Hacking Nintendont

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Yeah I thought of something like that too.
I just tried starting a new game while pulling the triggers out, it still wasn't working at the name creating. Meh, irrelevant on one only try, so I kept going and went in game. Then I tried about 20 times to press Y (menu) while pulling the triggers out, and only once out of 20 they worked and I could use them to will. Then I tried about 20 times to press Y (menu) while pressing R/L slightly or fully, and all of these times they didn't work at all once in the menu.

Edit: if you think it's a matter of even the slightest pressure, do you have an idea on what to do to make the limit a bit lower or something like that? So that it doesn't detect it as easily
 
Yeah I thought of something like that too.
I just tried starting a new game while pulling the triggers out, it still wasn't working at the name creating. Meh, irrelevant on one only try, so I kept going and went in game. Then I tried about 20 times to press Y (menu) while pulling the triggers out, and only once out of 20 they worked and I could use them to will. Then I tried about 20 times to press Y (menu) while pressing R/L slightly or fully, and all of these times they didn't work at all once in the menu.

Edit: if you think it's a matter of even the slightest pressure, do you have an idea on what to do to make the limit a bit lower or something like that? So that it doesn't detect it as easily
i think you can edit the ini file to give more deadzone to the L and R but i dont know exactly just try changing the first value beggining to a higher number.

Not sure if ini files are in HEX so if they are remenber HEX is diferent from decimal incase values are in hex.
 
I've done one more test that kind of breaks this theory: using the Wiimote+Nunchuck, try pressing Y while R/L pressed, to see if indeed they don't work once in the menu. Well they worked perfectly, so I don't really understand what makes them not work with the PS3 controller... Unfortunately Wiimote+Nunchuck don't have analog triggers so I can't really test some half pressed stuff
 
I've done one more test that kind of breaks this theory: using the Wiimote+Nunchuck, try pressing Y while R/L pressed, to see if indeed they don't work once in the menu. Well they worked perfectly, so I don't really understand what makes them not work with the PS3 controller... Unfortunately Wiimote+Nunchuck don't have analog triggers so I can't really test some half pressed stuff
yeah they arent analog trigger and that makes all the diference, they just give 0 or 1 so they never get stuck at 5% pressure or something.

try edidtign the first values of L/R to something like 19 or soemthing for both isntead of the 12/13
 
Ok I'll try that, and BTW why is one of them at 12 and the other 13? Don't you think these are the adresses of the buttons or something?
 
Here's what I've done: I changed f0 (=240) to B4 (=180).
In Smash Bros Melee, I tried to use R for the shield and it activates only once pushed about halfway through, which is what I wanted (make a pretty big deadzone to make sure it's not considered pressed for no reason).
So I went in Baten Kaitos Origins, made a new save file, same problem again... R/L won't work. :( it doesn't make a lot of sense

The fact that it will sometimes work in the menu should help us target what the problem is but it's not that easy. It must be checking something when pressing the menu button
 
I think they they meant without adapters. Idk.
Anyways, thanks for all the N64 emulator info, guys. I do have another question though; Is it possible to use the larger amount of RAM available on the Wii U?
Only in Wii U mode, I'd assume. Even with more RAM, there are other bottlenecks preventing the Wii from being ideal for N64 emulation. Wii U, though, could probably have a near perfect emulator on it, about as perfect as can be done with HLE. It probably couldn't handle many fancy features, but better than Nintendo's silly VC. Though, it would still take a lot of work, so unless Wii U mode gets blown wide open before homebrew interest dies off for it, it will probably never happen.
 
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Hello everybody, I have a little issue with my controller in Nintendon't.

I am using a Dualshock 3 (PS3) and trying to play Baten Kaitos Origins NTSC on my PAL vWii. The controller works perfectly with every game I have (including Smash Bros, Mario Kart, Baten Kaitos 1, Mario Sunshine etc).
But on Baten Kaitos Origins, the R and L triggers don't work (or very randomly).
Examples:
- when you start a new save file, you can create your name, and switch letters tab by using R/L, but it doesn't work for me (even when analog pressed all the way). If I disconnect the PS3 controller and start using the Wiimote+Nunchuck without even leaving the screen, the R/L buttons work fine. So I'm guessing it does have something to do with the DS3 support and not my ISO.
- when in game, if you go in the menu, you can go check your inventory and switch tabs using R/L. Again, works fine with the Wiimote+Nunchuck, but it works completely randomly with the PS3 controller. One time I'll press menu and it works infinitely for as long as I stay in the menu, and one other time I'll press menu and R/L will never work for as long as I stay in the menu. I think that might be a clue to this problem.

