Hacking Nintendont

composerzane

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Nintendont is easily one of the most impressive pieces of homebrew I've ever encountered, cheers to all involved! I've done a lot of work on the compatibility list myself, but kudos to everyone else making it such an informative and useful list!

As of now the software is nearly flawless. My only three things I still care to see fixed (since the Tom Clancy games don't interest me) are working MCEMU support for Mr. Driller: Drill Land (J) (not holding my breath on that one) and the speed issues in GT Cube.

Again, thank you to everyone who's contributed to this lovely project...

edit: I forgot the third thing, ha. oh, right it was the (admittedly minor) speed issues in MGS: Twin Snakes.
 

pedro702

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Sure I'd give it a go, I can provide you with the Game ID if you need it.
already did those dols incase you wanna try
this preety much


lol its a test dol if it doesnt work you can always just use the official and nothing is lost...

anyway anyone that has Sonic Mega Collection and experience the audio glitches pls try the following dols and tell me if anyone of those fixes those said issues two exceptions on arstartdma
http://www.mediafire.com/download/u3u0q0l96d4dmd6/bootsonicmega nfs2.dol
and
http://www.mediafire.com/download/73f4a2jv5m7atlf/bootsonicmegapm.dol
 

Troopage

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I get what you're saying. And I think you're right.
I searched for images of certain games that I THOUGHT were running "perfectly fine" on my system and came to the conclusion that the inconsistencies in the the way images are displayed is because the WiiU is rendering the games at their native resolutions.
An old CRT would probably stretch the image with a slight over-scan to fill the entire 4:3 screen. But our displays being digital and 1:1 pixel ratio don't.
Hopefully Fix or some dev finds a way to correctly identify each games output and display them like intended (which would in turn theoretically fix the issue in which you can't turn on Widescreen in-game and have the TV recognize it.
IIRC 4:3 VC games and/or Wiiware display in their correct aspect ratio, right? It would be a matter of finding out how exactly is it that they announce the aspect ratio to the console.
I wish I knew how to reverse engineer stuff so I could take a look at how they do it...
If someone can help you(us) or even MAYBE find a FIX is (pun intended) [user]FIX94[/user] himself.

It's almost been a week. Do you have any plans to work on this, [user]FIX94[/user], or are there more important things?
 

Etheboss

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Lol, yeah i don't get it either, both usb devices and sd cards are big enough and cheap enough these days to hold at least 10 full GC games...so why compression?
Most people only play 2-3 games at the time anyway.
 

sj33

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That question can be easily spun on its head - why pay for a large storage device if you're going to waste space on blank data?

Trimming saves space, costs nothing, and causes no problems 99% of the time. Crazy Taxi is something like 150MB trimmed, 1.2GB untrimmed.
 
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bobmcjr

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already did those dols incase you wanna try

I couldn't play far enough into a game with the NFS2 dol to check if it fixed the audio garbling because it froze Nintendont. The paper Mario dol doesn't fix the desync/garbling either. Games starting without audio is very rare for me, and the desync at most lasts for 10 seconds before it fixes itself in the latest Nintendont, at least with Dr. Robotnik's mean bean machine (the audio doesn't fix itself in devo last time I checked). The iso is unshrunk and md5 verified.

Edit: tried my real disc. The audio is always there when a game starts (no surprise), but I believe I heard the beginning of some garbling/desync but it corrected itself almost instantly.
 

RCJayce

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That question can be easily spun on its head - why pay for a large storage device if you're going to waste space on blank data?

Trimming saves space, costs nothing, and causes no problems 99% of the time. Crazy Taxi is something like 150MB trimmed, 1.2GB untrimmed.
For Trimming you use DMTools?
 

sonictopfan

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yes just added the id to 2 diferent exceptions if any of them works let me know.
I tested both and I'm afraid both of them had the delay followed by audio glitching in the long run (unless you open the Z menu of course) but it seems the second dol might be slightly better as I played longer without the noticeable delay in Blue Sphere until I started noticing it, could be my imagination though, this doesn't happen in Dios Mios though but I was informed that it happens in Devolution.
 

VinsCool

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I tested both and I'm afraid both of them had the delay followed by audio glitching in the long run (unless you open the Z menu of course) but it seems the second dol might be slightly better as I played longer without the noticeable delay in Blue Sphere until I started noticing it, could be my imagination though, this doesn't happen in Dios Mios though but I was informed that it happens in Devolution.

maybe it would need its very own execption? I thought this was a timing issue and not arstartdma.
 

sonictopfan

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maybe it would need its very own execption? I thought this was a timing issue and not arstartdma.
Maybe, my guess is the video plays a tad bit faster like frame skipping or something due to the hardware limitation on Game Cube so when played in Wii mode the game runs a tad faster and doesn't synch with the audio, I don't know I'm just guessing here, it's mostly noticeable in games like Blue Sphere when audio synch is essential and in the long run you start hearing noises.

On different news, I didn't want to say anything not to cause any more drama but since Sonic Adventure is now fixed properly would it be possible to fix the controls in the Alpha build or no? The game seems to run fine for the most part but for some reason when you hold the analog stick in any direction to run then you make a stop the character will keep going until you press the opposite direction to make him or her stop, not sure if this can be fixed or not, it's playable though, game ID is [RELSAB].

This is a bit not related but how can I change the Game ID in hex? I don't wanna miss up my game file but I want to fix Peach Castle being the only game in my list that doesn't work with the bios files, thanks.
 

VinsCool

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Maybe, my guess is the video plays a tad bit faster like frame skipping or something due to the hardware limitation on Game Cube so when played in Wii mode the game runs a tad faster and doesn't synch with the audio, I don't know I'm just guessing here, it's mostly noticeable in games like Blue Sphere when audio synch is essential and in the long run you start hearing noises.

On different news, I didn't want to say anything not to cause any more drama but since Sonci Adventure is now fixed properly would it be possible to fix the controls in the Alpha build or no? The game seems to run fine for the most part but for some reason when you hold the analog stick in any direction to run then you make a stop the character will keep going until you press the opposite direction to make him or her stop, not sure if this can be fixed or not, it's playable though, game ID is [RELSAB].

This is a bit not related but how can I change the Game ID in hex? I don't wanna miss up my game file but I want to fix Peach Castle being the only game in my list that doesn't work with the bios files, thanks.

open in hex edit its header is in the beginning of iso file. This way you could also workaround with sonic version alpha to have the same header of DX, which could fix its problems. If I remember correctly, RELSAB is a common header for demo games.
 

sonictopfan

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open in hex edit its header is in the beginning of iso file. This way you could also workaround with sonic version alpha to have the same header of DX, which could fix its problems. If I remember correctly, RELSAB is a common header for demo games.
Sonic Adventure Alpha uses its own save data, I don't wanna mess around with it.
 

TonyM

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r283 by fix94.1 on Today (2 hours ago) Diff
-made __GXSetVAT patch a bit more dynamic
and added smugglers run into its list,
should fix the freezes it had
 

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