Hacking Nintendont

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Using non Nintendo controllers feels weird, at least Wii CC, WiiU CC have similar button placement. Hopefully more controller options are added in the future.
 
What you mean by controller options? different button mapping?
You can map the buttons like you want by using a controller.ini (swap numbers to swap buttons)

or maybe you thought about combo? (a button to trigger Analog L/R on non-analog controllers by using analog-sticks, or a button to auto-fire, etc.?)
 
ah, I see.
It's not planed to include wireless/bluetooth/WiiUGamePad/wiimotes, etc.
But I can't speak for Crediar. It's still too early to tell what will be compatible or not in the future.
 
ok im trying it with zelda us version now.... is there a special way to convert the iso ? raw? extracted? or optimised? im using dmtoolboxv0.2 by crediar to convert gc iso...
 
So do i need to have GCM or ISO file of Wind Waker on the SD root?
Well, GCM and ISO are actually the same format with different names but it has to be NAMED to game.iso
and it's not in the SD root. It's in sd:/games/<choose a name>/game.iso
 
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I just wanted to thank the developer for all his hard work. Devolution works well, but it is missing a lot of features. I plan on eventually getting a Wii U and it would be nice to be able to play my gamecube backups without any hassle and maybe with support of things such as savestates, cheats, and whatnot, especially if this new project is rendering things like textures and wireframes in full 1080p the way that emulators do.

If this project gets a full, working release, it will be a testament to the absolute selflessness of the developer. Hopefully he might consider opening it up for others to continue once he moves onto other things.

I don't see it ever running natively at 1080p. Wii U isn't powerful enough for that. Ps4 and Xbone couldn't emulate GC games at 1080p..
 
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I don't see it ever running natively at 1080p. Wii U isn't powerful enough for that. Ps4 and Xbone couldn't emulate GC games at 1080p..

Ps4 and Xbone aren't even out yet and also, nintendont like devolution is sort of a virtual machine that runs the gamecube code natively while patching some stuff so it actually works.
 

Ps4 and Xbone aren't even out yet and also, nintendont like devolution is sort of a virtual machine that runs the gamecube code natively while patching some stuff so it actually works.


So what actually works? The game isn't truly being rendered in 1080p, the signal might be, but the assets, etc aren't scaled in the same way Dolphin does it.
 
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So what actually works? The game isn't truly being rendered in 1080p, the signal might be, but the assets, etc aren't scaled in the same way Dolphin does it.
Just watching it now again I thought it looked a bit pixelated. With the limited hardware, little can be done about textures, maybe the polys can be rendered at a higher resolution but that's about it. (Don't expect fancy texture scalers or whatever). I should stop talking now.
 
I don't see it ever running natively at 1080p. Wii U isn't powerful enough for that.
I understand that in this case it's just upscaling from 480p but as far as it not being powerful enough, I'm not sure I understand where you're coming from here. Care to elaborate what about running at 1080p is that difficult for the Wii U?
As I see it, the GPU can do it fine for it's own games so I'd think that GameCube models with no shaders and less geometric complexity would be no problem for it. The only thing that MIGHT pose a problem would be HUD glitches like there already are on Widescreen patches in DM(L) and Devolution and there might be some more processing power required on some reflection and heat effects that look like they're done out of the frame buffer (more pixels to deal with = more processing power) BUT since actually rendering natively in 1080p instead of just upscaling possibly requires a full Wii U mode exploit, having the processor running nearly 3x the speed of the original GameCube for that should help a lot and the two extra cores shouldn't have as much trouble finding, patching, and stretching the HUD

That's my first, theoretical impression, though. In practice, I can't say I know for sure the processing power and programming effort that would take.
 
I don't see it ever running natively at 1080p. Wii U isn't powerful enough for that. Ps4 and Xbone couldn't emulate GC games at 1080p..

The Wii U would not be "emulating" Gamecube games. Most of the hardware would be virtualized, because the Wii U uses the same processor architecture as the Wii and Gamecube. The only emulation might be some GPU routines and associated chips missing from the Gamecube. The Gamecube itself as more than powerful enough to output certain games in HD, as evidence from the fact that similar computer GPUs and the PS2 did so. It just was not designed by Nintendo to have that capability.

A project like this running on the vWii console is obviously limited but the Wii hardware itself should probably not have much of an issue with gamecube games in HD. The Wind Waker was recently "remade" in 1080P and I would be willing to wager that very little alteration was done to the code of the game itself and most of the work was probably touching up graphics, such as draw distance, enhanced textures, and the like.

It doesn't take that much more power to take a GC polygon and render it, plus the texture, at 1080 lines instead of 480.

In fact, when Nintendo finally decides to start delivering gamecube games via virtual console, I bet they use their own version of something like Nintendon't to offer the games in HD. All they have to decide is which ones they want to bother upgrading things like textures and polygons on and which ones they just want to render at a higher resolution.
 
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ok i got it running with the us version...but for some reasson i cannot save , it always shows me no save game after restart...
 

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