Hacking Nintendont

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Okay, I got it working I think...but after the Nintendo logo it's taking a long ass time to load. Lol But being in beta happy I got it going. Yup, loading and playing... Looks pretty good too.
 
Here is a mediafire mirror:

-REMOVED-
Apparently crediar doesn't want mirrors posted? Sorry about that, just trying to help.
 
An update on raphnet adapter compatibility.

I mentioned earlier that input was erratic in HIDtestv4, and this holds true for the wind waker. Buttons seem to register multiple inputs, analog shoulder axes are inverted (e.g. crawling with R released, upright with it pressed,) and movement is unpredictable to the point of it being unplayable.

It also doesn't seem to load unless it's receiving input. I kept getting disc read errors until I noticed this and continuously moved the stick around while the game loaded.

This adapter works fine with everything else, maybe it's due to using a wavebird for some reason. I'll see if I can find a wired controller.
 
ok, finally got a chance to test it with an NTSC version of the game. I'm on my 3rd try now. First one just didn't react to the controller (normal GC controller) so I let it run through and it froze in the trailer video. Second one I took out the SD gecko I always keep in slot B and it worked but froze on a black screen while starting the game after telling the story. Third time seems to be working better now. Interestingly, the audio glitches seem to have disappeared, too. Anyway, that makes me wonder what happens when I try my PAL ISO without the SD gecko.
 
I finally got it, thanks to TehCupcakes. I tried using it, but I'm getting a stack dump too. And it's not a bad rip because it works fine on devolution. I heard that you have to update the iOS. But I'm using the vWii. Some of the old Wii homebrew installations don't work with the vWii. Or require a different version. Can someone help me out?
 
i had an sdhc 4GB i put the GAMES/????/iso. so i no thats correct but i think im just having issues because it doesnt like my sd card. also im reading about people saying you need a new ios 58?

also if this is the case and i need to install a new ios 58. will this ruin my wiiware games that i have on emunand because they work fine and i dont wanna f...k it up
 
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.


Okay... I understand that. But to emulator older consoles to run at a decent speed. It's never "true" emulation. And to get a decent speed with all the shortcuts to emulate. It requires at least a 5-6 times faster machine. Agreed?

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

Thank you. I do already understand what "increasing the resolution" DOES to a game. And actually someone has already figured out how to use all 3 cores in vWii mode. So if your theory is correct, then it should be happening any minute here now.... just wait here it comes....

Okay.. So I stand by my "I don't see Gamecube games being ran in 1080p thru Nintendont anytime soon" BUT, I hope I'm wrong... I'd love to see it.


Edit: Forgot to say 1080p
 
[/quote]Thank you. I do already understand what "increasing the resolution" DOES to a game. And actually someone has already figured out how to use all 3 cores in vWii mode. So if your theory is correct, then it should be happening any minute here now.... just wait here it comes....

Okay.. So I stand by my "I don't see Gamecube games being ran in Nintendont anytime soon" BUT, I hope I'm wrong... I'd love to see it.[/quote]


cant wait for crediar to have some good releases over the next year and hopefully it will make you eat your own hat :)
 
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. =)


im stuck as well. when i load nintendont its loads. but no games there. but i can move up and down as if there is something there. when i press A obviously i get a DSI error. does this mean i should try out the other ios58. or should i only try the new ios 58 if it tells me on the screen (which it doesnt mention it)
 
Thank you. I do already understand what "increasing the resolution" DOES to a game. And actually someone has already figured out how to use all 3 cores in vWii mode. So if your theory is correct, then it should be happening any minute here now.... just wait here it comes....

Okay.. So I stand by my "I don't see Gamecube games being ran in 1080p in Nintendont anytime soon" BUT, I hope I'm wrong... I'd love to see it.[/quote]


cant wait for crediar to have some good releases over the next year and hopefully it will make you eat your own hat :)[/quote]

I hope so too!
 
May I ask what you did to get it working?
Absolutely, it's silly, but I had to rename nin_cfg.h to nincfg.bin. Afterwards, when I loaded Nintendont and booted WW, it listed the kernels, stopped at 6 and I let it do it's thing. After I rebooted my Wiiu and went back to Nintendont, and it stopped at kernel 5 I believe and booted WW no problem.
 
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Where can I get ios58 for the vWii?
im tryin to find out as well......... but i think if we wanna use this version of 58. we have to reinstall the homebrew channel?
vWii already has the correct IOS 58 by default! It's one version above the Wii's version, they are different and Nintendont works with both versions just fine.
DO NOT install any IOS bellow 200 on vWii, you will risk bricking your WiiU's Wii mode!

Absolutely, it's silly, but I had to rename nin_cfg.h to nincfg.bin. Afterwards, when I loaded Nintendont and booted WW, it listed the kernels, stopped at 6 and I let it do it's thing. After I rebooted my Wiiu and went back to Nintendont, and it stopped at kernel 5 I believe and booted WW no problem.
You are doing wrong things.
The nincfg.bin is automatically created when launching a game.
using a random file (yes, you just used a Random text file, used for something else) and renaming it to the same filename than what nintendont use to store the config file didn't "fix" your problem at all.
Nintendont only replaced your file's content with binary data, congratulation you just got a corrupted file. You just have the chance that nintendont only read the first bytes of that file and don't care about the rest of your file.
I recommend that you delete nincfg.bin and let nintendont recreate a clean config file.
 
You are doing wrong things.
The nincfg.bin is automatically created when launching a game.
using a random file (yes, you just used a Random text file, used for something else) and renaming it to the same filename than what nintendont use to store the config file didn't "fix" your problem at all.
Nintendont only replaced your file's content with binary data, congratulation you just got a corrupted file. You just have the chance that nintendont only read the first bytes of that file and don't care about the rest of your file.
I recommend that you delete nincfg.bin and let nintendont recreate a clean config file.
Whoa, hey now, no need to be snooty. I'm just saying what worked, if it's wrong I've certainly got no problem trying to fix it the way it was intended. Nintendont wasn't creating the file for me and for some reason I thought necessary to rename the file. It might be helpful in the future though if your posts didn't come off pretentious and uppity because I was just trying to help where others didn't have an answere for my own problems. Edit: it might be worth noting that I still had a copy I the original file in the SD root, not sure if that matters...
 

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