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Nintendont sd/usb v2.302 : Backups GameCube sur SD/USB

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Voici nintendont par crediar (et repris par d'autres personnes), un homebrew qui permet de lancer des backups de jeux gamecube depuis une carte SD ou clé USB.Comme devolution, vous pourrez utiliser une manette GameCube, une Wiimote ou une autre manette USB (manette PS3) pour jouer.Ca marche sur Wii et WiiU (mode Wii).Voici la version reprise avec le code source de Crediar. Vous pouvez donc lancer d'autres jeux que Zelda.Cette version est mixée avec une autre version compatible USB et vous pouvez donc a priori lire vos jeux depuis une carte SD ou une clé USB/disque dur USB.Pour savoir comment lancer vos backup de jeux GameCube avec Nintendon't, suivez ce tutoriel réalisé par VinsCool.Pour lire la longue liste des changements, vous pouvez aller aller voir ici.Version 2.302-fixed some drastic thread bugs in the kernel, this should fix various freezes and startup problems for alot of people-added code to disable WiiConnect24 before running a game, some games got interrupted by it and froze that way, now even with WiiConnect24 enabled the game should run fine-cleaned up and corrected various IOS module usages in the loader so now things should work properly again as they used to in 296 and older-added a small 10 seconds timeout for USB so even slow devices should now be picked up-fixed burned discs on old wiis werent working anymoreVersion 2.301-updated the pso patches to now work with all pso1&2 and pso3 pal and ntsc versions even when compressedVersion 2.300-heavy cleanup in the usb code, its now really small compared to before but should still do the sameVersion 2.299-silly change in usbstorage.cVersion 2.298-added missing h files-modified HID code the same way USB was modified so it should work again-updated fatfs to the latest v0.11-made various usb sync changes to hopefully work more stableVersion 2.297-completely rewrote the way nintendont starts, now the kernel is directly loaded on startup meaning there is no more usb reloading, this should increase the usb compatibility by quite a bit-set the usb refresh rate to 2 minutes and 30 seconds-added a patch to mario kart gp2 to disable the red item button so if you go into 1st person it doesnt shoot the item away anymore-added sources for the custom libfat versionVersion 2.296-added some security checks for triforce CARD and settings writing-added missing code in ax CARD support which made it impossible for the game to read data if a settings file is in useVersion 2.295-somehow managed to write 2 different numbers for the exact same thing, whoopsVersion 2.294-wrote up hacks to allow exiting the test menu in the 4 triforce games -fixed a bug in SIInit which always lead to the test menu booting up twice because of a not cleaned up status-wrote up hacks for ax and vs4 which will allow the game settings you set in the test menu to actually be used ingame, it will even write a file so on the next boot it will remember these settings-set the random hdd read time to 4 minutes instead of 10 seconds, that should still be more than enough time to not spin down-moved the Mario Superstar Baseball arstartdma exceptionVersion 2.293-activated CARD support in f-zero ax, please note that on saving and loading the screen will be frozen until its finished but you can hear on the audio the game still runs-slighly slimmed down the triforce game data being constantly sent to nintendont to make it more smooth-added a "Free Play" patch to SegaBoot so started triforce games will now use thatVersion 2.292-removed the timer patch for virtua striker 4 again cause it seems to produce crashes and instead set the menu timer to about 51 days which seems to work fine and should get rid of crashingVersion 2.291-removed some menu timers in virtua striker 4-added a proper widescreen patch to virtua striker 4-reworked the controls code for the 4 triforce games, now the controls are going properly through the devices they should go through which should overall run really well now-slightly modified the anti-crash code for gp1 and gp2, now its possible to enter the test menu of them, please note they both have the same problem as vs4 and ax which makes it impossible to exit the test menu for unknown reasonsVersion 2.290-removed menu timers from f-zero ax, thanks dj_skual-removed the rest of the menu timers in gp2 and made them invisible-changed the item and cancel button reading to a non-hacked version in both gp1 and gp2 so button presses wont happen multiple times in a row anymoreVersion 2.289-added proper widescreen patches to mario kart gp1 as well as gp2-removed a few menu timers in mario kart gp1-fixed the killer7 pal version running too fastVersion 2.288-added widescreen patches to 1080, pikmin and pikmin 2-patched a few more menu timers in gp2 and also made a few invisibleVersion 2.287-added unlimited card uses patch to gp2Version 2.286-fixed a drastic bug in triforce code which randomly broke all sorts of commands, this should help out various problems such as JVSIO errors and not working controls-enabled CARD support in both GP1 and GP2 because they now seem to work on a usable level, to save into them you just need to say "no" on continue after racing, just wait a few seconds after that until you exit nintendontVersion 2.285-if memcard emu is disabled skip the gc bios for now because it doesnt work -added a missing EXI call, fixes f-zero ax starting via segaboot if OSReport is disabled-made it possible to press service and test button in triforce games, the test button is Z and the service button is X, please note that as of now there is no way to exit the test menuVersion 2.284-added basic support for the triforce bios obtainable from virtua striker 4 (segaboot.img1), simply place it into your device root and rename it to segaboot.bin, triforce games now should start using it, if you want to enter its test menu press start while the media board init message is on screenVersion 2.283-made __GXSetVAT patch a bit more dynamic and added smugglers run into its list, should fix the freezes it hadVersion 2.282-removed sonic adventure dx again from the pad exception list, that game must've been fixed with some previous change-added a proper f-zero ax widescreen patch, thanks CosmoCortney-removed a few mario kart gp2 menu timers, thanks conanacVersion 2.281-added PADControlMotor security check to prevent the patch from applying to a wrong place, fixes Resident Evil 0 and NFL Street 2-added pad state switching exception list for Call of Duty, Tiger Woods PGA Tour 2003, Tiger Woods PGA Tour 2004 and Sonic Adventure DX to try to fix their control problemsVersion 2.280-added Piglet's Big Game to the ARStartDMA exception list to fix sound issues ingame-added an additional DOL file security check before patching, fixes WrestleMania X8Version 2.279-added missing file which makes it impossible to compile-corrected triforce virtua striker offset checkVersion 2.278-slightly updated ARStartDMA code, fixed a small mistake in it and made it easier to debug-fixed up progressive video mode flag and added a exception to skip it on BMX XXX so the game doesnt freeze when using a component/hdmi cable-added a new img patching method which gets NBA 2k2, NBA 2k3, NCAA College Football 2K3 as well as NCAA College Basketball 2K3 fully working-added ARStartDMA exceptions for NBA 2k2, Army Men Sarges War, ESPN MLS Extra Time 2002, Monster 4x4: Masters Of Metal and SD Gundam Gashapon Wars to fix various issues with these games-skipping the GC BIOS if one of the 4 working triforce games gets detected-slightly increased our kernel memoryVersion 2.277-wrote up a small pal gc ipl patch to try prevent its startup crashing-make sure that the timer memory info is always set to the correct valuesVersion 2.276-added gamecube bios support, please note that this is still very early in testing so it might not fully work, to let a game start using the original gamecube bios place iplusa.bin, ipljap.bin and/or iplpal.bin onto your device root, if nintendont finds the bios fitting to the game region it tries to start it, as of right now this feature has no use whatsoever and only exists for pure demonstration purposesVersion 2.275-hopefully improved the audio streaming code to not crash certain games on the end of the audio file-added triforce video mode patches so all 4 triforce games can be patched to run with force progressiveVersion 2.274-added a proper audio streaming resample check so games with too fast audio should now sound correct-moved the Street Racing Syndicate exception to hopefully fix the gameVersion 2.273-Added new boot status message "Cheat path is empty" when cheats are on and cheat path is on and the cheat path isn't set-Changed boot status messages "Initing devices..." to "Initing storage devices..."