Might be worth checking Sonic Gems, to see if returning from a GG or Genesis game still makes the background video stutter; the video that plays in the game select screen. Sometimes the BG music starts to freak out as well.
sonic gems did not move to the new excption but if you manualy put it there to text it might have diferent results
games on the new exception are this
Viewtiful Joe
Animal Crossing
Mega Man X Command Mission
NFS: HP2
Avatar Last Airbender
Resident Evil 4
super man was added to an old exception becuase it works there perfectly
the rest of the games like sonic gems were left on the older exceptions of course you can try it on the new exception and see if it improves but you will have to manualy put it there and recompile like i did to text disney hide and seek to found out it works on it.
sonic gems did not move to the new excption but if you manualy put it there to text it might have diferent results
games on the new exception are this
Viewtiful Joe
Animal Crossing
Mega Man X Command Mission
NFS: HP2
Avatar Last Airbender
Resident Evil 4
super man was added to an old exception becuase it works there perfectly
the rest of the games like sonic gems were left on the older exceptions of course you can try it on the new exception and see if it improves but you will have to manualy put it there and recompile like i did to text disney hide and seek to found out it works on it.
Sonic Gems was moved inside the Patch.c file.
You can verify that by checking a little bit down in the Patch.c, you can see both Superman and Sonic Gems were changed.
That's why I added them to the list of changed games.
Sonic Gems was moved inside the Patch.c file.
You can verify that by checking a little bit down in the Patch.c, you can see both Superman and Sonic Gems were changed.
That's why I added them to the list of changed games.
he was always there for a long time he is on the papper mario exception he just moved a lines down he and suparman arent on the new group i know this because i have been trying arstartdma exceptions changes for a very long time and giving the ones that i find working to fix.
he was always there for a long time he is on the papper mario exception he just moved a lines down he and suparman arent on the new group i know this because i have been trying arstartdma exceptions changes for a very long time and giving the ones that i find working to fix.
Just looked at the first post and noticed something I hadn't checked before: GBA link cable works with Nintendont. This is interesting to me as it was before under the category of never being able to be implemented.
What I'm more interested in though is the microphone support. Does this need to be the GC mic that went in the memory card slot (making it only compatible with a standard Wii), or does this mean we can use a USB microphone say from Rock Band and use it in games like Mario Party?
Just looked at the first post and noticed something I hadn't checked before: GBA link cable works with Nintendont. This is interesting to me as it was before under the category of never being able to be implemented.
What I'm more interested in though is the microphone support. Does this need to be the GC mic that went in the memory card slot (making it only compatible with a standard Wii), or does this mean we can use a USB microphone say from Rock Band and use it in games like Mario Party?
Only the Memory Card-slot Microphone is compatible.
You must turn Native Controls: ON for it to work... BUT you got to plug it in once the game boots, otherwise it won't work.
Only the Memory Card-slot Microphone is compatible.
You must turn Native Controls: ON for it to work... BUT you got to plug it in once the game boots, otherwise it won't work.
Yes it was fixed but i've been having another problem with the game and that's the only reason it hasn't been updated because i'm not sure if it's an actual problem.
Yes it was fixed but i've been having another problem with the game and that's the only reason it hasn't been updated because i'm not sure if it's an actual problem.
Yeah I forgot about that, you have to disable MC Emu in order for native ports to work.
By enablind Native ON, all the GC ports and original Memory Card ports work, but you can't use HID/Bluetooth/MC emu at all.
What is the issue?
You might as well explain it here to see if someone else has it too.
Yeah I forgot about that, you have to disable MC Emu in order for native ports to work.
By enablind Native ON, all the GC ports and original Memory Card ports work, but you can't use HID/Bluetooth/MC emu at all.
i dont have the mic but i guess someone here could try to see if the mic works when using real memory card(mcemu OFF) while mantaining bt controllers and such im guessing it should but im not sure only someone with this rare thing can say for sure.
i dont have the mic but i guess someone here could try to see if the mic works when using real memory card(mcemu OFF) while mantaining bt controllers and such im guessing it should but im not sure only someone with this rare thing can say for sure.
Are the mics that rare? I feel like I've seen them at my local used game shop for like a dime a dozen. I may just have to go to it after school and see if I can pick one up, so long as its cheap, which I'd imagine it would be.
Are the mics that rare? I feel like I've seen them at my local used game shop for like a dime a dozen. I may just have to go to it after school and see if I can pick one up, so long as its cheap, which I'd imagine it would be.
Are the mics that rare? I feel like I've seen them at my local used game shop for like a dime a dozen. I may just have to go to it after school and see if I can pick one up, so long as its cheap, which I'd imagine it would be.
Oh I know it was rarely utilized, but I just thought they weren't hard to find and are cheap if you can find a used game store that still carries used GC accessories.
GreyRogue, JoostinOnline, FIX94, Howard.
