Hacking Nintendont

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Try in revisions previous to that one.
Try r78, and lower ones if necessary until one of those boots and post which one booted normally since the last one you've been using was r50.


Yeah, that was the next logical step I was going to take. Just wanted to make sure I wasn't missing anything. Thanks for the help.
 
Yeah, that was the next logical step I was going to take. Just wanted to make sure I wasn't missing anything. Thanks for the help.

The only other thing that comes to my mind is to try another controller.ini file (official PS3 from the repository) and see if the game boots with that one, because all the other files and such are in the right place.
You are running from a HDD right?

Try copying the apps and the controller.ini into the SD too just to be sure.
If that doesn't work, go for the other revisions tests
 
You are running from a HDD right?

Try copying the apps and the controller.ini into the SD too just to be sure.
If that doesn't work, go for the other revisions tests

Running everything off a 16GB SD card. I'll try the official PS3 ini, as well. Thanks again.
 
It's really hard to keep up with this thread with my recent time schedule. I was something like 15 pages behind and finally just decided to skip to the end. The progress I see on googlecode is really nice, though.

Anyway, I had submitted a patch a few days ago to add ustealth compatability
https://code.google.com/p/nintendont/issues/detail?id=7&thanks=7&ts=1397663049
and I neither had time to test it before submitting it nor since then so I was wondering if anyone had tried this yet.
 
Is it possible to fix the issues with the component cables? I have component cables but I set the resolution to 480I. Whenever I launch nintendont I think it sees the option to display in 480p so it does causing my tv to lose signal. I have to "force" 480I which distorts the video output significantly.
 
It's really hard to keep up with this thread with my recent time schedule. I was something like 15 pages behind and finally just decided to skip to the end. The progress I see on googlecode is really nice, though.

Anyway, I had submitted a patch a few days ago to add ustealth compatability
https://code.google.com/p/nintendont/issues/detail?id=7&thanks=7&ts=1397663049
and I neither had time to test it before submitting it nor since then so I was wondering if anyone had tried this yet.

I do not have the tools to test it right now, but if some people do test it and results positive, could you compile the most recent revision (r79) with that patch so we can make that r80?
 
Alright so if I choose not to create a save game profile to start the game and choose to save later in the game will I be able to then save successfully.
No.What I meant is that the game is playable but you can't save. You can't create a save file. But that test was done manyrevs ago, when having MCEmu On would still ask if you want to create a file, last time i tried it wouldn't show anything. you're free to test again. If it doesn't load anything past the Press start screen with MCEmu on, then you can't save and you can only play with MCEmu off.
 
Is it possible to fix the issues with the component cables? I have component cables but I set the resolution to 480I. Whenever I launch nintendont I think it sees the option to display in 480p so it does causing my tv to lose signal. I have to "force" 480I which distorts the video output significantly.

Try this temporary solution: https://www.dropbox.com/s/3ldv3frx99p3ma4/Nintendont.dol
The problem is this:
Code:
if( VIDEO_HaveComponentCable() )
                vmode = &TVNtsc480Prog;
            else
                vmode = &TVNtsc480IntDf;
Instead of getting the current mode, it forces progressive scan if component cables are detected, all I did was force 480i for NTSC only; in global.c and main.c
 
Try this temporary solution: https://www.dropbox.com/s/3ldv3frx99p3ma4/Nintendont.dol
The problem is this:
Code:
if( VIDEO_HaveComponentCable() )
                vmode = &TVNtsc480Prog;
            else
                vmode = &TVNtsc480IntDf;
Instead of getting the current mode, it forces progressive scan if component cables are detected, all I did was force 480i for NTSC only; in global.c and main.c
Thank you very much, I will try it later when I have the time. Why can't the devs implement this in the official builds?
 
Thank you very much, I will try it later when I have the time. Why can't the devs implement this in the official builds?
Because if you have component cables why would you want to play in 480i? It's a given that your going to want progressive, unless of course you have some type of problematic TV which seems to be the case for u. So most of us would not want that by default because I dont' want to have to choose progressive for every game I play, I rather just have it be progressive all the time and choose whether I want to lower my resolution.
 
Because if you have component cables why would you want to play in 480i? It's a given that your going to want progressive, unless of course you have some type of problematic TV which seems to be the case for u. So most of us would not want that by default because I dont' want to have to choose progressive for every game I play, I rather just have it be progressive all the time and choose whether I want to lower my resolution.


I use HDMI for the Wii U, not entirely sure what will happen when I try to run games with either forced progressive or interlaced modes. Methinks it'll freak out and crash.
 
Because if you have component cables why would you want to play in 480i? It's a given that your going to want progressive, unless of course you have some type of problematic TV which seems to be the case for u. So most of us would not want that by default because I dont' want to have to choose progressive for every game I play, I rather just have it be progressive all the time and choose whether I want to lower my resolution.

Correct but Nintendont and DM are the only homebrews that do it that way; that I've seen.
It's not a problem for me but I prefer 480i (I watch videos in WiiMC which tend to be interlaced and if you watch those in 480p they look terrible)

It's like this: Wii set to 480i >load Nintendont switches to 480p >load GC game switches back to 480i >then back to 480p within the game.
So it is unnecessary, no other homebrew does it, or to provide a better example devolution doesn't do it.
 
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I just noticed that both Resident Evil 2 and 3 have a remark saying something about Widescreen not working properly due to some misplacement of objects and characters with the background.

That is normal with all the RE games (except Code Veronica I think), because all of those games utilice pre-rendered backgrounds and the objects/items/characters are the only models not pre-rendered.
At the moment the Widescreen hack is applied, the pre-rendered background is stretched, causing the items and other objects to not match the corresponding place where they should be.

It just looks like the items is moved a little bit to the right than usual, but it is quite noticeable.
So Widescreen for those games does work, but it is because of how the game places the items and backgrounds that doesn't make Widescreen hack an option to play it properly.

I always play those without Widescreen, and I have no problems so far.

NOTE: The same issue happens with Devolution too.

I never said it didn't work, nor does this problem exist in Dolphin for the games.
 
I never said it didn't work, nor does this problem exist in Dolphin for the games.
I believe Dolphin and Swiss have better implementations of the Widescreen hack, it's possible Devo has it too, but from the comments on things being placed incorrectly on Devo as well it sounds like it doesn't.
 
Wii U rebooting on "Init SD device..." after choosing a game to load. Tested with r79-r74. The last revisions that worked on the SD card was r49-r55. I can't see why r70-something would be suddenly incompatible with my SD card.
 
Wii U rebooting on "Init SD device..." after choosing a game to load. Tested with r79-r74. The last revisions that worked on the SD card was r49-r55. I can't see why r70-something would be suddenly incompatible with my SD card.

Well, if the last one that worked was r55, and it stopped working in r74, it's not so "suddenly". However, if you want to find out the cause, the best way to do it is to go one revision at a time from the rev that last worked, until it stops working. Then the devs will be able to check what changed in that rev and broke it.
 

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