Hacking Nintendont

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P.N. 03 now boots up and play perfectly but it randomly frooze on room 3 with beeping noise while i was moving turning a corner.

Splinter cell chaos theory which worked perfectly on 101 now freees on the first loading screen
 
So here are my experiences with 1.105 (some problems may not be entirely related to or caused by 1.105, I'm just testing every game with this new build to have a clean base to work from in the future. All games are NTSC/US unless otherwise stated, and all games were tested using one first-party official Nintendo GC controller. Links go to USB Gecko logs on Github's Gist (I didn't bother making a log for games which seemed fine).):

Ikaruga crashes on its initial loading screen. The "garbage" text is probably Japanese text, but PuTTY can't seem to translate it into proper glyphs. OSReport seems to be working again as well.

The Zelda: OoT/MQ disk with just those two on it still crashes after the progressive screen.

Nintendo Gamecube Preview Disk, May 2003 boots now, but crashes when trying to launch a demo (e.g. Viewtiful Joe).

F-Zero GX crashes several seconds after beginning its attract mode/title screen.
The Princess Peach Demo from the GC SDK just black screens (consider this low priority, it's not a huge deal if it doesn't run).

PSO Episode 3 crashes immediately after booting.

SSB Melee crashes and burns after pressing start on the title screen (with a huge, HUGE log).

Zelda: Collector's Edition (with Z1, Z2, 20 minute TWW demo, and OoT/MM) still hangs with a black screen when picking any game.

Mario Kart Arcade GP2 still hangs on the camera screen.

The Wind Waker's OSReport works again. Seems fine otherwise.

Twilight Princess' OSReport works again too. Seems fine otherwise.

Tales of Symphonia disk 1 crashes when pressing start at the title screen.

Pokémon Colosseum (PAL game, forced to PAL60 so it works on my TV) boots fine, still doesn't detect a memory card (known issue), and hangs while playing the intro video, after starting a new game.

Zelda: Four Swords Adventures seems fine. No changes noticed.

Paper Mario: TTYD indeed works in battles now. I only played through the first battle, though.

Metroid Prime 1 is still missing rumble.

PSO Episode 1 & 2 still turns the Wii off.

This isn't my entire collection, but it's a large enough amount of data for now. I'll probably update the wiki either later tonight or tomorrow.

why on the compatability list has someone been putting "audio streaming game"? i dont understand because audio streaming isnt anything to do with the games them selves and its not added in nintendont.

They have everything to do with the games. Some games (i.e. Ikaruga) are not working because audio streaming isn't implemented (well, as far as I know).
 
why on the compatability list has someone been putting "audio streaming game"? i dont understand because audio streaming isnt anything to do with the games them selves and its not added in nintendont.

it's probably a way to let others know why the sound isn't working in those games if they happen to test them. Since audio streaming isn't supported yet, saying the game uses it is the same as saying "the sound won't work"

edit: quoted wrong post, sorry. fixed.
 
it's probably a way to let others know why the sound isn't working in those games if they happen to test them. Since audio streaming isn't supported yet, saying the game uses it is the same as saying "the sound won't work"
i think the game crashes when trying to acess the audio streaming atleast crazy taxi crashed when you got near someone probably trying to play the hey over here audio streaming or something
 
I've noticed that though the revisions, games become playable, then break, then some new version fixed the broken ones, but breaks others in weird ways, which I know is the case for any complex development cycle, but... Seems a bit frustrating. Has any thought been given to making several versions, each programmed to run certain games better, than trying to make them all work on one version?

Sure we won't have a single, stand alone app, but perhaps having games split between different revs will allow for better optimization for those games? Then we can always combine those multiple revs into a single plugin in Wiiflow or something. Just not sure which way the devs might find more complicated.
 
I've noticed that though the revisions, games become playable, then break, then some new version fixed the broken ones, but breaks others in weird ways, which I know is the case for any complex development cycle, but... Seems a bit frustrating. Has any thought been given to making several versions, each programmed to run certain games better, than trying to make them all work on one version? Sure we won't have a single, stand alone app, but perhaps having games split between different revs will allow for better optimization for those games? Then we can always combine those multiple revs into a single plugin in Wiiflow or something. Just not sure which way the devs might find more complicated.

I'll start by saying that nintendont isn't meant to be used as (or through) a plugin in wiiflow; you can always use several dols individually through the hbc if you want. Nintendont is in development, the devs DON'T KNOW if the changes they made will break other games for certain, it's obvious they didn't break intentionally or knowingly the ps3 controllers either; that's why greyrogue's post and others usually use "might" or "may" when talking about breaking stuff. So splitting the dev process in "game branches" is stupid, and is no different than downloading 1.105 to play Paper Mario and have 1.80 for the rest (as is most compatible) or another rev to use with the ps3 controller.