-improved gamecube adapter for wii u bongo supportVersion 2.272-commented out some debug patches for ax which should let it start if OSReportis not enabled-forgot to actually use a updated function, made sure its used nowVersion 2.271-changed out some buffers in jvsio and changed some flushing code in order to help out triforce random crashes, missing controls and problems-changed the default triforce ingame coin count to 9 so just in case it doesnt automatically refresh the coins you dont run out directly and may get lucky on the next coin update to get new coins-commented out some possibly problematic debug code which might crash games on bootup-added ARStartDMA exceptions for both Multi-Game Demo Disc 18 and Street Racing SyndicateVersion 2.270-added proper memory flush security as well as proper ARStartDMA data copying if the data to be copied is not properly aligned already, fixes various games such as happy feet, legends of wrestling and gunVersion 2.269-fixed up gc disc reading of multi-iso discs created with very old tools-more security updates to try to fix return to loader freezingVersion 2.268-cleaned up some patching, triforce games now have a bit less patching in order to run-added a bit of security when reading dataVersion 2.267-Added Trio Linker Plus II controller.ini (Thanks gillhaj02)Version 2.266-fixed up the triforce game virtua striker 4 so it should boot and also added basic controls code for it-small changes and bugfixesVersion 2.265-Added Support for some generic Classic controllers (Thanks Abz)Version 2.264-if nintendont gets loaded with the wrong IOS it will try to load IOS58 by itself-added code which makes sure we have permission to use the disc drive-added a missing redraw when you change settingsVersion 2.263-added multi-iso disc support, it has been verified to work from burned discs, wode and as direct iso on sd/usb-slightly adjusted the loader game selection, the controls should be a bit better nowVersion 2.262-Added Nunchuck supportVersion 2.261-fixed a little bug in disc reading which now fixes reading burned gc discs on old wiisVersion 2.260-cleaned up disc support for original wiis, for developers: to tell nintendont to load a disc just set the game path to "di"-fixed a small mistake in PatchFuncInterface, that will fix various bugs such as games not booting or enemies are not killable in prince of persia warrior withinVersion 2.259-resetting wiiu widescreen setting after the game finished to make sure we are on the right one-added some basic disc reading on wii which supports the most basic features, its the very first "game" for wii users and supports pretty much everything which is supported from normal sd and usb reading, its not quite finished yet-updated all registers needed to not use the original disc drive registers anymoreVersion 2.258-added option for wiiu widescreen, if its off your wiiu will resize the picture to be 4:3 and if its on it'll stretch the picture to fullscreenVersion 2.257-made the constantly refreshed HID messages part of the nintendont kernel memory instead of always newly allocating it to try help out stabilityVersion 2.256-allow the DSP patch to get applied multiple times for games which have multiple DSP ROMs, this should fix broken audio in the remaining games with audio problemsVersion 2.255-missed .h fileVersion 2.254-added some code which will create pre-formatted memory cards for the memcard emu on file creation, that means you dont need to format it manually ingame anymoreVersion 2.253-added proper memory syncing in the jvsio code which might lower the chances of triforce games not having any coins or having other issuesVersion 2.252-added a patch for f-zero ax which replaces the motor init screen directly with the controller setup in order to greatly reduce the initial loading time-made triforce game patching a bit more dynamic-removed unused triforce codeVersion 2.251-Do not recenter axes when using Bongos with the WiiU Gamecube Adapter.-Make Datel timer patching use a pattern instead of hard-coded offsets.Version 2.250-Fix Datel AGP to use the simpler DVD patching in r249.Version 2.249-removed most DVD patches except __DVDInterruptHandler and GCAMSendCommand and replaced it with a full register search, this update might break games, it needs quite some testing to be sureVersion 2.248-further refined DVD function check in order to properly patch games, should fix things like disc switching againVersion 2.247-Added Donkey Kong Bongo support to the gamecube adapter for wii uVersion 2.246-Hack for 007 Nightfire for cache invalidation. Needs further investigation.Version 2.245-added security check to PatchFunc, should fix frogger ancient shadowVersion 2.244-Skip Datel patches for non-Datel games.Version 2.243-added security checks for DVD patches and added DVDLowSeek patch instead of using DVDSeekAbsAsyncPrio patchVersion 2.242-Remove second PSO memcard emu hack. This was also made unnecessary by r227.-Add support for Datel AGP disc. This disc does not use the Nintendo SDK, so many functions are done in different ways are have different patterns. Currently only supports Native SI and MemcardEmu off. The actual hardware reading is not yet functional.Version 2.241-cleaned up and optimized audio streaming code, that made it possible to remove the AIInitDMA patch completely-removed DVDInquiryAsync patch and replaced it with a proper low level one, this lets mario kart gp2 boot-optimized triforce EXI interrupt code, helps mario kart gp2 to get a bit more stable, please note that it still freezes pretty often on the camera screenVersion 2.240-reworked audio stream base to go through the actual disc interface code instead of a hacked one, that way starfox adventures should have enough time to properly enable its subtitles-use the same fatfs settings as we did in the past-minor cache sync correctionsVersion 2.239-Reworked part of how the update system works-HID files are now saved to the drive with games, not the drive that Nintendont was launched from.-You are now given a choice to redownload the latest version in case someone forgets to update NintendontVersion.h-Changed the update menu to be scrollable.-Menus use an actual arrow now instead of a greater/lesser than symbol.