Hacking Nintendont

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Hate to be that guy, but I'm trying to get my DK Bongos working, and no matter which of the titles that support it I choose, it always have issue of the left bongo being held down (I think it's an axis issue?) Any advice to fix it or am I just screwed? I've test three different sets thus far, and no luck. I'm on v262, using a Wii U.
How are your bongos connected to the wii u?
If your using the gamecube adapter for wii u please :
- pm me your email
- contintinue the discussion in this thread http://gbatemp.net/threads/so-is-it...u-with-nintendont-with-the-gc-adapter.375432/
- post the raw data from hidtest with each of the pairs of bongos plugged into the first port and nothing pressed
- post the highest value from each bongo seen in offset 9 from normal backround noise.
- post the lowest value from each bongo seen in offset 9 from clapping.
 
Hate to be that guy, but I'm trying to get my DK Bongos working, and no matter which of the titles that support it I choose, it always have issue of the left bongo being held down (I think it's an axis issue?) Any advice to fix it or am I just screwed? I've test three different sets thus far, and no luck. I'm on v262, using a Wii U.


Bongos do not work correctly via hid input on Wii U.
 
Is there any danger of emuMC corruption when using a game from other region?

if you have multi on and try to save a jap game it will corrupt pal and ntsc saves since

jap saves can only be on jap formated mcs

while pal and ntsc can be grouped together.
 
if you have multi on and try to save a jap game it will corrupt pal and ntsc saves since

jap saves can only be on jap formated mcs

while pal and ntsc can be grouped together.

Thanks for the warning, didn't know that.
Any way to activate both multi and per game methods at the same time?
 
Thanks for the warning, didn't know that.
Any way to activate both multi and per game methods at the same time?

correct me if im wrong but i think nintendont has a safety feature where if you have multi on it will creat a multijap if you try a jap game so you dont acidently screw your saves i know that was implemented somehwere but idkn if it still works you need to ask a dev.
 
Bongos do not work correctly via hid input on Wii U.
They work for some people and not for others using the gamecube adapter for wii u

Is there a chance that usb loader or nintendont itself will have an ability to edit control scheme in easy way for each game. I tried to play 3 different games: LotR: RotK, TMNT and Resident Evil: Code Veronica and for example I want to GC Z button to be set on B Wiimote button (that's how Wii RE games work). And non of the existing configs fit normally to LotR: RofK, because is hack and slash game and you need may buttons to provide fight combos.

Their are many games whare wiimote + nunchuck is not a good controller to use due to its limited number of buttons and physical inability to press some buttons at the same time. For those games I recomend using a different controller. Some games allow ingame reconfiguration of the controlles this can help make some of those games playable.
.
 
Ok, I investigated something here.
Here is how the things work for me:
1 and 2 Wiimotes enabled => Boot game with Nintendont => Swap Wiimotes 1<->2 => Exit game =>Wiimotes back to normal (swap again).
The order in which my Wiimotes synchronize doesnt make differences. I tried as third-party Wiimote 1P, Official Wiimote 2P and the opposite thing but Nintendont always them.

P.S.: Is there a chance that usb loader or nintendont itself will have an ability to edit control scheme in easy way for each game. I tried to play 3 different games: LotR: RotK, TMNT and Resident Evil: Code Veronica and for example I want to GC Z button to be set on B Wiimote button (that's how Wii RE games work). And non of the existing configs fit normally to LotR: RofK, because is hack and slash game and you need may buttons to provide fight combos.

did you erase the sync memory by holding the red wii button for 20secs? you'll know it worked when the wiimote won't connect without resyncing. If this doesn't work then it might be related to the way sysconf file is read.
As for the custom button layout you have to recompile the dol after making your changes to the padreadgc file, when we worked on button configs we ignored configs that work for 1 game only, if you feel your new config is useful in many games then we might give it a try.
 
correct me if im wrong but i think nintendont has a safety feature where if you have multi on it will creat a multijap if you try a jap game so you dont acidently screw your saves i know that was implemented somehwere but idkn if it still works you need to ask a dev.

yeah pal/ntsc have a different save than jap, however if you try a triforce game using multi it will screw your multi file.
This is the only thing that needs exceptions to have 100% safe multisave
 
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did you erase the sync memory by holding the red wii button for 20secs? you'll know it worked when the wiimote won't connect without resyncing. If this doesn't work then it might be related to the way sysconf file is read.

Yes, I tried it. And then I resynced motes in differents orders. Same thing happens all times.
 
