Hacking Nintendont

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ok thanks i asked because months ago it only supported zelda and i wasnt sure this will run more games
 
So, does the PS3 controller have to be plugged in the WiiU? I got my brother to let me use his PS3 controller til I can buy one on Friday.
 
So this project was dropped and the source released, but is anybody developing this any further because I can't find any version apart from the zelda WW pre alpha but people are seamingly loading other games?
I hope it's USB and not SD isos
 
I saw the compatibility list and metal gear solid twin snakes is green (yay). Has anyone else tried the game out? Does it run well for you?
 
So this project was dropped and the source released, but is anybody developing this any further because I can't find any version apart from the zelda WW pre alpha but people are seamingly loading other games?
I hope it's USB and not SD isos
Check the first post. There's a link there. There's also a download link on the googlecode page where the code was realeased.
https://code.google.com/p/nintendont/
 
So this project was dropped and the source released, but is anybody developing this any further because I can't find any version apart from the zelda WW pre alpha but people are seamingly loading other games?
I hope it's USB and not SD isos

It is SD for now until a usb version is released which might be quite a wait since compatibility comes first. SD cards are coming out in pretty nice sizes, I have a few 32GB which is more than plenty for several games. Though I mainly test em out for compatibility, I still fit enough games on a card.
 
So anyone with a USB Gecko tried what crediar posted? (that is if anyone even HAS a USB Gecko). Dolphin is completely out of the question and I could not find any other MEM2 dumpers, although it seems like a MEM2 dumper homebrew should be possible since 0x93200000 is part of the cached region (I am probably wrong about how .dol loading works).

It's possible to do a homebrew MEM2 dumper; the DOL executable/data usually gets loaded to MEM1, not MEM2. And given the fact libogc first allocates memory to MEM1 through malloc() until it is full, you can just copy the whole cached 64 MB in chunks of, let's say, 32 KB.

However, it seems Devolution r200 uses yet another obfuscation method by altering its binary data in the 0x93200000 - 0x93219A9F range (according to my tests with Super Monkey Ball, though; I couldn't see any plain text in there). That may also explain why Crediar used r197 in the first place.

Just my opinion, though; it's not like I have the skills to improve Nintendont in any way.
 
Even though progress is slow I have faith this project will turn out really well if only because many people are interested in it and it's open source so it's not like if one guy lost interest the project dies, I would like to see how it will work if Devolution kernel was implemented!

Luigi's Mansion NTSC-U, works fine on r38. Stuck on save screen. A restart seems to fix the problem.
This is not related but I been having a similar issue with Smurfs Dance Party on Wii in which if I start the game it freezes on black screen (wiimote remains lit) but when I hit reset the game runs fine, tried different settings and none of them work, I asked Cyan and he didn't know what the problem is, was wondering if anyone knows what's going on!
 
I know I been using them since forever but they still dry out fast and I can't charge while playing like with the PS3, something Nintendo should of done right!

Sounds like you need some Eneloop rechargeables. Once you try them you'll NEVER go back to any other brand. Promise. :)
 
As Crediar mentioned, if you guys are just trying to grab Devolution and drop it into Nintendon't and hope for magical results, it's not gonna work as they both work in very different ways. Nintendont's Kernel replaces the IOS (running on the ARM processor) and lets the GC game run straight on the hardware while Devolution's kernel (running on the PPC processor) just acts as a go-between for the IOS, letting the GC game run in sort of a virtual machine.
...I assume that's still using GC controllers and all that jazz.
No it doesn't. It uses SD or USB instead of the disk and/or memory cards and work has begun on adding wiimote support. All hardware with the exception of the graphics card is virtualized (which could also be done but there's no need for it).
DIOS MIOS runs in gamecube mode, scans for a bunch of specific functions when the game starts and patches them.
Devolution runs direct from HBC like any other homebrew app and executes the game in a virtual environment - all wii hardware is still available and any patching is dynamic (as the code is executed).
and with both compiled to run on different types of processors a simple copy and paste of disassembled code isn't gonna work either.

Also, I didn't quite catch where Crediar said he would/could add Devolution based code to Nintendont but it might be what's being referred to here:
It is only closed source to protect the disk verification. The "complex" parts that might be useful for other projects have already been shared with someone who was planning to add something similar to an existing open source app.
Which would mean a little bit less work than having to reverse engineer that information our of a memory dump.

As far as other public posts, though, I think one the only one that could directly help with a problem we're currently seeing.
I did mention all the graphics issues were related, so all rainbow/scrambled textures should be fixed.

For anyone interested, when gamecube games send the address of a TLUT (texture look-up table) to the graphics processor they send a single word that looks like this:
0x64XYYYYY
where X is undefined (random) and YYYYY is the physical memory address of the TLUT right shifted by five. The reason X is undefined is because the physical memory address will only use bits covering the range up to 0x01FFFFFF (GC only has 0x01800000 bytes of RAM), when you shift that value right by five it becomes 0x000FFFFF. The GPU knows only those bits are valid and ignores the rest, so the GXInitTlutObj function doesn't bother setting the value of X to anything (it will be whatever was left in memory before).
However in wii mode the presence of MEM2 means the physical address of the TLUT can be in the range up to 0x1FFFFFFF, which gives 0x00FFFFFF when right shifted by five. So the GPU does pay attention to the extra four "X" bits, causing bad values to be read into the TLUT caches. The patch I added ensures that the undefined value "X" is always zero.
 
For some reason I'm not getting past "patched kernel loading ... 4" for any iso

See https://code.google.com/p/nintendont/wiki/Troubleshooting
Seems a controller problem, on the OP page there is also a controller HID test you can download.
See also https://code.google.com/p/nintendont/wiki/ControllerSetup for more info on the controller setup.

Also FOR EVERYBODY, please READ the first page of this thread first when you are new to Nintendont for usefull information. It might help you solve your problem.
 

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