I'm using Nintendon't v3.349 on a PAL Wii U vWii through USB Loader GX.
I've tried two different ISO so far.

Any help? If not, can anyone check about analog triggers working on this game with a PS3 controller or Gamecube controller or anything that has analog triggers?
Maybe a controller.ini patch changing the R/L settings?

Ok, so basically I have tried to put a big deadzone for the triggers (180) and it didn't work, then I tried to put absolutely 0 deadzone (255), still didn't work. Is there a way I can edit the controller.ini to disable the analog function and use the R/L as simple 1-0 buttons? If yes, can I stick this controller.ini only specifically to Baten Kaitos Origin using USB Loader GX?

Update: yes, I have managed to transform the analog R/L triggers into non analog triggers by editing the line DigitalLR=2 into DigitalLR=1. Checked it in Smash Bros, it's as I expected, it behaves like non analog buttons, which is what I wanted. My thought was, if the Wiimote/Nunchuck non analog triggers work perfectly in Baten Kaitos Origins, then the non analog PS3 triggers should work too. They still don't work... I don't really know what more to do now
 
Last edited by Nehakse,
Ok, so basically I have tried to put a big deadzone for the triggers (180) and it didn't work, then I tried to put absolutely 0 deadzone (255), still didn't work. Is there a way I can edit the controller.ini to disable the analog function and use the R/L as simple 1-0 buttons? If yes, can I stick this controller.ini only specifically to Baten Kaitos Origin using USB Loader GX?

Update: yes, I have managed to transform the analog R/L triggers into non analog triggers by editing the line DigitalLR=2 into DigitalLR=1. Checked it in Smash Bros, it's as I expected, it behaves like non analog buttons, which is what I wanted. My thought was, if the Wiimote/Nunchuck non analog triggers work perfectly in Baten Kaitos Origins, then the non analog PS3 triggers should work too. They still don't work... I don't really know what more to do now
its probably some bug with hid controllers on that game but it shouldnt work any diferent from bt controllers, im getting the game and using my ps3 controller to check the mnu thing i will come back with my findings.
 
If yes, can I stick this controller.ini only specifically to Baten Kaitos Origin using USB Loader GX?
There's no individual setting to enable the controller.ini

Nintendont use it if he finds it.
The option in USBloaderGX is used to enable HID (and controller.ini) on old version of nintendont, or since HID setting is not used by nintendont anymore it's still used by USBLoaderGX to automatically copy controller.ini file to the proper partition if found on the wrong one. (you have it on SD, you launch a game on USB then the loader silently copy the .ini to USB for you. noob-free solution ;) )

But sorry, there's no ON/OFF option for using user's ini or internal's ini.
I could add it to USBGX, but for one user/game it's maybe not necessary.
It would involve having the ini in a neutral folder, and the loader would copy or delete it where nintendont is checking it.


So, you could use this trick :
place your game on a different device than your other games (some on SD, some on USB).
place controller.ini file on the same partition than the game that need your custom ini
don't enable "HID" option in USBGX to prevent copying ini to the other device.

Launch games on device without ini -> use internal setup
launch games on device with ini -> use custom ini
 
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I think they they meant without adapters. Idk.
You can't even use the PS1 or PS2 controllers without the adapter as they are not USB to begin with.

As a side note I made the mention of Nintendont64 because the N64 was called the Nintendo 64 and this app is called Nintendont.
 
Ok, so basically I have tried to put a big deadzone for the triggers (180) and it didn't work, then I tried to put absolutely 0 deadzone (255), still didn't work. Is there a way I can edit the controller.ini to disable the analog function and use the R/L as simple 1-0 buttons? If yes, can I stick this controller.ini only specifically to Baten Kaitos Origin using USB Loader GX?

