Hacking Nintendont

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First off I just wanted to say GREAT job with nintendont.

I see a lot of debate about gamecube component vs a wiiu running nintendont so I went and made a pretty comprehensive comparison of the various outputs.
If this is against any rules please let me know. There are no ads and I make no revenue from any of this.

https://socksfelloff.wordpress.com/2015/03/15/gamecube-vs-nintendont-vs-wii/
 
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First off I just wanted to say GREAT job with nintendont.

I see a lot of debate about gamecube component vs a wiiu running nintendont so I went and made a pretty comprehensive comparison of the various outputs.
If this is against any rules please let me know. There are no ads and I make no revenue from any of this.

https://socksfelloff.wordpress.com/2015/03/15/gamecube-vs-nintendont-vs-wii/
that is a good article,so we should let the wiiu upscale rather than the tv i see.
 
that is a good article,so we should let the wiiu upscale rather than the tv i see.

Thanks for checking it out !

I was pretty surprised that the WiiU does a better job upscaling then the DVDO Edge. The Edge is known to be a top performer with 480p scaling but I'm unsure if this is because it was a 480p source over HDMI which is not common. I still want to do some comparisons with the WiiU over component.
 
I finally read the last 50 pages of this thread to catch up.

Thanks airline38 for the Argsboot + HID fix. I don't have the gamecube adapter to test, but I can add the fix and commit a new revision.
You said line 260 in loader/main.dol
You add the FPAD_read() inside the argsboot loop, or between both conditions checking?
Code:
        }
        FPAD_update();
        if(argsboot == false)
        {
like that?
If FPAD_update(); can be placed oustide the argsboot condition, it could be called even before the condition for example right after FPAD_init(); on line 210 ?


Thanks to GreyWolf for the revision string.
I'll test it.
it works fine, thank you.


I have made a second thought on the r304 issues and I think since HID setting is not needed anymore could simply turning it off on r304+ solves all the problems?
Though even if this worked, noobs will still be confused and it remains difficult for external loaders to detect the revisions of Nintendont.

And what is simpler than a one line fix?
 
the setting is not checked by 304+ (ON or OFF has no effect on 304+), but it needs to be there if users are playing with old version of nintendont. I can't just remove that setting.
I can hide it in the loader based on the detected nintendont version. I still have to rely on build date after 300 revisions....
I added the version string from GreyWolf for next release, at least with 324+ I will be able to properly check nintendont version and base the settings correctly on it.

Well, that is if I (or Fix94) commit the patch I provided above, if I get report that it works fine with Gamecube controller adapter.
 
the setting is not checked by 304+ (ON or OFF has no effect on 304+), but it needs to be there if users are playing with old version of nintendont. I can't just remove that setting.
I can hide it in the loader based on the detected nintendont version. I still have to rely on build date after 300 revisions....
I added the version string from GreyWolf for next release, at least with 324+ I will be able to properly check nintendont version and base the settings correctly on it.

Well, that is if I (or Fix94) commit the patch I provided above, if I get report that it works fine with Gamecube controller adapter.


I don't meant to remove the setting from ULGX, but tell users to set it to off.
If setting it to off has no effect than we have to wait for the patch.
 
the issue with 304+ is not the HID setting, but the autoboot method.
When launching nintendont using arguments (instead of using nincfg.bin file), nintendont "argument setting" check function doesn't initialize the gamepad, so the kernel can't access the buttons data.
The pad is correctly initialized if launched from HBC because it doesn't use arguments, and the "non argument" setting check loop has the PAD init line.

as temporary fix, I released a version of USBLoaderGX which doesn't use argument anymore. but it's not a loader issue and it's not the loader which need to "adapt" to the new nintendont, it's a nintendont internal feature's bug. if nintendont can't use argument settings correctly, it's not the external loader's fault. I've read user's fighting over who's the fault, it's me, no it you, no it him ... without understanding how both programs are working you only fought for nothing and designated the wrong culprit. it's just a missing line, no need to fight.



Yes, in the nintendont folder.
rename the "loader.dol" to "boot.dol" and replace it.

