Hacking Nintendont

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I can't download the nintendont alpha file. I keep getting an error. Can someone reupload it to mediafire? Or maybe just send the file to me via email attachment? I don't want to post my email address out here. So send me a PM.
 
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.

Wii U is definitely a difference case from regular emulation since it has the localization ability to run gamecube games. As where "emulation" would require much more impressive hardware to render it in true 1080p at a decent framerate. Usually a computer that is 5-6 times more powerful than the original hardware it's emulating. Or more possibly. So you won't see a "decent" gamecube emulator on the PS4 or Xbone for that reason alone. And I know they aren't out yet, but they have already shown their specifications.

But to try to make the Wii U run a Gamecube game in 1080p, probably would require an emulator instead of running the Wii Hardware. These guys are faking the vWii hardware into thinking the Gamecube ability is still there. And all it knows how to do is run them in 480p at best. The only other 2 scenarios to make this happen I think it to hack to Wii U mode, and make it be able to use the vWii hardware abilities. That or when (or if) Nintendo actually releases Gamecube VC games and IF they make them run in 1080p, do a VC injection to run other games...

And sadly I don't see Nintendo doing that... They saw how Sony cashed in on HD remakes...

But this is all speculation. And I never said "can't"... I said unlikely. But I've been pleasantly surprised before!
 
I can't download the nintendont alpha file. I keep getting an error. Can someone reupload it to mediafire? Or maybe just send the file to me via email attachment? I don't want to post my email address out here. So send me a PM.
No problems with the link here... maybe you should retry with another browser...
 
So I'm starting to load WW off my SDHC 4 gig card. Nintendont loads up the screen, says press A which I do on the Wiimote, then I get a stack dump. Ps3 controller is plugged in to port 1...not too sure what's going on unless the HID controller folder and dol is supposed to be somewhere special? Currently it just sits inside the Nintendont folder. Anyone have any ideas?
 
Where do you place the controller_ps3.ini file I done the HIDtest and the PS3controller was changing the hex numbers. It stops at error code 4.
 
So I'm starting to load WW off my SDHC 4 gig card. Nintendont loads up the screen, says press A which I do on the Wiimote, then I get a stack dump. Ps3 controller is plugged in to port 1...not too sure what's going on unless the HID controller folder and dol is supposed to be somewhere special? Currently it just sits inside the Nintendont folder. Anyone have any ideas?
I'm having the same exact issue, I tried using a different SD card with the same results. When Nintendont loads the arrow is selecting an invisible option when I hit A I just get the above error.
 
I'm having the same exact issue, I tried using a different SD card with the same results. When Nintendont loads the arrow is selecting an invisible option when I hit A I just get the above error.
Well, I figured out the Hidtest bit, had to be in apps. When I get that invisible option I press b for options, b again to back out, then I crash again. Frustrating lol
 
Wii U is definitely a difference case from regular emulation since it has the localization ability to run gamecube games. As where "emulation" would require much more impressive hardware to render it in true 1080p at a decent framerate. Usually a computer that is 5-6 times more powerful than the original hardware it's emulating. Or more possibly. So you won't see a "decent" gamecube emulator on the PS4 or Xbone for that reason alone. And I know they aren't out yet, but they have already shown their specifications.

But to try to make the Wii U run a Gamecube game in 1080p, probably would require an emulator instead of running the Wii Hardware. These guys are faking the vWii hardware into thinking the Gamecube ability is still there. And all it knows how to do is run them in 480p at best. The only other 2 scenarios to make this happen I think it to hack to Wii U mode, and make it be able to use the vWii hardware abilities. That or when (or if) Nintendo actually releases Gamecube VC games and IF they make them run in 1080p, do a VC injection to run other games...

And sadly I don't see Nintendo doing that... They saw how Sony cashed in on HD remakes...

But this is all speculation. And I never said "can't"... I said unlikely. But I've been pleasantly surprised before!

Actually, true emulation, where all the entire architecture is emulated transistor-for-transistor generally takes a lot more power than "5-6" times the total FLOPS or whatever measure you want to use. If someone, for instance, wrote such an emulator for the Nintendo 64, it would probably struggle to run at full speed on the fastest consumer computers today.

Usually game emulators, since they do not require precise emulation, use a number of shortcuts to get around the performance bottlenecks. It usually works out to some version of dynamic recompilation of instructions written on one processor architecture to another combined with interpretation of microcodes in such a way to implement them most efficiently on the current system. For instance, a Nintendo 64 emulator, instead of actually running the code on simulated processors and allowing those processors to render the graphics at their native resolution, then taking the bitmapped output and writing it to the screen (like an actual Nintendo would have done) will recompile the code and use something like Direct X to implement the instruction set. Thus, if they see a "draw a line" instruction, the emulator will have Direct X draw a line.

