So... I'm curious. Why do certain GameCube games with Nintendont have small graphical glitches if they're running on real hardware?
I'm not really talking about the expanded features that you can patch in. I'm just merely talking about how the games are ran on real hardware and why it presents graphical glitches even though they are running on the right architecture.some games are not meant to be fullscreen i think? or on modern TVs? not sure..LOL..

Clockspeed is different, so the game might run different (see: melee complainers)I'm not really talking about the expanded features that you can patch in. I'm just merely talking about how the games are ran on real hardware and why it presents graphical glitches even though they are running on the right architecture.
Oh. So the game is running at Wii clock speeds then? I thought the game was patched in order to run at its intended clock speed and the rest of the processing power was used for background processes such as emulating the disc drive or memory card functionality...Clockspeed is different, so the game might run different (see: melee complainers)
If you want 99.9% hardware compatibility try using a Gamecube with real disks.

yes. Nintendont patches the game with new clock speeds, new locations for hardware, etcOh. So the game is running at Wii clock speeds then? I thought the game was patched in order to run at its intended clock speed and the rest of the processing power was used for background processes such as emulating the disc drive or memory card functionality...
Also, I'm fine playing GameCube games with Nnitendont. Doesn't bother me that much lol.
A timer is used to make the game run as close to proper speeds as possible but some games still had issues and ran faster so additional patches were used. You'd have to look at the source code find out what exactly is being used so the games don't run too fast.Oh. So the game is running at Wii clock speeds then? I thought the game was patched in order to run at its intended clock speed and the rest of the processing power was used for background processes such as emulating the disc drive or memory card functionality...
Also, I'm fine playing GameCube games with Nnitendont. Doesn't bother me that much lol.
the only game im aware that has tiny gfx glitches is rogue squadron life metter what games are you talking about? also this tiny issue ahs nothing to do with clock speed, some gc components are completely emulated due to missing parts on wii mode and some devs used those missing parts mostly the audio parts to have extra ram and used very hackish codes, heck even WW itself used a gc bug that is even present as an exception on the wii so the game runs at all.I'm not really talking about the expanded features that you can patch in. I'm just merely talking about how the games are ran on real hardware and why it presents graphical glitches even though they are running on the right architecture.
so, most games just read out the processor speed from the memory register and then calculate their time from that which is why most games just run fine. now some other games internally used some SDK functions which had those processor speed values hardcoded to the gamecube speed, so when they now read out the current tick counter from the processor they divide that by a too low number because the wii processor is 1.5x faster. also the file that patches all of those too fast games is this one which covers (almost) every game and makes them run at exactly 100% of the original speed, its not just "as close as possible" but "exact". Oh and of course, they are also some games which dont read out the processor speed at all and just use the framecounter for example.A timer is used to make the game run as close to proper speeds as possible but some games still had issues and ran faster so additional patches were used. You'd have to look at the source code find out what exactly is being used so the games don't run too fast.
EDIT: Better yet @FIX94 can you answer this question?
Dont say latest version, say the actual number.Also is your wii on component display mode(480P) option on the wii system menu settings? it seems your wii or tv arent using a 480p connection option, also ssbm has actual progressive so you dont need to force it... does it work in 480p if not forced at all? but by choosing the option on game start?I seem to be having an issue and havent found the solution around here: any time i put on force progressive, any game flat out refuses to display anything. I tried it on multiple games including super smash bros melee, and I have updated nintendont to the latest version. Whenever the game boots, the TV displays "invalid format", and when i try to use a component to hdmi converter, It says "no signal". I even tried connecting to my monitor (less input lag for melee than my TV), but no support there.
or if he has a GC controller he could get a wiiu gc adapter since it also works on the wii
The WiiU GC Adapter plugs using 2 USB connectors, right? With the HDD for Nintendont that makes 3, whereas the Wii only has 2 ports. Does that mean that using the WiiU GC Adapter with Nintendont requires a USB hub?

yes. Nintendont patches the game with new clock speeds, new locations for hardware, etc
the second usb port is just for extra power for the rumble and a fun fact while the wiiu needs both usb ports connected to have rumble on even 1 controller, the wii with one usb only has rumble for atleast 2 gc controllers lol, and also you can always connect the second(power usb) to any other nearby usb device.Also btw nintendont is not compatible with hubs nor is most homebrew programs.The WiiU GC Adapter plugs using 2 USB connectors, right? With the HDD for Nintendont that makes 3, whereas the Wii only has 2 ports. Does that mean that using the WiiU GC Adapter with Nintendont on a Wii requires a USB hub?
i have one but it just turns the gc controller into a CC and the worst part is no rumble support and you still need to have it connected to a wiimote draining its batery everytime.im not too sure where and when i saw it but a GC adapter plugged to the end of the WiiMote exists as well..
edit: here's a photo courtesy of Google images
View attachment 61699
*just in case anyone is interested.. ^^^^^^^^^^^^^^^^^^^
preety sure there is nothing one culd do without devising an hack for the gameitself those slowdowns are made by the game comands to prevent the game from crashing on a real GC, so you would need to devise an ahck to disable those comands or change them, so yeah if you find an interested gamehacker that wants to loose thier time making a nintendont single game patch that is probably very hard go for it lol.I wonder if Nintendont could fix the bad Gamecube port of The Wrath of Cortex; they rushed that port and the framerate suffers horribly.
So, if I got it right, in order to use 4 GC controllers with full rumble on a Wii without GC ports, with Nintendont, one would plug Ninendont's HDD to one of the Wii's USB ports, then one USB plug of the WiiU GC Adapter to the Wii's other USB port, and the remaining GC Adapter's USB plug to whatever it gave it more power, say, a mobile phone's charger, right?the second usb port is just for extra power for the rumble […] Also btw nintendont is not compatible with hubs nor is most homebrew programs.
yeah but you dont need to even connect the second usb if you dont need rumble, the second usb is just for rumble power so any usb works to add rumble.So, if I got it right, in order to use 4 GC controllers on a Wii without GC ports, with Nintendont, one would plug Ninendont's HDD to one of the Wii's USB port, then one USB plug of the GC Adapter's to the Wii's second port, and the remaining GC Adapter's USB plug to whatever it gave it more power, say, a mobile phone's charger, right?