-Got rid of the loader.h/loader.c files since they haven't been necessary for I don't know how long-A little minor cleanup.Version 2.238-added a libfat version to the nintendont loader which supports ustealth and updated the kernel fatfs version to the latest 0.10cVersion 2.237-added proper luigis mansion widescreen patch for all regions to solve random crashes with the default oneVersion 2.236-changed up HID reading to not rely on a timer anymore, this way it should run more preciseVersion 2.235-Fixed lack of responsiveness on HID controllers. This fixes the problem several of you were having trying to dash dance with the gamecube adapter for wii uVersion 2.234-some general cleanup, changed the kernel build mode which makes it run a bit smoother overallVersion 2.233-merged SD and USB kernel into a single one-fixed a very small bug in both DI and SD code, probably a very few people will have a benefit from that-removed loader.elf and boot.dol since everything only takes the loader.dol anyways, lets not waste any space-general code cleanupVersion 2.232-corrected iso reading and cache syncing to properly work with games which read alot of data with one call like luigis mansionVersion 2.231-added timeouts to both USB and HID detection, this way init errors should be greatly reducedVersion 2.230-reworked HID and USB drivers to fully use IOS58, thanks to all the original writers of usb.c and usbstorage.c, this version might completely changed compatibility and loading times and allow HID controllers to be used in the front ports on the wiiu-made the HID readings use the main thread to gain stability-added more delays between reads so the new HID and USB drivers have enough time to complete their jobs, this might lead to some audio clicks on some occasionsVersion 2.229-Fixed gamecube adapter for wii u wavebird support with gray cable unplugged-Disabled rumble on gamecube adapter for wii u wavebird when the gray cable is unplugged-Fixed boot status error message display-Increased boot status error message display time before reboot-Added boot status error "Gamecube adapter for Wii u init error"-Added boot status message "Init HID devices... Using ONLY NATIVE Gamecube Ports"Version 2.228- added init code and rumble support for the wiiu gc adapter, thank you ToadKing for providing the magic numbers and GreyRogue for testing everything outVersion 2.227- Fix Entry load cache invalidation. This was causing PSO 1&2P/III EXIImm issue, so removed the patch for that.- Commented out 31A0 patch until we know of a case where it's needed.Version 2.226-optimized ISO reading and caching code, might be a bit faster in certain situations-removed cache.txt support because in most cases its slower anyways -added super smash bros melee widescreen patchVersion 2.225-Added support for Nintendo Wii U GameCube Controller Adapter (Thanks Adeka, Khar00f, Sakitoshi, joefz2) You currently need to enable the adapter in a game that supports it. Exit that game. Then start Nintendont without powering off for it to work.-Added MultiIn=3 for multiple controllers from the same adapter all using the same message. When MultiIn=3 MultiInValue= needs to be set to how many bytes are for each controller.-Added error message for missing kenobiwii.bin when it is required-When cheats and cheat path are on. Booth are now turned off when you change games. (cheats were being applied to the wrong games)-Added error message for missing file specified in cheat path when cheat path is used.-Added error message for file specified in cheat path being to big when cheat path is used.Version 2.224- made nintendont compilable with the latest devkitARM r43Version 2.223- made it more simple to modify the memcard emu timings, added timing exceptions for starfox assault and luigis mansion in a simple way- when you selected a device to load your games from nintendont will display a small loading message to confirm that it is loading the game list, this should hopefully help to avoid confusion if nintendont actually regonized the button pressVersion 2.222- further worked on the per-game widescreen patches, now also animal crossing and all mario party games have proper patches- added code to hopefully help recent blackscreens with memcard emu enabledVersion 2.221- Fixed previous status messages disappearing if there is an error- Fixed the menu info appearing one frame after the games/options- 251 blocks is now listed as recommended in the "Memcard Blocks" option- Set the groundwork for a timeout if the drive doesn't respond. This doesn't work yet, and I can't finish it until I receive a drive that doesn't work (it's coming)- Moved the options up 13 pixels for people who had the bottom cut off- A few minor cleanups.Version 2.220- did some more work on the game specific widescreen hacks, making at least 7 different games (mkdd, super mario sunshine, crash bandicoot, nfs hp2, wind waker, twilight princess, paper mario) in all their regions get widescreen patched properlyVersion 2.219- make sure that for extremly slow hdds the bluetooth controller stays updated when reading a random sector every 10 seconds- changed up the widescreen patches C_MTXPerspective and C_MTXLightPerspective, should fix weird patch bugs in games like pokemon xd and colosseum- added a few selected game specific widescreen patches, credits for those go to Ralf from gc-forever for making the original ocarina codesVersion 2.218- Fixed update menu and "Return to Loader" not always showing.Version 2.217- Reapplied the new UI with a truetype font- Increased the number of games shown on one screen- Increased the number of characters shown per-title- Slowed down scrolling up/down and sped up left/right- Fixed Nintendont not running without an SD card inserted- Fixed a warning in Patch.c if DEBUG_PATCH was disabledNOTE: Don't bother asking for a full GUI, coverflow, or anything else graphics related. This is as good as it's going to get. Use another loader if you want something nicer. The purpose was to make the text easier to read on small screens, and to add flexibility for the devs by making font size customizable.Version 2.216- make sure that SetInterruptMask from the debug sdk cant write to EXI Channel 2 when memcard emu is disabled (fixes batman vengeance from real memory card)Version 2.215- cut memcard emu access time in half since after testing it doesnt seem to cause any problems- when playing from usb, let the drive read a random sector every 10 seconds to stay aliveVersion 2.214- Fixed Logitech RumblePad 2 and Rumble Gamepad F510 controller.ini Triggers- Fixed Auto video mode for region I & removed region G (Thanks Cyan)Version 2.213- Fix game region detection when video mode set to Auto or None.Version 2.212- Great, now PAL games don't work. I'm reverting the UI until I can order a PAL game and test it out.Version 2.211- Gave Nintendont a nice polished interface. It now has a background and a truetype font (no more jaggies)- You can now see more of the game title.- Fixed a warning if DEBUG_PATCH is disabled.Thanks to ccfman2004, VinsCool, and Shiranui-san for the valuable input they've provided on this release.Version 2.210- (binary please)Version 2.209- added __CARDUnlock patch to fix original nintendo memory card support, thanks tueidj for pointing at it- only set a progressive video mode on game boot if force progressive is enabled, should fix some PAL games to start normally on wiiu- removed old include which doesnt exist anymore to fix compiling errorsVersion 2.208- Fixed loaders inability to set video modes introduced in 2.204 The first time you start this version If you are starting it from the homebrew channel set the video mode. This should fix black screens people were seeing in 2.204 - 2.207 that didn't occur in 2.03Version 2.207- controllers.zip can now be downloaded and extracted in-appVersion 2.206- Changed up game loading in order to make the loader dol size much more expandableVersion 2.205- Added Nvidia Shield controller.ini (Thanks bobmcjr)Version 2.204- correct force video mode setting in the loader menu, it should now navigate properly- added a security patch reset when the game is about to reset itself, fixes sonic cd exit- added a better GXInit search, should fix virtua striker 3- added disney hide and sneak ARStartDMA exceptionVersion 2.203- heavly optimized patching system, depending on the game the bootup time can be more than twice as fast nowVersion 2.202- Fixed the update system (still don't know why it wasn't working for some people)- Updated controllers.zipVersion 2.201Two PSO MemCardEmu hacks. Both of these work, but need more investigation:- If Emulating MemCards, one of the calls to EXIImm is not working correctly. The hack copies the patch for EXIImm to the 0x80001800 patch scratch area and calls it from there. This should be identical behavior to skipping this hack, but it only works from the scratch area. This needs further investigation.