No offense meant in my post, just don't see the point in doing things as you say.
 
I've noticed that though the revisions, games become playable, then break, then some new version fixed the broken ones, but breaks others in weird ways, which I know is the case for any complex development cycle, but... Seems a bit frustrating. Has any thought been given to making several versions, each programmed to run certain games better, than trying to make them all work on one version?

Sure we won't have a single, stand alone app, but perhaps having games split between different revs will allow for better optimization for those games? Then we can always combine those multiple revs into a single plugin in Wiiflow or something. Just not sure which way the devs might find more complicated.

Use v1.80 if your going to complain about games working in some revisions and not others
 
I believe this is why someone asked a few pages back for loaders to add a "stable" and "testing" option, so multiple versions of Nintendont can be booted more conveniently. I might add such an option to postLoader later (that's best saved for another topic though; we need to discuss a common folder and dol name so loaders don't conflict). :yaysp:
 
tested on v1.105 on Wii

- Auto Modellista - froze while choosing car
- Battalion Wars - froze within the first minute of the first level
- Burnout 2 - froze in the first few screens
- Capcom VS SNK 2 - froze at character select screen
- Cubivore - Black screen on boot
- Def Jam Vendetta - loads intro video, freezes before loading menu
- Killer 7 - played 5 minutes and froze
- Mario Kart Double Dash - froze within 10 seconds of first race
- Mario Power Tennis - froze at progressive scan screen
- Metroid Prime - froze within 5 minutes
- NBA Street Vol. 2 - working perfect, played 20 minutes
- Pikmin - worked fine, played through a whole in-game day
- Sonic Adventure 2 Battle - froze within 5 seconds once level loaded
- Sonic Adventure DX - froze once character had been selected
- Resident Evil Zero - froze on first dialogue screen after selecting New Game
- Super Mario Strikers - froze while loading game after character selection
- Super Mario Sunshine - worked perfect, played several levels, collected shines
- Super Smash Bros Melee - stuck after selecting characters, music still plays and reset combo works
- Simpsons Road Rage - black screen on boot
- Viewtiful Joe - boots up, freezes at different parts of first level
 
I believe this is why someone asked a few pages back for loaders to add a "stable" and "testing" option, so multiple versions of Nintendont can be booted more conveniently. I might add such an option to postLoader later (that's best saved for another topic though; we need to discuss a common folder and dol name so loaders don't conflict). :yaysp:

I haven't used postloader, but i think most loaders can load several dols from hbc if they're in different folders. With LoaderGX, if I need to test different versions, I create several nintendont folders, ("nintendont r80", for example), edit the xml and make it read-only and that's it. Then I can see several nintendont icons but each has the adequate version number displayed. It's almost the same workload someone would need to do if they wanted to have an stable version and a experimental / development one in the folder for quick load from the loader.

In any case, I'd suggest you to use "stable" and "development" as the options labels if you use a pop up or something, and "boot.dol" and "latest.dol" or "devstage.dol" for the unstable one. Or if you want to support many unstable versions, use "revXX.dol"; but again, I think it's work that you shouldn't put on your shoulders, the gain is very little and for a limited number of people.
 
postLoader works like the Homebrew Channel for most things. It has a custom view for Wii and GC games, so it'd make sense to have an option there at least. It'd be a simple matter of displaying something like "Use Nintendont Stable" or "Use Nintendont Testing", then simply booting a commonly named DOL. I wouldn't go in depth down to the revision.

Anyway, that's enough off-topic discussion for now. :)

Keep up the great work, GreyRogue, FIX94, and the rest.
 
Does anyone know how to use a dolphin save file with nintendont? I beat the ricco harbor shadow mario level on dolphin as it does not load on nintendont and am trying to use that save file to complete the game. I imported my save file from nintendont initially, but for exporting the save, there doesn't seem to be an option to export to a .RAW file and the dolphin memory card itself is 8 times larger than the size of the nintendont memory cards.

TL;DR:
How do you export dolphin saves to a .RAW file for use in nintendont?
 
Use v1.80 if your going to complain about games working in some revisions and not others
First off, I'm not -complaining- about anything. It was only a suggestion.

