To be clear, the patches I made are not necessarily specific to just the games in the comments. I matched the comments that were in there where there is a single example for each DSP. I don't have a complete list. I was hoping people would be updating the compatibility guide with the the version numbers. There are two ways to do this. The easier of the two is to just let Nintendont tell you. It's in the log after you run a game. (Note that the the log is only created on the WiiU, but you can turn it on in the Wii version by commenting out the IsWiiU line in the dbgprintf function in vsprintf.c. [I don't have a usbgecko, so that section isn't useful to me.]) The other option is to use Dolphin. If you look in UCodes.cpp, there's a list of special CRC codes. The ones marked Wii don't matter for Nintendont. There are 15 gamecube codes there. I would imagine the list of crcs (not the list of games for those crcs) in Dolphin is complete or close to it. I have at least one game with 9 of the codes, so there's an example for them in the patch.c.
In the Dolphin UCode_Rom.cpp file, is the chunk of code that will dump the DSP file, but it's surrounded in #ifdef statements, so you have to build Dolphin yourself, either as Debug, or comment out the #ifdefs. This will create a file named with one of the CRC sections. This CRC is not the same as the one sha-1 that are in Nintendont, it's the one in UCodes.cpp. You can generate the sha-1 from the file in Dolphin creates.
The two sha-1 values in patch.c I don't currently have an example for are probably the ones labeled Alien Hominid and Pikmin-Pal in the Dolphin UCodes.cpp file.
They would show up in Nintendont's log as V6 or V7. If the sha-1s aren't known, they will show up as unknown in Nintendont's log. Getting the compatibility list updated for as many games as possible would be helpful. The others in UCodes.cpp may or may not be useful. If anyone knows how to, I would like to know how to dump the IPL file from either my Wii or my Gamecube. I don't have a broadband adapter for my gamecube, which I think I saw mentioned as the way to do it.
One of the changes I made in r33 was to fix the DSP version reporting in the logs, so some games that were previously reporting unknown, should now report their version number.
For what it's worth, the change I made to the DSP for v10 and v11 was to try and fix the ACCA register in the DSP. Apparently, in the gamecube, the address for the ARAM is at 0x00000000 or 0x80000000 (memory map). However, on the Wii, if the DSP attempts to talk to that address, it will hit the main RAM, which will cause all sorts of problems. The ARAM address on the Wii is at 0x10000000 or 0x90000000. The change is to get accesses to this address adjusted. Crediar had left just enough comments/hints in the code to figure out what he was doing to the dsp. He had overwritten some of the code in the halt section to do this (I don't know if any games ever halt the DSP.), because changing DSP code length might cause problems, so you have to add additional instructions without altering the code behavior. The two that I modified had some unused nops at the end (using or instead of add, because I think it's safer). I also modified ACSA and ACEA in the same way, as I think they should probably be adjusted as well. I've been attempting to combine duplicate code in DSP v4 to make room, but haven't gotten it working yet, nor am I certain it will work. I don't know if this is what's causing some of the other games not to work. All of the ones that have been fixed so far have been what Dolphin calls Zelda style DSP. v4 is what it calls AX style. None of those work yet, so there might be something else that still needs to be fixed for those.