Update: yes, I have managed to transform the analog R/L triggers into non analog triggers by editing the line DigitalLR=2 into DigitalLR=1. Checked it in Smash Bros, it's as I expected, it behaves like non analog buttons, which is what I wanted. My thought was, if the Wiimote/Nunchuck non analog triggers work perfectly in Baten Kaitos Origins, then the non analog PS3 triggers should work too. They still don't work... I don't really know what more to do now
so i tryed baten kaitos origins with my ps3 controller and yes you are right sometimes it stops working no idea why the L and R stop working, i tryed other hid devices with analog triggers(wii u gc adapter) and they always work flawlessly so it must be some random bug on the ps3 codding becuase other hids work just fine.
 
Only in Wii U mode, I'd assume. Even with more RAM, there are other bottlenecks preventing the Wii from being ideal for N64 emulation. Wii U, though, could probably have a near perfect emulator on it, about as perfect as can be done with HLE. It probably couldn't handle many fancy features, but better than Nintendo's silly VC. Though, it would still take a lot of work, so unless Wii U mode gets blown wide open before homebrew interest dies off for it, it will probably never happen.

There were only 21 games for the N64 VC on Wii, pretty sad if you think about it, Wii64 will likely get a lot better before years end as it's been at least two years and to see it integrated with Nintendont would be awesome, but...that's up to those that work on it, and even then....who knows for sure? oO
 
Hehe, thanks for looking at the problem Cyan, but don't worry too much, I don't think any controller.ini modification can solve it yet, as it seems to be a sort of bug specific to this game. Although your trick to isolate the game might prove useful! As for including the option, I think it could be a good idea for people who like different setups according to the game, like accelerating with R2 in a racing game, or whatever (I don't personally do that but why not) but that's just if you got time on your hands or if you're looking to perfect the homebrew.

It's alright I'll just go see if I can buy a GC official adapter, seeing as you have experienced the same thing, pedro702. It's a relief to know the other HID devices are working fine.
It was nice of you two to look into it anyway, it's always cool to try and solve a puzzle like this but there isn't always a solution!
 
Hehe, thanks for looking at the problem Cyan, but don't worry too much, I don't think any controller.ini modification can solve it yet, as it seems to be a sort of bug specific to this game. Although your trick to isolate the game might prove useful! As for including the option, I think it could be a good idea for people who like different setups according to the game, like accelerating with R2 in a racing game, or whatever (I don't personally do that but why not) but that's just if you got time on your hands or if you're looking to perfect the homebrew.

It's alright I'll just go see if I can buy a GC official adapter, seeing as you have experienced the same thing, pedro702. It's a relief to know the other HID devices are working fine.
It was nice of you two to look into it anyway, it's always cool to try and solve a puzzle like this but there isn't always a solution!
gc adapter is preety great for nintendont on wiiu i have an original one but i heard you can use the 3rd partys one just fine too, im guessing they are cheaper.
 
no, only if wiiu mode gets fully unlocked like IOSU acess is that we might change the amout of processing power/ram available for vwii only maybe, if that is code and not some phisical chip being used tough.
Actually, I believe that all three cores will be available through the upcoming kernel exploit, and I know for sure that all RAM is. Someone could theoretically start working on an N64 emulator the second the kernel exploit is released
 
Last edited by TotalInsanity4,
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The point of his question was if vwii could use extra ram/processing power of the wiiu, not if wiiu mode can use them, of course wiiu mode has all of them already unlocked.
 
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The point of his question was if vwii could use extra ram/processing power of the wiiu, not if wiiu mode can use them, of course wiiu mode has all of them already unlocked.
3 cores could be possible... (but not anything else in Vii mode) but I think tri-core linux is currently dead.
 
gc adapter is preety great for nintendont on wiiu i have an original one but i heard you can use the 3rd partys one just fine too, im guessing they are cheaper.
yeah plus I'll get the rumble feature and the GC pad feels the best to me! :D I just hope it's in the shops cause everytime I went to check, it was out of stocks
 

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