- Immediately before the PSO fake entry patch, a function call that looks like its doing Initialization stuff (DSP, SI, etc.) is called. For emulated MemCards, this causes a hang-up. Further investigation is needed rather than just skipping the whole thing like this hack does.Version 2.200- added an option to enable/disable video deflicker when using force video mode, basically disabling deflickering will make a sharper image but might not work properly on your tv and enabling deflickering will be a bit more blurry but should be smooth on all tvsVersion 2.199- Added CronusMax Xbox360 Adapter controller.ini (Thanks Khar00f)- Added Microsoft Sidewinder Precision 2 Joystick controller.iniVersion 2.198- added a different approach to fix ARStartDMA issues for certain games, check the Patch.c diff to see which games are affectedVersion 2.197- Most of the update system has been rewritten. On the surface, the only change is that you can now download titles.txt in-appVersion 2.196- Add hack for PacMan World 2 to force the SiInit true.Version 2.195- Made PSO hacks more generic (work for PSO III).- Added new PatchBuffer code for PSO III.Version 2.194- Fixes for PSO 1&2 Plus- Move access from 0x80001800 to 0x931C0000- Apply dol entry mod after switch.prs extraction to dol- Don't mod psov3.dol entry point. Used after DVD load. Patch entry hack.Version 2.193- Added Trust Predator Gamepad controller.ini(Thanks L0r3n20)Version 2.192- The controller files now use the VID and PID.Sorry, you need to redownload controllers.zipVersion 2.191- Your controller will now be detected and the appropriate .ini file will be selected. Extract the contents of controllers.zip to a folder named controllers in the root of your FAT device (so you'll have FAT:\controllers\0001.ini).- Added exceptions for Virtua Striker v4 2006 (GVSJ9P, GVS46J, GVS46E) in the title database. This doesn't include ISO's that, for some weird reason, have had the title ID modified to match the 2002 version.- Removed "Sonic Adventure DX: Director's Cut (Preview) Prototype" entry because it was useless and conflicting with some custom titles.Note: The old controller.ini method still works, so if you only use one controller you don't have to change anything.Version 2.190- Fix Native Control/PATCHSI backwards logic.Version 2.189- Make PATCHSI a menu selectable option (Native Control On means PATCHSI is disabled).Version 2.188-Added support for special (Triforce) games in database, which were previously identified incorrectly-Removed some duplicates from titles.txt (you don't need to update your local copy)-Updated the meta.xml file just so the online version has correct creditsNote: Thanks to Xenith and sonictopfan for testingVersion 2.187-only apply Patch31A0 if the entry point is below that, fixes 007 from russia with love-if PADInit cant be found use SIInit instead to start reading pad inputs, fixes alien hominid controlsVersion 2.186-Woops, forgot to remove a sleep commandVersion 2.185-Added database support for those unsightly game names. Copy the included titles.txt to your Nintendont directory-The loader now updates the meta.xml file prior to checking for AHB access, so you don't have to fix the meta.xml file manually.Note: To save space, the database doesn't care about region.Version 2.184-searching much more detailed for PADInit so we dont miss it-reworked Patch31A0 to work with negative offsets too, fixes for example namco museum and midway arcade treasures 2Version 2.183-heavly changed the way games will get patched, this file will dynamically replace the game entry point to a custom loader instead of patching the game while reading it, this way games like the 007 series will no longer crash because of changing file locations-wait for PADInit to be called before reporting data in PADRead, fixes games like ghost reconVersion 2.182-making sure to clear the current stream position after the audio stream ends, fixes xg3 stream loopingVersion 2.181-added 8 new patch patterns for the debug sdk-dynamically calulating the location of SIInterruptHandler instead of using patch patterns using SIInit, this should reduce false positive detections-added a way for the FIFO patch to apply to the debug sdk functions and also fixed a bug in it-added a hack for batman vengeance to skip old debugger code, this should fix itVersion 2.180-Nintenont updater now shows what revision is being downloaded, and makes sure you don't already have the latest version-Additional minor changes to the updaterVersion 2.179-added safety check for GCAMIdentify patch, fixes mario kart gp1-other tiny optimizationsVersion 2.178-fixed tiny mistake in f-zero ax pad read function, messed up the dpad, also slighly reduced its pad updating to save some timeVersion 2.177-added a small patch security check to make sure we actually patch a game loader and not some random data, should fix games like resident evil-added a few more hacks from quadforce for f-zero ax to make it bootable (thanks crediar)-added pad read function patches for f-zero ax to make it controllableVersion 2.176-moved resident evil 4 and sonic gems collection into the paper mario arstartdma exception list to fix their sound issues-added yet another timer check, this time for the cpu speed, might help out more gamesVersion 2.175-added a very general game timer patcher which should cover up most games which run too fastVersion 2.174-Added in-app updater, accessible through Settings menuVersion 2.173-added micro machines to the ARStartDMA exception list to help it stabilize-assume on ELF loading that the header is already loaded in the buffer, fixes sonic cdVersion 2.172-made the FIFO patching much more dynamic by actually using the pointer set by the game to find usage instead of hardcoded patterns-general patching cleanup, especially the debug messages are easier to look through now-split the triforce patches from the regular game patches since they will never be found in normal games anywaysVersion 2.171-did some more patchwork, now most of our required patches get applied dynamically, this should fix up some problems with games using the debug version of the sdk-commented out the multidol loader code for now, with this update all those game should work properly on their own with the corrected patchesVersion 2.170-added a security check for the EXIDMA callback value, this fixes billy hatcher memcard emulation waiting forever because of a wrong value-did some small memcard emu patch cleanup-added memcard patch for the japanese version of pokemon colosseumVersion 2.169-added hardcoded patches for pokemon colosseum pal and ntsc which will report the memory card is always inserted with memcard emu enabled, this way you can actually save and loadVersion 2.168-added a bit of code to actually allow usage of a real memory card on wii when memory card emulation is turned off-added a small compiler option in global.h, PATCHSI, if you comment out this option and recompile nintendont it will use the original gamecube pad portsinstead of emulating them, allowing accessories like gba and bongos but will remove things like hid, bluetooth and return to loaderVersion 2.167-added new PI_FIFO_WP patch pattern for pokemon xd and changed up ARStartDMA reading, this makes xd fully work for the first time-moved atv quad power racing 2 and pn03 into the paper mario ARStartDMA exception list to get them stableVersion 2.166-added a new ARStartDMA patch which hooks itself into the original nintendo code instead of completely replacing it, this patch will be used by burnout 2, viewtiful joe, animal crossing and megaman x command missionVersion 2.165-greatly increased controller read updates for interrupt read based games, this should help people with slow controls-changed up patching system a bit, made the debug prints more unified and added a safety check for EXIUnlock to make sure we write to the right function, this fixes music in both collectors edition menu and twilight princess-added a small debugging option which makes it possible to compile nintendont with a very small amount of patches, note that this will only help developers to understand certain problems betterVersion 2.164-moved most audio streaming and interrupt relevant info into unused hardware registers-skipping SIGetType patch for sonic adventure dx to fix its double presses-started adding more patterns and patches for games using the debug sdk, none of them work yet though, alot needs to be done stillVersion 2.163-Fixed HID controller analog triggers being broken since v2.158Version 2.162-sending interrupt messages through unused EXI device 2 hardware registersinstead of main memory, saves some time and space-added starfox assault ntsc save exception and commented out baten kaitos savehack-made all gc relevant patches static, this might fix a bunch of gamesVersion 2.161-Fixed Bluetooth TR remotes requiring an expansion controller needing to bedisconnected and then reconnected to sync.