Hacking Nintendont

  • Thread starter Thread starter sabykos
  • Start date Start date
  • Views Views 10,172,958
  • Replies Replies 42,894
  • Likes Likes 194
There will most likely never be Slot B emulation due to the limited amount of RAM the Wii has. The only way it might work if implemented is by using two 59 Block emuMCs.

I am only aware of one game that uses Slot B and that's a Sonic game.
F-Zero GX lets you load a garage via Slot B and the WWE games lets you load created wrestlers via Slot B too.
 
So yesterday I finally decided to check out all the demos floating around in demo discs and my god was it a patch job over 2 days:
-added a total of 19 demos into their respective arstartdma exception lists (as we know from the full versions), pleast let me know if I missed anything
-added in a new dsp patch found in the us demo of pikmin 1
If you are wondering which games were added in particular here are my notes with all the hashes for all versions:
http://pastie.org/10848107
I really hope I got them all cause my god that was quite a pain.
Oh and also I finally have a proper resident evil 4 demo detection now so no more need to rename any game id as it still was standing in the compatibility list.
 
So yesterday I finally decided to check out all the demos floating around in demo discs and my god was it a patch job over 2 days:
-added a total of 19 demos into their respective arstartdma exception lists (as we know from the full versions), pleast let me know if I missed anything
-added in a new dsp patch found in the us demo of pikmin 1
If you are wondering which games were added in particular here are my notes with all the hashes for all versions:
http://pastie.org/10848107
I really hope I got them all cause my god that was quite a pain.
Amazing! Thanks for taking your time on it!
 
The demo discs sure contain all sorts of interesting files so I will probably get back to them to dig a little because I saw things like zips, different game versions just renamed, renamed trailers with whatever differences they have, text files and all sorts of stuff. Oh and of course if you use the demo discs version 17 and 18 you can actually see the work-in-progress title screen for paper mario so thats cool.
G8_MJ01_2.png
edit: so earlier on demo disc version 14 I saw a file titled "rubysap-timerfix-1219-10-eng.zip" and I just looked at it again and noticed it was password protected and a whole 30 seconds later I cracked that without any computer program, the magic password was "pokemon", good job nintendo and game freak for encrypting your hardware and software with such a high amount of care :P
 
So yesterday I finally decided to check out all the demos floating around in demo discs and my god was it a patch job over 2 days:
-added a total of 19 demos into their respective arstartdma exception lists (as we know from the full versions), pleast let me know if I missed anything
-added in a new dsp patch found in the us demo of pikmin 1
If you are wondering which games were added in particular here are my notes with all the hashes for all versions:
http://pastie.org/10848107
I really hope I got them all cause my god that was quite a pain.
Oh and also I finally have a proper resident evil 4 demo detection now so no more need to rename any game id as it still was standing in the compatibility list.

I remember that re4 demo, MarkGrass / Dot50Cal unlocked the debug menu in biohazard 4 trial edition. http://www.the-horror.com/index.php?id=features&s=re4demos&p=9
 
Last edited by ned,
edit: so earlier on demo disc version 14 I saw a file titled "rubysap-timerfix-1219-10-eng.zip" and I just looked at it again and noticed it was password protected and a whole 30 seconds later I cracked that without any computer program, the magic password was "pokemon", good job nintendo and game freak for encrypting your hardware and software with such a high amount of care
Just curious, what was in it? lol
 
I completely forgot that the NTSC-U and NTSC-J GameCube's are IDENTICAL in both hardware and software. Inside the GameCube is a jumper that determine's what region the NTSC GameCube is. If it's set one way, it's a North American GameCube. If set the other way it's a Japanese GameCube. If you have the proper Gamebit you can play both North American and Japanese GameCube games on the same console without free loader by soldering a 2-way switch to this jumper.

The Wii U is now like a 3-in-1 console that can play 3 generations of Disc-based Nintendo games with Nintendont. Such memories.

Just curious, what was in it? lol
The zip contains 2 files "rubysap-timerfix-1219-10-eng.dpf" and "rubysap-timerfix-1219-10-eng.tgc". I'll let @FIX94 explain what they do if he knows.

EDIT: .tgc is an Image format found on Demo discs which contain a DOL file among things.
 
Last edited by ccfman2004,
This is a trivial question, just a heads up, I'm about to run Nintendont on vWii again (tomorrow), and I have the Gamecube adapter, I assume that I just need to place the controller config at the root of my SD card, yes? I haven't used it on the Wii U in a very long time, as I've primarily used it on my regular Wii, but now that I've disconnected that, I see no need to use the old Wii.
 
This is a trivial question, just a heads up, I'm about to run Nintendont on vWii again (tomorrow), and I have the Gamecube adapter, I assume that I just need to place the controller config at the root of my SD card, yes? I haven't used it on the Wii U in a very long time, as I've primarily used it on my regular Wii, but now that I've disconnected that, I see no need to use the old Wii.
The GameCube USB Adapter doesn't need a controller.ini file. The only reason to use a controller.ini is if you want to use a custom button layout. Most known controllers are built into Nintendont itself.
 
  • Like
Reactions: the_randomizer
The GameCube USB Adapter doesn't need a controller.ini file. The only reason to use a controller.ini is if you want to use a custom button layout. Most known controllers are built into Nintendont itself.

Okay, that's good to hear, I just haven't loaded it on my Wii U in some time and I wanted to verify, thanks :P
 
  • Like
Reactions: TotalInsanity4
Okay, that's good to hear, I just haven't loaded it on my Wii U in some time and I wanted to verify, thanks :P
Quite some time ago those controller.inis were hardcoded inside Nintendont.

