Hacking Nintendont

  • Thread starter Thread starter sabykos
  • Start date Start date
  • Views Views 10,169,973
  • Replies Replies 42,894
  • Likes Likes 194
Have you tried super monkey ball? when the monkey lands, he is not supposed to move at all, but the previous build of Nintendont, he slightly goes to the left with my WiiU Pro Controller. But with this new build of Nintendont, the monkey ball sharply turns to the left when I leave my controller alone.


Thats exactly the game I first played with bluetooth. No, my monkey doesn't move an inch if I don't touch the Wii U pro controller.
 
Have you tried super monkey ball? when the monkey lands, he is not supposed to move at all, but the previous build of Nintendont, he slightly goes to the left with my WiiU Pro Controller. But with this new build of Nintendont, the monkey ball sharply turns to the left when I leave my controller alone.


I have the Wii U Pro Controller adapter and two Wii U Pros. When I run them in HIDTest, one shows the values on my stick is constantly changing and the other is rock solid. I think its dependent on the controller.
 
how do I perform a hid test with my wiiu pro? its not registering in the Nintendont HID Test on my HBC. Thank You!

AFAIK it's not possible (And the reason is pretty obvious as well); it's not a HID controller, as it connects through bluetooth, and since you can't map the buttons on your own, nor it needs a controller.ini, there's no point to use HIDTest with it.

Though i understand you might be trying to check the sticks deadzone with it, it won't work. Just wait until FIX94 makes an update to address that.
 
Ok thank you. It was just cause I saw the .ini for wiiupro in the hid test folder. Hope Fix94 can fix it then. :-)

BTW, can anyone answer this question, no on has yet. When I launch my gc game from Wiiflow, it always has my Memory Card Emulation off, but when I launch Nintendont from HBC, Memory Card Emulation is on. How come with Wiiflow, I have to keep stopping the loading of my game, to force Memory Card Emulation on?
 
Ok thank you. It was just cause I saw the .ini for wiiupro in the hid test folder. Hope Fix94 can fix it then. :-)

BTW, can anyone answer this question, no on has yet. When I launch my gc game from Wiiflow, it always has my Memory Card Emulation off, but when I launch Nintendont from HBC, Memory Card Emulation is on. How come with Wiiflow, I have to keep stopping the loading of my game, to force Memory Card Emulation on?

I never added an option in the GUI for it in wiiflow to enable it by default cause you know back in the day it only supported DIOS-MIOS which had a very limited memcard emu and I dont have any time to work on wiiflow really cause nintendont takes up all the time. What I did though was add a wiiflow.ini option, just set the "dml_nmm" option to 1.
 
Ok thank you. It was just cause I saw the .ini for wiiupro in the hid test folder. Hope Fix94 can fix it then. :-)

BTW, can anyone answer this question, no on has yet. When I launch my gc game from Wiiflow, it always has my Memory Card Emulation off, but when I launch Nintendont from HBC, Memory Card Emulation is on. How come with Wiiflow, I have to keep stopping the loading of my game, to force Memory Card Emulation on?

The ini is for an adapter that was used together with the wiiupro controller, and made it recognizable as a HID devie.. I'd think it's no longer needed since you can use them through bluetooth.

As for the Wiiflow issue, FIX94 already replied above :P
 
I'd like to offer a couple ideas if I may.
1. Since the RZB+ combo works with the CCP and WUP controllers, can we change the Home button to some auxiliary function like maybe changing controller ports?

2. Whenever launching a game with either the wiimote/ccp or gamecube controllers, and I want to use WUP, I have to first turn off the Wiimote I launched the game with, and then unplug the P1 gamecube receiver. Could we have all bluetooth controllers be shut off on game launch, so we can activate them in the order we want? Also, I know Devo has it to where if a bluetooth controller is activated and then Wavebird in the same slot is turned on, it takes dominance over the bluetooth. Could we have something like that for Nintendont?

As for those comical efforts to attach the Wiimote to Classic Controllers, you make me sadface. Please, just do as I have done. Link Lol, duct tape... :P
 
Hey! :lol: I saw your post already, I know my idea was a mess, but that works pretty good :P That was more a fun experiment than a real solution, whatever it did the job pretty well ! I have rumble on my CC :rofl2:

Back on topic, the controller port switch on wiimote is a good idea, I second this :)
 
Why i have so much problems with Memory Cards? :( now Double Dash after the format MC thing (i press format, create new save and that) after that and selecting new game it hangs in "How Many Players" but the game itself stills runs, however it doesnt respond to my input, but the wiimote and the CC are paired.

Suggestions?


Nevermind, i changed the MC Size to 2048 and now it works fine.
 
Maybe this is a stupid question, but has anyone considered making an ocarina code for Mario Kart GP 2 so that it skips the take a photo screen (the screen the game freezes at)? Is that even possible? I mean even if we do manage to get the game to not freeze at that screen, it will never be a screen we can take a photo on anyway.
 
v2.156 is up

-Enhanced Internal game menu to default to the most recently selected game
-Increased internal game menus ability to handle up to 500 games
-Added new boot status messages for what controllers are enabled
-Enhanced to allow gamecube and hid controllers to booth be turned off at the same time
-Fixed Multiplayer using MultiIn=2 again. (bluetooth changes keep breaking it)

These changes mean if you want to use a HID controller you must turn the option on.

The 250 game limit was caused by a different bug
 
I love what is happening here with Nintendont. Thank you so much developers. I do have a feature request- would it be possible to have U-Stealth support built in?
 
Weird thing I noticed. If you have multiple bluetooth controllers enabled, and player 1 gets turned off, the other controllers switch ports. So say Player 1's controller dies mid game, player 2 suddenly becomes player 1 o.O
 
v2.156 is up

-Enhanced Internal game menu to default to the most recently selected game
-Increased internal game menus ability to handle up to 500 games
-Added new boot status messages for what controllers are enabled
-Enhanced to allow gamecube and hid controllers to booth be turned off at the same time
-Fixed Multiplayer using MultiIn=2 again. (bluetooth changes keep breaking it)

These changes mean if you want to use a HID controller you must turn the option on.

The 250 game limit was caused by a different bug

May as well test this now, nothing worked for me on last one, like seriously nothing haha never did solve it.
 

Site & Scene News

Popular threads in this forum