Hacking Nintendont

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Creating a system that can find the right files to cache is way too complicated to create, if you think you can "just" create it then go for and share your code. (And don't tell me you can't code)

And about caching the big files it is actually quite the opposite large files can be loaded quickly while small files slow everything down.

About the 220 there has to be some limit otherwise there would be no space for other stuff left?
 
Creating a system that can find the right files to cache is way too complicated to create, if you think you can "just" create it then go for and share your code. (And don't tell me you can't code)

And about caching the big files it is actually quite the opposite large files can be loaded quickly while small files slow everything down.

About the 220 there has to be some limit otherwise there would be no space for other stuff left?


I haven't done any Wii coding but I assume you can track which files are opened. If you can do that during normal game play (I'm thinking some sort of separate mode) you can get a list of the most frequently opened/read files and add those to that cache.txt file automatically when you exit that tracking mode. This is all assuming you have enough memory to track all file accesses and that it doesn't slow it down so much as to be unplayable.
 
And about caching the big files it is actually quite the opposite large files can be loaded quickly while small files slow everything down.
On a per-file basis? I figured with a hard limit on the number of files cached rather than the size of the cache, the advantage of bringing in a bunch of smaller files would be limited versus bringing in bigger files since you'd still have the same number of files meaning the same amount of non-sequential data.

About the 220 there has to be some limit otherwise there would be no space for other stuff left?
I was curious if there was a reason for that particular number. Often limits are placed based on what you can address with a byte or a word, or sometimes powers of 100. 220 seemed like an odd enough choice that there may have been a more specific reason for that limitation.
 
How exactly do we see what files are on the iso and how do we determine what each refers to? Sorry for the stupidity. I don't seem to understand exactly how to go about doing this.
 
Just commited r27, I've added some new controller patches to hopefully fix up some more game controls. Please test it and report back how it works.

need for speed hot pursuit 2 controls works now, but shuts my wii off when it gets to a loading screen with a controller on it
 
I decided to change my approach to fix UStealth compatability a little. The current code that checks the signature is in libFAT
SO
I just decided to grab THAT source code and make the little change (partition.c, line 183)
http://www.mediafire.com/download/9d1ffxo16kc1gmq/libfatmod.zip
Let's see if this does the trick

*downloads clean, updated code and gives it a try*
stay tuned

Thanks for the great lib. I tried to compile other app. by using your libfat and
it worked no problem to access the Ustealth USB device without changing
any source code.

Maybe you can consider to post this to a new/individual thread so more people
can see/use this lib.
 
Maxternal said:
I decided to change my approach to fix UStealth compatability a little. The current code that checks the signature is in libFAT
SO
I just decided to grab THAT source code and make the little change (partition.c, line 183)
http://www.mediafire.com/download/9d1ffxo16kc1gmq/libfatmod.zip
Let's see if this does the trick

*downloads clean, updated code and gives it a try*
stay tuned
YAY it worked

Does that mean you added your code to the ongoing commits? Will the rest of the revisions be ustealth compatible? I'm super worried at the moment because I have kids but I'd like to keep messing with nintendont.
 
Also that mean SSBM PAL version is only v1.02 that will not work..

maybe crediar are using the very first version (v1.0) or v1.1

Edit: crediar's "cache.txt" has only 70 entries... well, I think so.
crediar's "cache.txt" has only 70 entries... well, I think so.
he said "Tested and created on 1.02 USA " that is the version I am using
 
If any of you has dolphin, try comparing the cache.txt with the file structure of the iso. I've tested the cache.txt just now and I had no issues at all, and all the files in the cache.txt are in the iso as well.
 
So how would someone go about making a cache.txt for a game like . True Crime: Streets of LA slow loading times are known because of all the little files it contains.
 
I came to check and I find the first page says "Nintendont v1.0 released" + "new google page" and it seems Crediar is back?
 

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