The Wii U uses the exact same processor architecture as the gamecube, so it should require absolutely no emulation of the CPU instruction set. It only has to be virtualized, just like 32 bit versions of windows have a built in ability to run 8 bit DOS code in a virtual machine. The only thing that would need to be emulated would be hardware components that existed on the gamecube but do not exist on the Wii U. Given that the Wii U has a three core processor, these could be run on other cores with no problem. To render graphics in 1080p, all you would need to do is write a new routine to act like the gamecube GPU and then render those instructions in full vertical resolution.

It would not suddenly give the gamecube HD graphics. What it would do would be to render things like polygons and their textures at the native resolution of the televisions that are common today rather than stretching them, which would reduce jaggedness and pixilation. However, to do this on the Wii U, it would require access to the full hardware rather than the virtualized environment of the vWii, unless some workaround could be found. Nintendo obviously has full access, so when gamecube games come to the virtual console, it would be an absolute travesty for them not to be in HD. Hopefully Nintendo will consider providing new textures and upping the polygon count like some retro releases on the PS3 and xbox have done.
 
controller.ini need to be placed on the root of the device (SD card:/controller.ini).

if it's named "controller_ps3.ini" then rename it to "controller.ini"
 
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When i run nintendont i don't see the list of available games on the screen and when i press A i get some kind of error.
Where are you putting your games?
It needs to be sd:/games/<some name>/game.iso ... any other folder or being on USB instead of SD won't work.
 
Where are you putting your games?
It needs to be sd:/games/<some name>/game.iso ... any other folder or being on USB instead of SD won't work.


Have tried to put the games folder in the root of the SD card, in games folder a folder named Zelda and in the Zelda folder the iso of the Wind Waker.
 
Have tried to put the games folder in the root of the SD card, in games folder a folder named Zelda and in the Zelda folder the iso of the Wind Waker.
That sounds right as long as the iso is named exactly "game.iso"
( sd:/games/zelda/game.iso )

If that's the case ... not sure what to tell you.
Is your ISO image fine? does it show up and work with Dolphin, DM(L), Devolution, etc?
 
That sounds right as long as the iso is named exactly "game.iso"
( sd:/games/zelda/game.iso )

If that's the case ... not sure what to tell you.
Is your ISO image fine? does it show up and work with Dolphin, DM(L), Devolution, etc?


Ohhhh! i thought ''game'' was a random name but it needs to be game :P
Gonna test it now.
 
That sounds right as long as the iso is named exactly "game.iso"
( sd:/games/zelda/game.iso )

If that's the case ... not sure what to tell you.
Is your ISO image fine? does it show up and work with Dolphin, DM(L), Devolution, etc?


I saw some numbers flying, 1 2 3 4 5 6 and my Wii turned off.
 
Okay, I'm almost there. Ps3 Ini is labeled controller Ini and game Iso is in Zelda folder within games folder. Boot up Nintendont and I go through the options, I see the Zelda game is there and I select it with the Wiimote. After that, stack dump!!! Argh. So close...does anyone know why Zelda fails to launch?
 
Okay, I'm almost there. Ps3 Ini is labeled controller Ini and game Iso is in Zelda folder within games folder. Boot up Nintendont and I go through the options, I see the Zelda game is there and I select it with the Wiimote. After that, stack dump!!! Argh. So close...does anyone know why Zelda fails to launch?

That sounds like a bad Zelda rip or you don't have the updated iOS files.
 
That sounds like a bad Zelda rip or you don't have the updated iOS files.
It's weird...I followed the steps and reinstalled the proper cios, reinstalled 236...went back to Nintendont and tried it out and I still get a stack dump. The only other thing would be a bad WW dump I guess :(
 
Good afternoon. After updating IOS58, I finally got Nintendon't working, although it takes forever to load the title screen after the Dolby Surround logo (Probably because of a bad Zelda rip or most likely because my SD card sux), it goes well after that, then it freezes after a few minutes (No complaints there, I know it's still an alpha preview); however, I can't get any input working, not gamecube (Edit: For some reason, after my 4th try, GC controller IS working) and not HID either (Already mapped the buttons to my PS2 controller using a USB adapter, and they respond perfectly in HIDTest after saving the proper values in controller.ini). I've been reading that HID support was originally supposed to be made for WiiU only, but now the first post of this thread says "The Wii-version will support USB-controllers and Gamecube Controllers.", so I'm a little confused now. Can anybody confirm any HID controller working on a regular Wii? Or to be more specific, has anyone been able to push start on TLOZWW title screen with a PS2 controller?

One of my biggest dreams ever, is to be able to play Panel De Pon (Nintendo Puzzle Collection) with a decent DPAD, and thanks to Crediar and this, his project, this could become a reality soon. I'm hoping for the best. =)
 

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