-updated Thrustmaster Dual Analog 4 controller.ini to support ZL button (Thanksnastysdsi)Version 2.160-added libwupc, now you can use the wiiu pro controller in the loader and notjust ingameVersion 2.159-Fixed wii classic controller analog triggers getting stuck slightly in whenconnecting using bluetoothVersion 2.158-Added new controller.ini button LZ it adds the same functionality the bluetooth controllers have when DigitalLR=1for half pressed AnalogR and AnalogR triggers when L or R are pressed at thesame time as the LZ button.-Changed game selection menu Dpad Left and Right buttons to advance a screen ata time-Updated Logitech Thrustmaster Firestorm Dual Analog 2 controller.ini to supportthe LZ buttonVersion 2.157-calibrating the bluetooth controller analog sticks now when you sync thecontroller, the first value it reads will be taken as the analog stick middle,to recalibrate just reconnect the controller-if you press "-" on your wiimote it will enable/disable rumble-if you press "-" on your classic controller/wiiu pro controller, it will changethe control scheme to be rotated a quarter clockwise or to the original controlscheme-if you hold "L" on your classic controller/wiiu pro controller, your inputs onZL/ZR will be used as half pressed L and R buttons ingameVersion 2.156-Enhanced Internal game menu to default to the most recently selected game-Increased internal game menus ability to handle up to 500 games-Added new boot status messages for what controllers are enabled-Enhanced to allow gamecube and hid controllers to be turned off at the sametime-Fixed Multiplayer using MultiIn=2 again. (bluetooth changes keep breaking it)Version 2.155-changed up interrupt message reading a bit, fixes startup of luigis mansion-changed SI error message when no controller is connected, fixes burnout 2 andpandora tomorrow-added army men and cel damage to the multidol exception list, cel damage stilldoesnt work though, state of that game is unknown-increased rumble of the wiiu pro controller-improved the calculation accuracy of the wiiu pro controller analog sticksVersion 2.154-Added shutdown combination (B,Z,R,PAD_BUTTON_DOWN) to bluetooth controllers-Fixed Multi controller adapters using MultiIn=2 working in conjunction withblutooth controllers-Added Hori Real Arcade Pro 3 SA controller.ini (Thanks galneon)Version 2.153-added bluetooth support, so far you can use the wiiu pro controller, classiccontroller and classic controller pro, the controllers need to be synced withthe system menu to work just like it is with other homebrew applications,credits to the original author of lwBT, the people behind the libogc port, thecreators of the wiimote wiki entry on wiibrew.org and to TeHaxor69 for the wiiupro controller documentation-added raw rumble data support to controller.ini files, so farcontroller_ps2.ini and controller_Genreic_USB_Gamepad_PID=0079_VID=0006.ini haverumble supportIMPORTANT: The bluetooth code is very long so it is highly possible that theyare new bugs coming with this version, dont be surprised when you encounter newproblemsVersion 2.152-Fixed auto boot from some loaders when maxpads is set to 0-Fixed PS4 controller.ini digital triggers-Fixed JPN and non JPN saves trying to use the same multi save file. If you weresaving JPN saves in a multi save file you need to rename ninmem.raw toninmemj.raw when upgrading to this version.Version 2.151-Added Multi player support for the following usb adapters (Thanks Coreyw) Mayflash CCPro USB Adapter - PC045 MayFlash Wii CC USB Adapter - PC052 Mayflash WiiU Pro Controller Adapter - W009To enable it in the controller.ini change MultiIn=1 to MultiIn=2It wont work for anything that doesn't use the MultiIn command.Special notes when using it on a wii It is incompatible with a wavebird being plugged in. If you have gamecube controllers plugged in once you have an empty gamecubeconnector the next port must also be empty for the cc and cc pro adapters. thewiiu pro adapter can not have any gamecube ports used after the first empty one. some users reported setting maxpads to the number of actual gamecubecontrollers plugged in gave better results-Added Support for Microsoft Sidewinder Force Feedback 2 Joystick=Fixed joystick sensitivity in the controller.ini for Mayflash CCPro USB Adapter- PC045Version 2.150-fixed a small problem with audio streaming, this should remove most clicks andpops in the decoded audio-small asm and multidol loader changes, nothing really worth pointing out-added a patch for PADControlAllMotors, this should get rumble working for mostgames which didnt have rumble yet-changed up the patching system to have critical patches always loaded up at thesame place, this should fix bootup of the 007 games-heavly modified the video patching system to now work without complete videomodes, this should allow games to be patched which were not changeable before-added a new FIFO and a new __CARDStat patch, didnt have any effect though onpokemon xd, the problem of this game is still unknown-added a timer fix for the japanese majoras mask versionVersion 2.149-Added support for Mayflash Classic controller Pro USB Adapter - PC045 Thisrequires updating nintendont and the controller.ini (THANKS CoreyW)-Fixed Dpad=1 not allowing the dpad and some other control to be used at thesame time (Thanks CoreyW)-Fixed MayFlash Wii CC USB Adapter - PC052 controller.ini triggersVersion 2.148-if language is set to auto, actually set the language according to the system config (fixes games like batman begins)Version 2.147-Fixed ps3 controller in Super Mario Sunshine, Luigi's Mansion and any other games that use a combination of analog triggers and digital trigger buttons. (REQUIRES booth boot.dol and controller.ini be upgraded)-Added a new controller.ini setting to DigitalLRDigitalLR=2 for controllers that have analog triggers with no button to indicate when they are fully pressed. Set L=, R=,Whare is the location of the analog trigger is set so that when the value pointed at by are >= the digital trigger button is considered pressedVersion 2.146-slightly optimized the asm behind audio streaming, also added updater for the current offset, games like crazy taxi will always play the same song otherwise-added audio streaming support for FST games-crash bandicoot timer fixVersion 2.145-added audio streaming, works well in most games, updated nintendonts major version to v2-fixed xg3 running too fast-general patcher optimizationsVersion 1.144-Fixed when reading a version 2 nincfg.bin the version number is updated as well otherwise any changes to the config result in an unusable file on subsequent bootsVersion 1.143-Added Support for Thrustmaster Dual Analog 4 (Thanks nastysdsi)-Fixed reading old version 2 of nincfg.bin so loaders that havent been upgraded will still work.Version 1.142-added new patches to emulate the wii reset button by pressing the buttons R+Z+Start on your controllerVersion 1.141-rewrote the mechanics of the multidol loader, now it can load everything from zelda collectors edition including the nes games and the movies-slighly changed the code behind the patching system, shouldnt make any difference-returning ORed bitmap of pads which can rumble as the official nintendo function does, this might fix games having no rumbleVersion 1.140-added hardcoded timer patch for majoras mask pal and ntscuVersion 1.139-removed disc read limit-pre-reading data when no cache is specified and the game wants to load something with the same data size, this highly reduces the time of animal crossing bootup for example-added a proper patch for RADTimerRead, with the help of this patch games using Bink Video will play back videos properly (for example megaman collection and scaler)-removed some unneeded code for the SI interrupt-using a general ISO reading function which makes sure we dont seek unneeded, this increases general reading for slow HDDs-slightly increased the sectors you can read from the HDD at once, this helps further to increase reading speed from HDDVersion 1.138Undo unnecessary complicated memorycard memory processing and just avoid overwriting kernel memory.Version 1.137Move the DI_Buffer back to 0x11200000.