I'm having some issues using my nyko commander pro controller with nintendont. When I launch nintendont I can use the controller to select sd, but after them no other buttons function on the controller, nor the wiimote. I can return back to the homebrew channel by pressing the home button, but then my system crashes with a dsi error and I have to plug the power cord out. More info is posted in this thread with the error codes https://gbatemp.net/threads/help-with-bluetooth-controller-nintendont.373871/
 
I am concerned that if their is a problem with any of the generic controllers that were just added people will start using your patch instead of reporting the problem and having it corrected. Could you at least add to your origonal post That the problems with the newly added genreic controllers should be reported and corrected and add a readme to the zip with the same message.

It looks like you can simplify you patch by just changing the controller type between C_CC and C_CCP

I updated my original post and included a readme file to report any issues with generic classic controllers.

I can't switch to C_CCP for the hori battle pad because then the ZL/ZR & L/R buttons will be swapped. I'd like it if my patch could get in the main repo if anyone knew of a better way to figure out if a controller has analog triggers instead of checking for deadzone values which seems like a hack. I tried debugging the value of the buffer in BTHandleData() when a controller is connected to see if there was any difference between a real classic controller and the hori but they were identical.
 
Hi,

I was reading through the compatibility list to see if one of my games was compatible when I noticed the whole you-cant-change-controller issue with Twin Snakes, and the fix in which you have to die. There is actually another way to defeat Psycho Mantis without dying first, though it will take some time to do it.

What you need to do is literally kick the shit out of him. When he is flying around close to you, do the punch-punch-kick combo, he will evade the punches but the kick will connect, you need to be somewhat close but if you are at the right range the kick will connect pretty much every time, then just evade (get prone) the statues and stuff again, until he comes close and do it again. Just repeat this until he finally dies. As I said, it will take awhile. This makes a no-death run actually possible in Nintendo't.

As to how I found about this? When I played the original in PSX, I killed him normally but then he said "So...you used the other..." and that pissed me off! I thought that the game and Psycho Mantis were telling me that I was cheating (the game broke the 4th wall to tell me that!), I thought that doing that meant that I was no Snake, because Snake would not need that! So I decided that no, I would not change the controller, I will kill Psycho Mantis like a man. It took me a few tries until I figured out what worked, but I finally killed him without changing the controller... and Psycho Mantis said "So...you used the other".

But then, MGS was remade for GCN and I thought to myself "I bet that they fixed that, and the game will acknowledge that I did not change the controllers", so I reached Psycho Mantis and proceeded to kick the shit out of him once more, and he said "So...you used the other", and I was pissed off once again.

So, yes you can do this, just don't expect the game to acknowledge your superior, true warrior, true Snake skills.

In any case, I hope this helps or is of use to someone, at the very least it's a new thing to test out in the game.
 
When I load F-Zero GX, the wii shuts down after the first two logos. SSBM works fine. Anybody know what's up? I saw this pop up on this thread but couldn't find a solution.
 
So I'm new to homebrew. I got it on the wii u, and I was trying to play SSBM buuuuuut its not working for me. when i put the SD card in and try playing it, it just says No FAT device found or missing sd:/games dir
 
correct me if im wrong but i think nintendont has a safety feature where if you have multi on it will creat a multijap if you try a jap game so you dont acidently screw your saves i know that was implemented somehwere but idkn if it still works you need to ask a dev.
You are correct, saves a lot of trouble!

Bug report:
controllers.zip not being deleted
despite having this line in update.c:
https://code.google.com/p/nintendon-t/source/browse/trunk/loader/source/update.c#90
I noticed that last night but I been very busy and I forgot to report, it's a minor issue though!

yeah pal/ntsc have a different save than jap, however if you try a triforce game using multi it will screw your multi file.
This is the only thing that needs exceptions to have 100% safe multisave
Actually there's another issue related to multi-save that I noticed long time ago but didn't report, you know when a game is either loading or saving (even a very minor loading that you don't even recognize) and you do the reset combo the entire multi-save is corrupted, this doesn't happen with a real MC which is why I use real MC when I test games now, it's recommended to always have a back up for your saves.
 
Actually there's another issue related to multi-save that I noticed long time ago but didn't report, you know when a game is either loading or saving (even a very minor loading that you don't even recognize) and you do the reset combo the entire multi-save is corrupted, this doesn't happen with a real MC which is why I use real MC when I test games now, it's recommended to always have a back up for your saves.

You wouldn't pull out a memory card or turn off the console in the middle of saving/loading would you? The card could get corrupted on real hardware too, so I don't believe that would count as a bug if it's something that could happen/mirror on real hardware.
 
When I load F-Zero GX, the wii shuts down after the first two logos. SSBM works fine. Anybody know what's up? I saw this pop up on this thread but couldn't find a solution.

try to load another iso (full iso, other region, md5 checked). Also, look if the iso is not fragmented. Same problem to me, and this way worked for me.
 

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