Second, I'm not necessarily suggesting that development be split per game, but as revisions are made and compatibility is made for different games, and all this is documented, that we have the -option- to use these various revisions in a simple point and click interface.
And finally, I haven't even bothered with Nintendont because of the constant fluctuations in compatibility issues.

Again, just a thought...
 
Does anyone know how to use a dolphin save file with nintendont? I beat the ricco harbor shadow mario level on dolphin as it does not load on nintendont and am trying to use that save file to complete the game. I imported my save file from nintendont initially, but for exporting the save, there doesn't seem to be an option to export to a .RAW file and the dolphin memory card itself is 8 times larger than the size of the nintendont memory cards.

TL;DR:
How do you export dolphin saves to a .RAW file for use in nintendont?

I've posted this so many times that it should be added to the first post, lol.

Open dolphin, then in Tools / Memory Card Manager . you'll have a split view for two memory cards, in one side you should open your MemoryCardUSA.raw (or eur, whatever) and in the other side, the ID4.raw that's exclusive of your game (the one nintendont created) and that you should've transferred previously to your computer. Then you delete that single save slot that's in the second memory card, and use Copy -> to transfer your save from the Dolphin's MC to the one where you deleted the save slot. Then transfer again that ID4.raw to your saves folder to use with nintendont. That's all.
 
v1.105 1:1 tested with Mayflash 3-in-1

SSBM v1.00: Froze picking character randomly. You MIGHT get lucky and get 4 characters selected to actually play
Kirby Air Ride: Freezes randomly in race/city trial
Luigis Mansion: Seems fine
Simpsons Hit and Run: Freezes on loading screen before you can actually move around
Zelda WW: Seems fine
Digimon Rumble Arena 2: Gives this error when you scroll to choose a different digimon other than agumon [[[load of "menus/characters/body/gomamon.res" failed: couldn't allocate data area]]]. If you choose agumon then random freezes during the match. (I should note this is the first revision this game has ever booted for me)
Digimon World 4: Freezes after using the teleporter to go see Ophanimon
Mario Kart Double Dash Bonus Disk: Freeze picking demo
Mario Kart Double Dash: Freezes right after the race starts
Burnout 2: Froze at load/save screen after I misclicked retry on memory card. Assuming random freezes
Mario Party 4: White screen selecting party mode
Super Mario Strikers: Froze on loading screen
DBZ Budokai 2: Froze in battle
Crash Nitro Kart: Froze on loading screen after picking team
Super Mario Sunshine: Seems fine

Stability is bad...very bad...
 
v1.105 1:1 tested with Mayflash 3-in-1

SSBM v1.00: Froze picking character randomly. You MIGHT get lucky and get 4 characters selected to actually play
Kirby Air Ride: Freezes randomly in race/city trial
Luigis Mansion: Seems fine
Simpsons Hit and Run: Freezes on loading screen before you can actually move around
Zelda WW: Seems fine
Digimon Rumble Arena 2: Gives this error when you scroll to choose a different digimon other than agumon [[[load of "menus/characters/body/gomamon.res" failed: couldn't allocate data area]]]. If you choose agumon then random freezes during the match. (I should note this is the first revision this game has ever booted for me)
Digimon World 4: Freezes after using the teleporter to go see Ophanimon
Mario Kart Double Dash Bonus Disk: Freeze picking demo
Mario Kart Double Dash: Freezes right after the race starts
Burnout 2: Froze at load/save screen after I misclicked retry on memory card. Assuming random freezes
Mario Party 4: White screen selecting party mode
Super Mario Strikers: Froze on loading screen
DBZ Budokai 2: Froze in battle
Crash Nitro Kart: Froze on loading screen after picking team
Super Mario Sunshine: Seems fine

Stability is bad...very bad...

The Simpsons Hit and Run works fine for me, I'm using a PC USB GamePad... so it sound stupid, and it was hard to believe for me, but the compatibility is affected by te controllers...

EDIT: Sorry, the error is mine, I was using another rev, it happends the same with the generic controller.ini
 
yeah stability is bad on 105 but alot of games are now booting or reaching further before randomly freezing i think if the entire thing of the random freezes and loading freezes get sorted around on 106 that will be a great rev most likely.
 
The Simpsons Hit and Run works fine for me, I'm using a PC USB GamePad... so it sound stupid, and it was hard to believe for me, but the compatibility is affected by te controllers...

EDIT: Sorry, the rror is mine, I was using another rev, it happends the same with the generic controller.ini

I booted the game twice and it froze on the loading screen both times. The loading bar got fully finished then it froze the first time. The second time it got about halfway then it froze.

Edit: try v1.105 so we can see if we got same results
 

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