-Seems to cause crashes if not located here.-This is in the middle of Memcard memory. This makes memory card processing much more complicated.Version 1.135Add support for multiple saves in a single memory card file.Add support for selecting memcard size.Prevent disc reads beyond the end of the buffer.Check for controller.ini.ini if can't find correct file.Version 1.133-32-bit aligning the addresses of ARStartDMA, this will fix the background music in megaman collection-added a hardcoded fix for the too fast videos in megaman collection-cleaned up FakeInterruptVersion 1.132-added 16 missing patches for billy hatcher, now it at least boots, you need to disable memory card emulation though for it to actually get into gameplay-added avatar and P.N.03 onto the ARStartDMA exception list-further optimized the emulated dk bongo values to be more preciseVersion 1.131-added a new function patch, "PADIsBarrel", this function is used to determine if bongos in donkey konga are connected-heavly modified the pad read function in order to try to emulate the bongos if they are connected, this is not accurate and only works if you start the game and then reconnect the bongos-slighly optimized some assembly functionsVersion 1.130Add SIInterruptHandler C. Thanks sabykos.-Fixes The Simpsons Road Rage and Peach's castle Tech demo.Version 1.129-made the ARStartDMA crash solution more complex for need for speed hot pursuit 2 to hopefully get it more stable-fixed a bug in ARStartDMA which used the wrong memory address base, that should fix some games like tony hawk pro skater-increased HID controller reading, it now reads about 60 times a second-added chronicles of narnia to the ARQPostRequest exception listVersion 1.128-added custom ARStartDMA crash solutions for paper mario, mario superstar baseball, need for speed hot pursuit 2, viewtiful joe, mega man x command mission and animal crossingVersion 1.127-heavly increased sd buffer from 2kb to 64kb which makes playing from slow sd cards actually enjoyable-fixed two possible small patch bugsVersion 1.126-set DI interrupts onto a timer just like the EXI, seems to be safer-added DIOS-MIOS patches to disable audio streaming just to have those games work at all-Nintendont loader will now also display size when loading games from sd, also the size is displayed more exact in general-added code for games like collectors edition to properly react when pressing the reset button, they should now properly return to the main menu-added all needed patterns for pokemon colosseum but they are still unpatched so saving will still not workVersion 1.125-added new SIInit patch pattern for games like animal crossing ntscu-added animal crossing ntscu to the list of ARQPostRequest exceptions to get it boot upVersion 1.124Minor Dsp fix.Version 1.123-corrected a mistake in the dsp patch, thanks sabykos for pointing it out-ignore the title case when sorting alphabetically to get correct results-display ID6 to the right of the title, that makes it easier to identify gamesVersion 1.122*Updated revisionVersion 1.121*Fixed a bug that non Triforce games were reading from Triforce hardware areas (Thanks to sabykos for finding the bug).This should fix any game broken by r72 (i.e. Mario Party 7 EUR, Mario Power Tennis EUR, Harry Potter POA EUR, ... )Version 1.120-loader game list is now sorted alphabetically-you can control the loader now by holding down the dpad/stick, you dont need to constantly press, if you press left/right you move even faster-the classic controller analog stick now works in the loader-the current position in the game list wont get reset anymore after entering the optionsVersion 1.119-completely removed the device ipl rom code, it will now be directly taken from the consoleVersion 1.118-the power button should now shutdown on wii and reset to menu on wiiu at all times instantlyVersion 1.117-further optimized and cleaned up the multidol tgc loader codeVersion 1.116Add Dspv14 Dspv15.Attempt to speed up Dsp searching code.Version 1.115Add exceptions to ARStartDMA-Mario Baseball-Viewtiful JoeCombine common shutdown code in PADReadGC.SAdd Dspv13.Version 1.114-check for valid tgc header before copying in our own apploader (fixes sonic gems collection)-added animal crossing to the arstartdma exception list, lets animal crossing pal boot without any modifications for the first time via the new tgc apploaderVersion 1.113*Added shut down via power buttonVersion 1.112-how about we upload the loader files as well svnVersion 1.111-added a very simple multi-dol loader for games like zelda collectors editionVersion 1.110Fix swapped widescreen/progressive options.Version 1.109More code cleanup.-Menu code-FuncPattern GroupsAdded another PI_FIFO_WP function.Added log to the config settings.Version 1.108-still use length 0 for most games in ARStartDMA-only use count skip in megaman command mission and paper mario for now (we need to add exceptions over time)-moved our kernel into the cache region and reduced the cache size so in the future we can easly set the kernel to every size now-fixed a potential bug with the stack overwriting data from various things-changed up the HID code a bit in the hopes to help PS3 controllers, untestedVersion 1.107Skip GC pad read on Wii U.Version 1.106Code cleanup-Combine GC and HID Pad functions-Use enum for 0xdead function patterns.-Minor ARStartDMA rearranging.Version 1.105In ARStartDMA, round down to zero for low value counts. Use the requested counts for larger values.-Currently cut-off is set to 0x400. This might need to be adjusted.-This might make the ARQPostRequest patch unnecessary.-Fixes Paper Mario battles.Added more PI_FIFO_WP functions.Version 1.104-explicitly saying gnu make that we are on windows when we use the Build.bat, otherwise it tries to execute the linux bin2h fileVersion 1.103-(hopefully) added all needed files and edited include paths to make nintendont compile properly on linux, just make sure you defined the variables DEVKITPRO, DEVKITPPC and DEVKITARMVersion 1.102-some kernel cleanup to reduce the overall sizeVersion 1.101-added the fatfs fastseek feature for ISO files which basically removes ingame loading timesVersion 1.100PI_FIFO_WP bit fix.-Fixes F-Zero GXMinor Zelda DSP clean up.Disable _fwrite D patch. Doesn't appear to be the right function to patch.Speed up hexdump.-Perform 1 file write per line of text with a buffer instead of 35 without.Version 1.99-sorry, the previous revision will always clear the config because I messed up a simple value, fixedVersion 1.98-nintendont now accepts args to autoboot games, other usb loader devs can look at wiiflow on howto implement it-added ios 58.25.32 onto the supported wii ios list as suggested by the gbatemp member realromhunterVersion 1.97-moved some more disc read code into the disc read thread, this should not change game behavior or compatibilityVersion 1.96-Fixed reference to old website (Thanks Naxil)Version 1.95Add Dsp v12 (Pikmin PAL).Cleaned up Zelda Dsp patching code.Version 1.94-Fixed HUGE omission in the meta file.It doesn't affect compatibility so no new dol.Version 1.93Corrected name for SIEnablePollingInterrupt (was SIReadHandler).Fixed SIEnablePollingInterrupt.-Mistakenly thought a patch was needed for an interrupt bit. It was actually the mask bit.-Fixes Pokemon Colosseum.Version 1.92-some minor changes, logs now get closed and devices get properly unmountedVersion 1.91-fixed the issue that after playing a japanese gc game with a console from a different region the other games get started as japanese games if you used the return to feature-fixed the issue that non-japanese games on japanese consoles always get started like japanese gamesVersion 1.90Add SIInit C patch for SSBM.Add new function patch.