These WiiRD codes are all for the NTSC-U versions of the games and enable Widescreen in-game.
Currently, these games have some sort of issue using the Widescreen hack in Nintendont (most notably the Pokemon games, also I think MK DD and Animal Crossing do not activate any widescreen at all).
Can any of you guys tell me if there is a possibility to hard code these cheat codes in Nintendont so these ones have a proper Widescreen inside the app's settings?
Code:
Super Smash Bros. Melee (GALE01) v1.02
16:9 Aspect Ratio (Widescreen) [Ralf]
04342C0C C3AD809C
0436A4A8 C02D809C
044D373C 3FE38E39
Kirby Air Ride [GKYE01]
16:9 Aspect Ratio (Widescreen) [Ralf]
C238565C 00000002
C042FBD0 D0440044
60000000 00000000
040C2878 C022FBD0
040C9814 C022FBD0
045E62D0 3FE38E39
Pokemon Colosseum (GC6E01)
16:9 Aspect Ratio (Widescreen) [Ralf]
C20A3930 00000002
C3A2B084 EFBD00B2
60000000 00000000
0447E724 3FAAAAAB
Pokemon XD: Gale of Darkness (GXXE01)
16:9 Aspect Ratio (Widescreen) [Ralf]
C20B3454 00000002
C3A2BF9C EFBD00B2
60000000 00000000
044EFD5C 3FAAAAAB
Mario Kart: Double Dash [GM4E01]
16:9 Aspect Ratio (Widescreen) [Ralf]
043CBE08 3FE38E39
043CBE0C 40649373
Animal Crossing (GAFE01)
16:9 Aspect Ratio (Widescreen) [Ralf]
NHWZ-ZZKD-W1PGZ
YJGY-0KZP-RRGW0
TPR1-4D69-MNW2V
XH2K-V062-FJC5U
C4Z7-98MH-ETDZ9
NHY5-6UGD-B5UCJ
I already tested them and they do work.
PS: I can also provide the codes for the PAL region if those are needed too, and I can also look for more codes for games that might have issues with Widescreen.
Thanks for getting this together, you missed a few I think are important though. If you don't mind could you get the widescreen cheat codes for these games that deshayzilla mentioned are on the devo list as well and post them together like you did in the quoted post? At the very least if it doesn't get implemented it'll be a great post to refer to for all the widescreen problematic games cheat codes.
- Phantasy Star Online (Episode 1+2)
- The Legend of Zelda: Wind Waker (full game and demo)
- The Legend of Zelda: Twilight Princess
- Resident Evil 4
- Metal Gear Solid: The Twin Snakes
- Ultimate Spider-Man
Hello guys! I'm new to the whole Nintendon't here... I would like some help if it is possible by some experts here I'll get to the catch...
I have:
1. A Chinese USB hard drive enclosure that is Wii shaped/styled... inside I have a 500gb Seagate drive.
2. The game I'm mainly testing is Zelda Wind Waker NTSC. It is ripped in file form (not .iso).
I load the game with latest nintendon't with:
- widescreen patch on
- native controls on
the rest options is at default state.
The game loads at native 480p and plays fine. However, I think that after playing for a while at a stage (outset island for example) the Hard Drive goes idle and powers down. I suspect that it powers down because its a bit quite and I've never actually managed to hear the power down sound... If I try to save (after say 9-10 minutes of wondering around or stay still) the game stops at that save screen with a crashing type of sound OR if I try to enter a house, I get black screen and I can hear the hard disc powering up but the screen stays black...
If I do any of the above withing 4-5 minutes, everything works fine!
Now I tried to fix the power down issue by loading a very old linux live cd distro that I had (slax cd or something) and I tried the commands:
- sudo hdparm -B 255 /dev/sda1 (disable advanced power management)
- sudo hdparm -S 0 /dev/sda1 (disable standby)
- sudo hdparm -K 1 /dev/sda (in order to make the settings permanent)
However, the problem persists... do you have any other suggestions on how I could permanently disable the whole spin down thing?
I'm thinking about ARStartDMA and why it gives us so many problems, I cant tell yet whats going on but today I wrote up a new concept for some games you might want to look at.
-added a different approach to fix ARStartDMA issues for certain games, check the Patch.c diff to see which games are affected
If I remember correctly from when I was looking at Paper Mario, what happens there is when ARQPostRequest is called, it returns a structure. Some games then update members of this returned structure with information needed by the callback function. If the callback happens before the structure is updated, bad things happen. So some calls need a delay before the callback happens. In other cases, probably mostly audio calls, the data is needed immediately. As one of the parameters to ARQPostRequest is a priority, I was thinking it might be possible to use this to determine whether to use DMA length of 0 or the actual requested data size, possibly by using an unused bit in the direction element of the structure used for these Requests. I was too lazy/busy to try it myself though, so this might not be what's causing problems. This is all from memory, though, so I might be remembering some of this wrong.
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