Hacking Nintendont

  • Thread starter Thread starter sabykos
  • Start date Start date
  • Views Views 10,172,041
  • Replies Replies 42,894
  • Likes Likes 194
Super Mario Sunshine (PAL) stopped freezing when loading a level or cutscene with the latest revision (r80) on my Wii U. Also saving is working flawless!
Don't know if it was only luck, or if we can finally update it to "works" in the compatibility list...
 
Super Mario Sunshine (PAL) stopped freezing when loading a level or cutscene with the latest revision (r80) on my Wii U. Also saving is working flawless!
Don't know if it is only luck, or if we can finally update it to "works" on the compatibility list...

I have to check this myself. Would be very happy
 
  • Like
Reactions: felipecabralf
I would really love for physical memory card support on the original Wii or for MCEmu to work in Fire Emblem: Path of Radiance. My disc is scratched, so I can't use Devolution, and DIOS MIOS doesn't always start well (I think it might be my hard drive).

I don't want to make demands, though, you all are doing great work and I don't know the first thing about coding for the Wii, so is there any way that I could help? Testing or something maybe?
Path of Radiance works fine in DIOS MIOS, so it very well could be your HDD. Maybe try DIOS MIOS Lite and run it from an SD card?
 
Fire Emblem Path of Radiance works fine on Nitendont without Memory card?
I want to use my Duashock 3.

I've tested it just now with rev81 and MCEmu enabled, the save is created succesfully and you can play fine. I would think that's enough for you, unless you want to play without MCEmu for some reason; but I'll test that anyways after I confirm that I can progress past the prologue and save.

Edit: Yup, got to chapter 2 without problems, and the save works as well. MCEmu disabled works fine too, and allows you to play without saving.

Cyan I can also confirm that Loader GX gets stuck in Init CARD if MCEmu is enabled, most likely due to the changes made in r80. Think you could look into it?
 
  • Like
Reactions: Antonio Ricardo
I can confirm that super mario sunshine no longer freezes on cutscenes. You just can't move and shoot water at the same time with the ps3 controller.
 
Tried Tomb Raider Legend just now it worked on r71 tried r80 no go stuck at heath and safety screen pressing buttons dont work if i wait it out then it gets stuck at accessing memory card do not power off the console screen and freezes.
 
  • Like
Reactions: gig71
I can confirm that super mario sunshine no longer freezes on cutscenes. You just can't move and shoot water at the same time with the ps3 controller.

You can't? I've seen posts (for dolphin emu, though) where they explained how to config the ps3 controller to use the analog shoulders. One of the examples was Sunshine to shoot water while moving if you "soft-pressed" the shoulder button. Maybe you should check your controller.ini?
 
You can't? I've seen posts (for dolphin emu, though) were they explained how to config the ps3 controller to use the analog shoulders. One of the examples was Sunshine to shoot water while moving if you "soft-pressed" the shoulder button. Maybe you should check your controller.ini?

That could be why, i'm still using the config file from the alpha

Edit: I'm going to have to check the 3 in 1 magic joy box adapter once they release the update so I can check if I need to adjust its controller.ini to fix the same problem
 
ok, whatever was changed in between r44 and r80 for resolution modes has done something to Resident Evil Zero AND Capcom VS SNK 2 EO (NTSC on both), for the worse AND better.

Before, Capcom VS SNK 2 EO would load double, overlapping images 10% of the time and 90%, it worked perfect.
Now, the double overlap of the video is 100%, no working.
So that sucks.

Resident Evil Zero was a little different.
Before, it would run everthing perfectly but, after the first in game cutscene, it would become VERY unstable, usually freezing during the first two final monologue before actual gameplay or on the first screen. But it looked and sounded right.
Now, the cutscenes run at halftime and are WAY bigger than they should be (you can only see the top half of the video). The title screen looks perfect. The game actually makes it to gameplay now and is MUCH more stable but is also far too large, like the cutscenes. The menus are also like this. So now its more stable but unplayable.

Good and bad but definitely progress!

edit: gonna go back and try it without forcing widescreen.
edit2: yeah, not widescreen. still, awesome that the game runs now. It seems likea simple aspect ratio fix and resident evil zero will be 100%. Memory card saves and loads.
 
ok, whatever was changed in between r44 and r80 for resolution modes has done something to Resident Evil Zero AND Capcom VS SNK 2 EO (NTSC on both), for the worse AND better.

Before, Capcom VS SNK 2 EO would load double, overlapping images 10% of the time and 90%, it worked perfect.
Now, the double overlap of the video is 100%, no working.
So that sucks.

Resident Evil Zero was a little different.
Before, it would run everthing perfectly but, after the first in game cutscene, it would become VERY unstable, usually freezing during the first two final monologue before actual gameplay or on the first screen. But it looked and sounded right.
Now, the cutscenes run at halftime and are WAY bigger than they should be (you can only see the top half of the video). The title screen looks perfect. The game actually makes it to gameplay now and is MUCH more stable but is also far too large, like the cutscenes. The menus are also like this. So now its more stable but unplayable.

Good and bad but definitely progress!

edit: gonna go back and try it without forcing widescreen.

I've heard that the Resident evil games don't like forcing widescreen
 
As of r80 memory card emulation is working for Resident Evil,Resident Evil-Zero,2,3 and Code Veronica X. I have not tested Resident Evil 4 yet. All are ntsc u iso's on ntsc u wii u. EDIT- Memory card emulation seems to work with Resident Evil 4 as well.
 
  • Like
Reactions: the_randomizer
I've tested it just now with rev81 and MCEmu enabled, the save is created succesfully and you can play fine. I would think that's enough for you, unless you want to play without MCEmu for some reason; but I'll test that anyways after I confirm that I can progress past the prologue and save.

Not for me it didn't. When I started fire emblem path of radiance, it said the memory card was corrupted and had to be formatted. I formatted it and it created a save, but then it said that the memory card was damaged and couldn't be used. And the game would have to be started without saving. :(
 
Not for me it didn't. When I started fire emblem path of radiance, it said the memory card was corrupted and had to be formatted. I formatted it and it created a save, but then it said that the memory card was damaged and couldn't be used. And the game would have to be started without saving. :(

Was it using r81? My game is NTSC, so I'm guessing your's is the same and they should both work. Did you check that there was a .raw file created with the Game ID as it's name? I tried both with MCEmu enabled and disabled and they worked fine.
 
I didn't see anyone reply to you so I don't know if you already figured it out but...

If you open Dolphin emulator in a pc, in the Tools tab you have a memory card manager for GC. Simply open that, load the ninmem.raw you have for nintendon't and the raw you got from using GCMM and then transfer all your saves. Regarding the "corruption", then it's quicker if you try. I think it's highly unlikely that your physical memory card will be damaged in the process so you can always try again.

Edit: in the newest rev each game has its own memory card, so you'd have to load each game once to create them, and then use the memory card manager to transfer each save, one at a time.
My version of Dolphin is not the latest so I'll just use the old method for this, thanks, also my question is what's the result format supposed to be just so I know? .sav maybe?
 
My version of Dolphin is not the latest so I'll just use the old method for this, thanks, also my question is what's the result format supposed to be just so I know? .sav maybe?

I was referring to the latest revision of Nintendon't, since r80 you get a GameID.raw for each game, and the "result format" is exactly the same raw file you're using. Dolphin's manager simply lets you delete and copy saves and transfer them from one .raw to another .raw
 

Site & Scene News

Popular threads in this forum