014F884)
Patch:[AIInitDMA] applied (0x001503E4)
Patch:[__fwrite A] applied (0x00155EE8)
Patch:[Timer Clock float 1/s] applied (0x00252CBC)
Patch:[Timer Clock float s] applied (0x00253B84)
Patch:[Timer Clock float s] applied (0x00255170)
Patch:[Timer Clock float 1/s] applied (0x00255220)
Patch:[Timer Clock float s] applied (0x002553B0)
Patch:[Timer Clock float 1/ms] applied (0x002553B8)
Patch:[DVDSeekAbsAsyncPrio] not found
Patch:[GXInitTlutObj] not found
Patch:[C_MTXPerspective] not found
Patch:[C_MTXLightPerspective] not found
Patch:[J3DUClipper::clip()] not found
Patch:[J3DUClipper::clip()] not found
Patch:[__OSInitAudioSystem] not found
Patch:[PADControlAllMotors] not found
Patch:[PADIsBarrel] not found
Connected Classic Controller Pro
<< Dolphin SDK - EXI    release build: Apr 17 2003 12:33:17 (0x2301) >>
<< Dolphin SDK - SI    release build: Apr 17 2003 12:33:19 (0x2301) >>

Dolphin OS
Kernel built : Apr 17 2003 12:33:06
Console Type : Retail 2
Memory 24 MB
Arena : 0x80265b00 - 0x817ff700
<< Dolphin SDK - OS    release build: Apr 17 2003 12:33:06 (0x2301) >>
<< Dolphin SDK - DVD    release build: Apr 22 2003 15:49:00 (0x2301) >>
<< Dolphin SDK - VI    release build: Apr 17 2003 12:33:22 (0x2301) >>
Displ_InitRenderMode: Invalid TV format
 in "LLDisp_Gc.c" on line 335.

Address:      Back Chain    LR Save
0x802659e8:   0x80265a78    0x801485a4
0x80265a78:   0x80265a98    0x80006a80
0x80265a98:   0x80265aa8    0x8000738c
0x80265aa8:   0x80265ab8    0x8004eb38
0x80265ab8:   0x80265ac8    0x8009e98c
0x80265ac8:   0x80265ae8    0x8009ea10
0x80265ae8:   0xffffffff    0x800032ac
Got Shutdown button call
EXI: Saving memory card...Done!

Interesting is this part:

Code:
Displ_InitRenderMode: Invalid TV format
in "LLDisp_Gc.c" on line 335.

This probably shows the problem.
FIX94 I would really love, if you could make a comment on this. Take your break, you earned it so much, but I would really appreciate, if you could just tell me, if this might be a problem with nintendont or if it is more likely that I fucked something up. Anyway thank you so much for your work!
 

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