I don't know if it will work fine with the version I provided. Maybe it require some delay for the pad to read value correctly after being initiated. I placed the read right after init, so it may still not work.
if it doesn't work, I'll move it to the argsboot check loop as it affects only argsboot.
 
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the issue with 304+ is not the HID setting, but the autoboot method.
When launching nintendont using arguments (instead of using nincfg.bin file), nintendont "argument setting" check function doesn't initialize the gamepad, so the kernel can't access the buttons data.
The pad is correctly initialized if launched from HBC because it doesn't use arguments, and the "non argument" setting check loop has the PAD init line.

Thanks that clears it up

that is it you cant have any other usb thing connected besides hid controllers and the drive or else nintendont tryes to mount the hub instead of the hdd.

[/quote]


May be these are somewhat related to the autoboot+HID issues?
Any USB devices that is not HID or HDD will be wrongly initialized and cause problems?
 
If it's the HID/autoboot issue it won't be fixed until the Nintendon't patch is implemented as well. The issue is in that code, not in ULGX's.

Yeah sorry if I wasn't clear. What I meant was I tried his modded version of nintendont with USBLoaderGX r1243 and had no luck.
 
Back again. Just have a question to ask, i previously had everything running off a 500gb external drive (my Wii games which were in WBFS format, my GameCube games and all my media for WiiMC) I've now bought a gaming PC so don't need to watch/listen to my media on the Wii side of my Wii U anymore. I now have the external drive connected to the PC and at first thought that my 32gb thumb drive (which has enough space for both my Wii and GC games) would simply do the same job as before and i had no trouble getting my GC games working via Nintendont but for some reason no usb loader i possibly tried could make the Wii games work. In the end i downloaded an earlier version of Wiiflow which supported WBFS formatted partitions and i formatted a 16gb thumb drive to that and tried it the old way i used to do it and wallah... it worked. For my GC games i just run them off a 16gb sd card now.

To get to the point, i know that with external hard drives you need a power source which i had (I had one of those usb chords with two connections on one end, whatever they're called) but since thumb drives aren't anywhere as powerful as external HD's, was the problem that prevented my 32gb thumb drive from being able to play both my Wii and GC games was that they're simply not powerful enough or is that wrong and it should have worked? Before anyone says anything - i had my GC games in a folder on the root called "games" and my Wii games in a folder called "WBFS" so i know what i was doing, so to sum this rambling rant up... can a 32gb thumb drive run both Wii and GC games or was i right that it just isn't powerful enough? I know it's not really a big deal but i don't have a huge amount of external devices - just one HD, a few thumb drives and about 2 or 3 sd cards and that's it.
 
Back again. Just have a question to ask, i previously had everything running off a 500gb external drive (my Wii games which were in WBFS format, my GameCube games and all my media for WiiMC) I've now bought a gaming PC so don't need to watch/listen to my media on the Wii side of my Wii U anymore. I now have the external drive connected to the PC and at first thought that my 32gb thumb drive (which has enough space for both my Wii and GC games) would simply do the same job as before and i had no trouble getting my GC games working via Nintendont but for some reason no usb loader i possibly tried could make the Wii games work. In the end i downloaded an earlier version of Wiiflow which supported WBFS formatted partitions and i formatted a 16gb thumb drive to that and tried it the old way i used to do it and wallah... it worked. For my GC games i just run them off a 16gb sd card now.

To get to the point, i know that with external hard drives you need a power source which i had (I had one of those usb chords with two connections on one end, whatever they're called) but since thumb drives aren't anywhere as powerful as external HD's, was the problem that prevented my 32gb thumb drive from being able to play both my Wii and GC games was that they're simply not powerful enough or is that wrong and it should have worked? Before anyone says anything - i had my GC games in a folder on the root called "games" and my Wii games in a folder called "WBFS" so i know what i was doing, so to sum this rambling rant up... can a 32gb thumb drive run both Wii and GC games or was i right that it just isn't powerful enough? I know it's not really a big deal but i don't have a huge amount of external devices - just one HD, a few thumb drives and about 2 or 3 sd cards and that's it.
of course it can the only issue is if you are on the wiiu you need a y-cable on the wii you dont.
 

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