-Unsure of the name, but the function performs SIHandleRead for SSBM.Version 1.89Version 1.88Clear SI interrupt in SIInterruptHandler, not FakeInterrupt. Same for EXI.-Might require finding more versions of SIInterruptHandler.Send additional PPC interrupt if cleared without handling the requested SI or EXI interrupt.Clean up some interrupt code.Version 1.87Change method to protect interrupt variables by separating interfaces to different locations.Version 1.86Protect Fake Interrupt values.-Don't overwrite 0x80000014 if in useDI doesn't use Fake Interrupt. Remove reference.Turn off log in official build.-It can slow down games during launch which causes errors.Moved specific patches from Mario Strikers to generic method.-Probably need to find more variants. Found some for Luigi's MansionMinor SI tweaks.Version 1.85Clean up changes to SI.Version 1.84Improved SI interface.-It's still not quite right. We shouldn't need to false report errors and the polling bits are never enabled.Found a few more function patches for AI/SI.-lwzu and stwu (already did lwz and stw)Found a few functions related to SI in Mario Strikers that should be generalized. They currently aren't needed, but if we improve the SI interface further they will be. They're related to using memory instead of interrupts. We need to write 0s to clear memory, not 1s. For now only apply to Strikers.Version 1.83Fix ARStartDMA mem1 addressing.-Fixes Star Wars Rogue SquadronVersion 1.82Move patch_fwrite_GC to a .S file.Combine patch_fwrite_Log/B into one S file and clean up.Load config from memory in kernel if available.Only write nincfg.bin in loader if settings were displayed.-nincfg.bin is now optional.-Still need a command line parser to use with loadersFix heap scope issue with DI queue.Version 1.81Disable SI interrupts if disabled by game.-Fixes 007 games.Reset patch found variables when loading a new elf/dol.-Fixes 007 games.Use the log for patch_fwrite instead of UsbGecko.-Shows OSReport strings in ndebug.log-Should probably make this an option for one or the other, or always do both instead.Version 1.80-fixed a potential problem with ps3 controllers where the memory allocation for the rumble can interfere with the disc reading thread thanks the debug log provided by daxtsuVersion 1.79-corrected cache for triforce games, now gp1 should run crashlessVersion 1.78-always skip SITransfer if its a normal gc game-skip ARQPostRequest unless we are booting super mario sunshine-use length 0 for ARStartDMA unless we boot mega man x command missionVersion 1.77-skip SITransfer for mario strikers so it stays controllable-use ARStartDMA length 0 for melee and kirby air ride so it doesnt freezeVersion 1.76-some more tiny changes which should let metroid prime boot again, fix controls in gp1, maybe moreVersion 1.75Fix disc swapping.-Also clears cache when swapping discs.Use corrected ARStartDMA for all games for interrupt timing. (Original attempt missed an exchange for r6/r7).Version 1.74-changed up disc reading and other small stuffVersion 1.73-added more patch exceptions to fix Dragon Drive, Odama and True Crime New York-fixed wrong game save timestamp-mario kart gp1 works now-finished up the triforce controls code so it now returns to hbc and works with usb controllersVersion 1.72*Increase code size in linker script and updated related code*Added JVS-IO emulation*Added Baseboard emulation*Added DIMM board emulationVersion 1.71*Updated code to allow larger section sizesVersion 1.70-worked some more on the auto-cache, also fixed a little bug in it againVersion 1.69-use the original ARStartDMA code, only patch it for megaman x command mission, fixes metroid prime 1 and 2-fixed a small bug in the auto-cache-changed the disc read thread code a bitVersion 1.68-Added Generic USB Gamepad PID=0079 VID=0006 controller.ini This controller was sold under several brands and models.-Fixed "flickering" problem some users were having with Genreic_USB_Gamepad_PID=0079_VID=0006Version 1.67-added alot of exceptions to fix Killer7, Cubivore, Frogger's Adventures, Two Towers, Chibi-Robo, Resident Evil 4, Hudson Selection Vol 2 and Kururin Squash-if you dont give a cache.txt, nintendont will automatically cache files, thats not as efficient but should help improve loading times if you get to some area a second time for exampleVersion 1.66Only use non-zero DMA interrupt size for Megaman X Command Mission.Version 1.65Correct branch offsets in Patch31A0.-Fixes Pac-Man World 2.Version 1.64Dsp version does not control if ARQPostRequest is needed. Revert to lists.Version 1.63Use actual DMA length in ARStartDMA instead of 0 (assumes no actual data transfer occurs. Only affects timing.-Fixes Mega Man X Command Mission.Remove ARQPostRequest from all non-Zelda uCode games (Zelda=Dspv0,1,5,8,10,11).-Fixes Mega Man X Command Mission.Skip Dvd patching for all games (not just Harvest Moon MM) that load a dol or elf file after the first with no patchable segments.Version 1.62sorry for the wiiu crash in r61, recompiled...Version 1.61-leave in the ARQPostRequest patch, only skip it for games which really get problems otherwise-made a few loader changes to try to fix some crashes on game startupVersion 1.60Fix Harvest Moon Magical Melody.Version 1.59Remove ARQPostRequest patch for all games (Fixes Mario Golf). This might break things for some games.Version 1.58Remove ARQPostRequest patch from Metroid Prime 2.Version 1.57Don't patch ARQPostRequest for Metroid Prime.Version 1.56-Fixed reading and default values when their were "," in subsiquent commands in the controller.iniThe only controller in the svn this would affect controller_ps4.ini Version 1.55-you can now use gc and hid controller at the same time on a wii, if hid is enabled it will still check the gc ports if you are using a normal wiiVersion 1.54-Updated the Mayflash 3 in 1 Magic Joy Box controller.ini to work with v1.53-Updated the memory map that I forgot to include with v1.53Version 1.53Added new parameters in controller.iniStickX-,,StickY-,,CStickX-,,CStickY-,, is a value in hex if the controller is up to that far from center nintendont will still send that the stick is center to the game. It has a default value of 0 which is correct for most controllers.It sholud only need to be changed it the stick appears to be pulling in one direction. Prior versions had this hardcoded to 1A. is a percent applied to the value coming from the stick. Prior versions had this hardcoded to 100. It has a default value of 80 which is correct for most sticks. Most sticks produce values ranging from 00 to ff, the camecube controller only produces values of only about 80% of that. It only needs to be changed if your controller dosent produce values ranging from 00 to ff.Version 1.52-added some code to fix games like pal luigis mansion-added a new bin2h, this one should be compilable for linux etc as wellVersion 1.51Generate .h files from .S files.Generate .S files for DVDInquiryAsync and DVDSeekAbsAsyncPrio.Remove built files from repository.Simplify PadStub calling (use a global location for PadBuff).Version 1.50-changed up some things to hopefully help save crashesVersion 1.49-Fixed reading controller.ini when lines are separated by only a =Added Logitech Cordless Rumblepad 2 controller.ini (Thanks BravaCentauri)=Added PDP Afterglow AP.1 Controller for PS3 controller.ini (Thanks BravaCentauri)=Added Gioteck SC-1 controller.ini (Thanks Rockohoward)Version 1.48-more memory card emu tweaks, now nintendont will wait at least 3 seconds before it actually saves a file to your drive, that way it should not freeze because of too early storing, also optimized the save timing a bit to improve stabilityVersion 1.47-added missing parts for drive led to still workVersion 1.46-some more work on the pad read code, now for example final fantasy crystal chronicles works again-changed up some timings again to help making for example melee more stableVersion 1.45-Added disk read activity led support-Fixed dump that could occur when the last line on controller.ini didn't have a carriage return linefeed-Added testing of file system on