Hacking Nintendont

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Is there a full list of known IPLs and their hashes? There's some pages like this that describe tons of versions (using incorrect version numbers?), but no information on how to identify them. (It also says DOL-001 and DOL-101 have different IPLs.)
 
Last edited by GerbilSoft,
wii or wiiu? got more than one hdd connected?version number?

you need to give us something its impossible to help with this little info.
I use usb with Wii games and game cube in both rear doors with a Y cable for my Wii u, beyond it there is only the HD Wii u connected the two front doors. the console that is use the Wii u in version 5.5.1, updated Nintendont
 
Is there a full list of known IPLs and their hashes? There's some pages like this that describe tons of versions (using incorrect version numbers?), but no information on how to identify them. (It also says DOL-001 and DOL-101 have different IPLs.)
never saw one no, and yea that page is a little weird and not exactly helpful heh.

Anyways, some more cleanup stuff today, I wanted to do this cleanup for a long time but never actually did :P
-removed all sorts of old patches which havent been used for a long time/ever
-set the kernel code optimization to -O3 for max speed
-some more small patcher optimizations
 
I use usb with Wii games and game cube in both rear doors with a Y cable for my Wii u, beyond it there is only the HD Wii u connected the two front doors. the console that is use the Wii u in version 5.5.1, updated Nintendont
nintendont nly supports a single usb device cnnected remove your wiiu games hdd and you should be good.
 
never saw one no, and yea that page is a little weird and not exactly helpful heh.

Anyways, some more cleanup stuff today, I wanted to do this cleanup for a long time but never actually did :P
-removed all sorts of old patches which havent been used for a long time/ever
-set the kernel code optimization to -O3 for max speed
-some more small patcher optimizations
getting a warning while building:
Code:
ff.c: In function 'f_open':
ff.c:1366:4: warning: array subscript is above array bounds [-Warray-bounds]
  ns[i] = '~';
  ^
{/code]
 
Boss,
looks like GP2 is having slowdowns and hiccups with 396
tested 395 and finished 4 laps without any issue
just did a frame comparison from sd, 395 takes 481 frames from nintendont setting the screen black to finally displaying the nintendo logo, 396 only took 456 frames so thats nearly a second faster thanks to -O3 and patch optimizations, ingame character select/stage loading still takes the exact same amount of frames and there is no racing slowdown in both versions for me.

edit:
well just to check I even went in and looked at how often the main loop now gets executed per second and here are the results with -O2:
00011116
00011110
00011138
00011113
00011099
00011138
00011117
00011116
00011117
00011138
and here with -O3:
00011311
00011323
00011317
00011318
00011314
00011312
00011318
00011332
00011313
00011315
00011313
as you can see even in just idle it now executes more often, its even more noticable under load of course so -O3 does its job nicely overall, really I have no real idea to why it all of the sudden would load something ingame slower... Now considering that it actually is THAT quick I can probably reduce that with making the sleep timer a bit bigger to give other threads more time to do their own work, that might help overall with people with now slower loading times, we have to look at that.
 
yea, the japanese and us bios files are the exact same if you didnt know. thing is though that japanese memory cards are different so it wont be displayed anyways (unless you have a original nintendo japanese formatted memory card of course). I guess you can just rename the japanese bios to the us one though to check it out.
That last part I didn't know, but anyway I tested them and as you said they asked me to format the Memory cards at the bios screen but I cancelled it, I guess this means they DID recognize the memory cards just couldn't read them because they are US, I tested with PAL and it worked fine but I'm not entirely sure if PAL had issues before or not since I only have one PAL game and it's crap.
 
I want to clarify one thing about so called cheap gamepad. Acteck AGJ-3600 is not supported by ini. Acteck AGJ-3700 is (VID=0079, PID=0006). In Poland where I'm from cheap gamepad with same id value is sold as AK62, Esperanza EG-101 & EG-102 and TRACER Glider TRJ-209. The 3600 model have different hardware id.
 
Last edited by przemo_one,
finally looked at something I wanted to look at a long time, I really hope this just makes things better and not worse ;)
-changed up the reset stub code to now hopefully be more compatible (issue #151)
-slightly increased the main thread default sleep value to give other threads more time to work (the main loop still does around 10000 loops per second which should be enough to handle game requests)
-instead of trying to return to the system menu if no reset stub was found it will now try to return to the homebrew channel instead which should be more stable
 
finally looked at something I wanted to look at a long time, I really hope this just makes things better and not worse ;)
-changed up the reset stub code to now hopefully be more compatible (issue #151)
-slightly increased the main thread default sleep value to give other threads more time to work (the main loop still does around 10000 loops per second which should be enough to handle game requests)
-instead of trying to return to the system menu if no reset stub was found it will now try to return to the homebrew channel instead which should be more stable
397 fixed all my problems
back to speed and smoothness
Fix94 you're the best :P
 
Hey there, I'm back with an update regarding my Super Monkey Ball Analog issue.

When the monkey lands to start the stage, he is not supposed to move at all. But for my official Nintendo Gamecube Wavebird Silver Controller, the ball faintly turns towards the right. This is the only game where this happens, and it only happens with my Wavebird Controller, I even replaced the batteries and I get the same result.

Now I just tested Monkey Ball with my WiiU Pro Controller via Bluetooth, when the ball drops, there is NO MOVEMENT. I don't understand because I swear the wavebird worked fine before.

And one more question. is there anyway to add an autoboot option inside wiiflow.ini? I hate how I launch from wiiflow and it doesnt save my options nor auto boot. Thanks for reading!
 
This is the only game where this happens, and it only happens with my Wavebird Controller, I even replaced the batteries and I get the same result.
the thing with using real gc controllers is that there is not auto adjustment to set it to the middle as there is with other controller types so unless you use native control you will notice slightly misaligned gamecube analog sticks much quicker. of course turning on native controls will remove the possibility to use other controller types such as bluetooth and usb and also removes the return and soft reset button combinations.
 
When I use the Gamecube BIOS Memory Card manager (Emulated Memory Card) I only see the data for the game I loaded. I would like to see all the data, because the Memory Card is limited and I want to see how much space I have left. How can I make it so that I can see all of the emulated Memory Card data?
 

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