The controller.ini is mainly for controllers that haven't been coded inside Nintendont or if you want to change button layouts of a specified HID controller.

EDIT: As a matter of fact before known controllers were hardcoded into Nintendont we had a controllers folder that contained the controller ini files for all known controllers so you were able to use different controllers without having to keep changing the controller.ini on the root.
 
Last edited by ccfman2004,
  • Like
Reactions: the_randomizer
Quite some time ago those controller.inis were hardcoded inside Nintendont.

The controller.ini is mainly for controllers that haven't been coded inside Nintendont or if you want to change button layouts of a specified HID controller.

The only thing I wish there was, was a button combo that goes back to the game selection menu instead of the homebrew channel lol. No complaints though ^_^
 
I don't get it either... Plus, I think you are right that I shouldn't listen to what some people say about using 1 memory card for all of my games. Even though it's almost full :/ Is there any way to emulate a card for slot B?
Not yet and I don't think there are any plans to do so but it's something a lot have been requesting for a while, me included, as for it being full you should change the size of it, by default is small in size "500kb" so change it to something bigger, I recommend using 2MB if you don't need anything bigger, 2MB is just perfect and doesn't cause any issues or slowdowns, past that Nintendont will tell you that it's "unstable" although I'm using the biggest size and it's working just fine for me.

There will most likely never be Slot B emulation due to the limited amount of RAM the Wii has. The only way it might work if implemented is by using two 59 Block emuMCs.

I am only aware of one game that uses Slot B and that's a Sonic game.
Translation: Nobody will bother to do it!

By the way I too only want it for Sonic Adventure 2, I don't really care for this feature otherwise.

So yesterday I finally decided to check out all the demos floating around in demo discs and my god was it a patch job over 2 days:
-added a total of 19 demos into their respective arstartdma exception lists (as we know from the full versions), pleast let me know if I missed anything
-added in a new dsp patch found in the us demo of pikmin 1
If you are wondering which games were added in particular here are my notes with all the hashes for all versions:
http://pastie.org/10848107
I really hope I got them all cause my god that was quite a pain.
Oh and also I finally have a proper resident evil 4 demo detection now so no more need to rename any game id as it still was standing in the compatibility list.
Wasn't there a demo disc for Mario Kart DD?

edit: so earlier on demo disc version 14 I saw a file titled "rubysap-timerfix-1219-10-eng.zip" and I just looked at it again and noticed it was password protected and a whole 30 seconds later I cracked that without any computer program, the magic password was "pokemon", good job nintendo and game freak for encrypting your hardware and software with such a high amount of care :P
Shhh.. Don't let them notice.

The only thing I wish there was, was a button combo that goes back to the game selection menu instead of the homebrew channel lol. No complaints though ^_^
You can do that if you use a different game loader (ex: USB Loader GX) which is the way Nintendont was designed to be used for anyway ;)
 
  • Like
Reactions: bm123456
The zip contains 2 files "rubysap-timerfix-1219-10-eng.dpf" and "rubysap-timerfix-1219-10-eng.tgc". I'll let @FIX94 explain what they do if he knows.
so the demo disc they come from also contain a pokemon ruby and sapphire game timer fix as the name of that zip suggests, the file for that is located on root and is just called "ruby.tgc", oh and it gives you a shiny zigzagoon when you do it. Now the .tgc on root and the .tgc in the zip dont match up so they probably have some texture/text differences, the .dpf is a file which I think actually was a file printed onto the original gamecube discs so I guess at one point they had discs dedicated to just fixing that bug and giving out that shiny.
Wasn't there a demo disc for Mario Kart DD?
there are all sorts of cool demos like double dash and melee, also at one point (still need to check that) I saw a file just titled ".tgc.new" but I dont remember which game that was, but if .new says anything I assume they actually had a newer demo build for a game but messed up renaming it so we probably have 2 demo builds on one disc ;)

edit:
nice, version 7 of the pal demo discs contains a remix of termina field as background music!
https://www.mediafire.com/?ja8dwjboc4h87c3
edit2:
if you like the f-zero gx theme you'll probably enjoy this extended version I found on the japense summer 2003 disc ;)
https://www.mediafire.com/?jqiaaa3pf35ucy5
edit3:
this is way too much fun hehe, just found a agb emulator on disc 18 and there was another file titled .new beside it, just compared it and it just had a different border:
http://postimg.org/gallery/hf415du2/
on the left you can see the one in the .new file probably nobody ever saw and on the left the one you can see when playing disc 18. this is probably the first time anyone outside of nintendo saw that little piece ;) oh and I see why it wasnt used, somebody did not know what the actual gba proportions actually are lol.
http://s20.postimg.org/y333hbh4d/DISE01_1.png
 
this is way too much fun hehe, just found a agb emulator on disc 18 and there was another file titled .new beside it, just compared it and it just had a different border:
on the left you can see the one in the .new file probably nobody ever saw and on the left the one you can see when playing disc 18. this is probably the first time anyone outside of nintendo saw that little piece ;) oh and I see why it wasnt used, somebody did not know what the actual gba proportions actually are lol
I've seen it before and I can even prove it! it's on my dropbox: https://www.dropbox.com/sh/orni70tk91uf9vl/AAAKvKn1fuZeHxeR1lZcJ4FVa?lst
See ActualMariopinball.png and MarioPinball.png and the modified column. This is the post where I originally reference it.
 
You are saying they actually put GBA cart bug fixes on these demo discs? I had no idea. I still have my original ruby and sapphire. Maybe I'll check it out one day

Amy idea what timer they are fixing? Does it have to do with when the in-cart battery runs out?
 
  • Like
Reactions: TotalInsanity4

Site & Scene News

Popular threads in this forum