SD: to match testing on usb:-Added message to loading patched kernel 8 indicating using gamecube portsVersion 1.44-changed up some thread prioritiesVersion 1.43-Fixed GC analog triggers on controllers 2, 3 and 4 controlling player 1Version 1.42-took out the disc read input check of r40 again, I dont know why it would break for some people but whatever...Version 1.41-Moved writing the version info into ndebug.log so it is always written firstVersion 1.40-read in fonts before staring the game (fixes a few games)-do not check for new disc read inputs if we are still reading a file (fixes a few games)Version 1.39Added configuration file for Thrustmaster T-Wireless(Thanks ALSINJAN)Fixed compile error on systems where caps make a differenceVersion 1.38-slightly increased wait delay again to help stabilize games like meleeVersion 1.37-Optimized for space so DEBUG can stay enabled with USB kernel-Nintendont version is now shown in log-Added a few missing carriage returnsVersion 1.36-creating cache before we enter the game now, this way too slow devices should not cause any error anymoreVersion 1.35-Set Patch.c dbgprintf code as a separate category so it can be disabled if necessaryVersion 1.34Only cache fonts section of ipl.bin. (Save 1.5MB)Version 1.33-further improved the disc read thread introduced with r31-improved usability of the return to feature, it should be more reliable now-caching the font file by default nowVersion 1.32Add support for japanese font.-Use either ipl.bin or font_sjis.binVersion 1.31-made the disc read threaded, that should greatly reduce the random beeps in games if you go from one screen to another and also should improve control reaction times-moved up most of the memory positions to make space for the cacheVersion 1.30-Made the cache code a little easier to read-Added note about not enabling DEBUG and DEBUG_DI at the same time (looking into it, problem is in Patch.c)Version 1.29-Fixed a few warnings-Can now be compiled with AUDIOSTREAM definedVersion 1.28-used wrong devkit for r27, sorryVersion 1.27-added a new controller patching method which seems to be required for some games to be controllable, its still not fully tested so I cant promise every game is controllable nowVersion 1.26Try to use font_ansi.bin if no ipl.bin file is found.Version 1.25*Added file caching*Updated EXIDMA and EXIImm to prevent register corruption*Updated DCInvalidateRange to handle smaller than 32 bytes reads (Triforce)*Removed __OSReadROM patch*Removed unused patches*Optimised some code*IPL reads are now done to MEM2 first and then copied to dst to prevent data corruptionNote: Certain games try to load the IPL font and crash or don't display any font at all when the sd:/ipl.bin or usb:/ipl.bin is missing!(i.e. FZero-GX)File caching:Put a file called cache.txt into the same dir as the game.iso and put any filenames you want to cache in there.There is currently a file limit of 220 entries.Version 1.24-Made some of the init code clearer-Fixed some typo's-Removed empty Debug folders.Version 1.23Actually implement the change meant for r22 (Fix UStealth).Version 1.22Fix UStealth. - Thanks airline38Version 1.21Fix zero length DMA behavior. Fixes Animal Crossing (others?).Version 1.20-Cleaned up all the #ifdef DEBUG in kernel and loader, as they are pointless-gprintf can be disabled like dbgprintf-Added carriage return \r to all log code so nl_debug.log and ndebug.log can be read properly with Windows NotepadVersion 1.19Added elf file for analyzing code dumps.Version 1.18Forgot the .dolVersion 1.17Fixed meta.xml not updating to the correct versionVersion 1.16Revert minor DSP change from r13.Version 1.15-attempted to fix crashes on autoboot, on return to homebrew channel and when using memory card emulationVersion 1.14Fix black screen when using interlace with component cable.Version 1.03Attempt to fix reset hangups.Speed up memory card writes.Version 1.02-added a small patch to fix up some japanese games on non-japanese consolesVersion 1.01Added DSP fixes for v2, v3, v4, v6, and v9 Version 1.00 If your loader provides a return stub, the reset combination will now use it, if no loader was used, you will return to the system menu Added Mayflash 3 in 1 Magic Joy Box support (Thanks Adeka & Fludit) Added Thrustmaster Firestorm Dual Analog 2 support Cleared message to plug in HID controller once it is plugged in Added error message for "PS3 controller init error" Added display of error codes for unknown HID init errors Removed DSP patches r64-The loader now updates the meta.xml file (thanks faku1810)r62-Added a MCE exception for Melee until the issue is solved-Moved another break that was for testing-Made the Title ID check a little clearer.r61-Hopefully improved MC emulation (thanks crediar)r60Fixed game with a '.' in their directory name not showing up in the loaders gamelist.r59Fix Tales of Symphonia always up when using GC Pad.r58- Press B at launch to prevent autobooting- Remove NYI text from settingsr57Added message during boot to plug in HID controller if needed.Added display of revision on the top of the screen.Added display of additional error information during bootr55-56The change to the ESPatch breaks the shutdown function. This will load theHollywood21 patch only for Wiis that are v21.Fix Shutdown for WiiU as well.r54Add Language selection to Loader Menu.Rev 50 à 53- Correction de l'erreur kernel=-1 sur les nouvelles Wiir49Le paramètre langue SRAM peut être contrôlé avec la configr48Nettoyage des erreurs affichées au démarrage et indication de pourquoi le contrôleur USB ne marche pas.Votre jeu doit être en iso à l'emplacement :sd:/games/(ce que vous voulez)/game.isoLes fichiers de configuration des manettes doivent être placés dans :sd:/controllers/XXXX_XXXX.iniInformation:-------------------------------------------------------------------------------------The usage of HID devices is controlled via the nintendont config but forced on Wii U.When using HID a sd:/controller.ini must be present, a few samples are supplied.Nintendont uses a config file which is stored at sd:/nincfg.bin see nincfg.h.Loaders can use the auto boot flag in the config to directly boot games.When using the PS3 controller you must press the PS button first.When using the GC controller you can use R+Z+B+DPad-Down to shut down the console,when using a HID controller you have to map the Power entry to use this feature.On the first boot it will create a new memory card which takes some time.Error codes:-------------------------------------------------------------------------------------When nintendont is loading a game you will see a running number unless itreaches 7 something went wrong:-1: Kernel failed to load 0: ES init failed 1: SD init failed 2: FAT init failed 3: CFG init failed 4: HID init failed 5: DI init failed 6: CARD init failed (It will wait here while creating a new memory card) If SD or FAT fail your SD card is probably not compatible.HID can fail if there are mistakes in the controller.ini or the controller isn'tsupported.DI fails if something is wrong with your game ISO.ES has a rare chance of crashing just reset your Wii/Wii U.Installation:-------------------------------------------------------------------------------------Either copy the Nintendont folder into your apps folder or directly loadthe .dol by any means.When loaded directly Nintendont looks for games at:sd:/games//game.isoHID Controller Config:-------------------------------------------------------------------------------------You need my tool called HIDTest to determinate the values.Most entries should be obvious.All values are in hex, do not use the 0x prefix.Polltype: Use 1 (so far only the PS3 controller needed 0)DPAD: Certain pads use bits for each DPad direction other use numbers going form 0 to 7 for each direction. An easy test for this is if one direction doesn't change any bits then use 1 and fill in all 8 values for the DPAD otherwise use 0 and just fill in the four values. (see examples)The rest uses [Button]=[offset],[mask] offset starts at 0. Site officiel : https://code.google.com/p/nintendon-t/

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