MrBean35000vrSo, my brother (Chadderz) being the genius that he is has managed to figure out solidity on a basic level. So, I returned back to my old SNES Rainbow Road model hack and completely changed it, reconstructing the models and texturing, checkpoints, item routes, AI routes, etc. And Chadderz added in solidity, not 100% perfect but it's very good indeed. The result is what you see here; the old alpha model hack cannot compete with this. This is our best work to date.
I wondered what the best way to demonstrate this new course would be, so I organised an event: An invitation for any hackers capable of using the SZS Modifier or running texture/model hacked courses to participate in a recorded GP around SNES Rainbow Road. The result was a grand total of 8 players across 6 Wiis, which is fantastic ;)
I will only upload the first part of the GP (first 2 races) because sadly after that one quite a few people were disconnected.
Mindscarp has also uploaded these two races from his point of view, you can find that video here: http://zoome.jp/mindscarp/diary/12
Despite people getting disconnected and lots of random "YOU WERE HACKING!!!" accusations, I think the races went well ;) We should do this again sometime, guys!
Super Mario Kart veterans will realise that there aren't any thwomps here, that's because it's easier said than done to add them; but we are working on it. And I know the track is wider than usual, but this is Mario Kart Wii, I can't fit 12 players at the start without distorting the track and scale. I could have a wide section for racers at the beginning but decided against it. And the new jumps were actually added by mistake, would you believe. We used an innacurate map of SNES RR with jumps depicted on it in the places you see on this track and because we were so busy getting the job done and wanting it to look good that we never even checked, I made the discovery later. And the lack of original music comes from me only editing the course on my disc and not the music; this music is what usually plays at my regular Rainbow Road and I didn't change that (time constraints). If you're so desperate to hear it, listen to the classic music while watching the video to get a better feel :P
Mario Kart Wii veterans will realise that the left and right speakers have been swapped as well, it's not because I can't figure out that the white wire goes to the white port and red to red, it just recorded in reverse stereo for some reason. From now on, guess I'll have to connect red to white and white to red and see what happens :P (EDIT: Done that, and now, of course, it works properly. Shows you what I know about connecting cables, who would've thought that the white wire WOULDN'T fit in the white port? But apparently it doesn't :P)
If you want to try this course for yourself, you need to learn how to use the SZS Modifier, and will need Homebrew of some description allowing you to boot modified ISOs or backups of Mario Kart Wii. If you already have all of that and know what you're doing, then the patch for SNES Rainbow Road is already uploaded and can be downloaded. It works in GP, VS and Time Trials. It does NOT work on Nintendo WFC unless everyone playing has the patch applied (like in this race).
Known bugs and glitches:
Embedded wheel: If you are falling and manage to clip the edge of the track with your front wheel and hang on, you can get your back wheel stuck in the ground. This still allows you to move, and can remove the requirement to hop before a drift. Your wheel will come back up if you turn or do something like wheelie/end a wheelie (if you already had one).
Side-ramp jumping: The ramps' solidity extend out slightly left and right of the model, so you can jump using thin air. If you can hit this invisible jump, it usually results in a low trick, which is a time-saver ;)
Broken position tracker (online only): If you commit suicide in an extremely obscure way (by means of huge jump, typically), you can damage the position tracking system of other players until the race ends.
SNES Rainbow Road in Mario Kart Wii! (Custom Track) - Nintendo WFC (8 players)MrBean35000vr2009-08-21 | So, my brother (Chadderz) being the genius that he is has managed to figure out solidity on a basic level. So, I returned back to my old SNES Rainbow Road model hack and completely changed it, reconstructing the models and texturing, checkpoints, item routes, AI routes, etc. And Chadderz added in solidity, not 100% perfect but it's very good indeed. The result is what you see here; the old alpha model hack cannot compete with this. This is our best work to date.
I wondered what the best way to demonstrate this new course would be, so I organised an event: An invitation for any hackers capable of using the SZS Modifier or running texture/model hacked courses to participate in a recorded GP around SNES Rainbow Road. The result was a grand total of 8 players across 6 Wiis, which is fantastic ;)
I will only upload the first part of the GP (first 2 races) because sadly after that one quite a few people were disconnected.
Mindscarp has also uploaded these two races from his point of view, you can find that video here: http://zoome.jp/mindscarp/diary/12
Despite people getting disconnected and lots of random "YOU WERE HACKING!!!" accusations, I think the races went well ;) We should do this again sometime, guys!
Super Mario Kart veterans will realise that there aren't any thwomps here, that's because it's easier said than done to add them; but we are working on it. And I know the track is wider than usual, but this is Mario Kart Wii, I can't fit 12 players at the start without distorting the track and scale. I could have a wide section for racers at the beginning but decided against it. And the new jumps were actually added by mistake, would you believe. We used an innacurate map of SNES RR with jumps depicted on it in the places you see on this track and because we were so busy getting the job done and wanting it to look good that we never even checked, I made the discovery later. And the lack of original music comes from me only editing the course on my disc and not the music; this music is what usually plays at my regular Rainbow Road and I didn't change that (time constraints). If you're so desperate to hear it, listen to the classic music while watching the video to get a better feel :P
Mario Kart Wii veterans will realise that the left and right speakers have been swapped as well, it's not because I can't figure out that the white wire goes to the white port and red to red, it just recorded in reverse stereo for some reason. From now on, guess I'll have to connect red to white and white to red and see what happens :P (EDIT: Done that, and now, of course, it works properly. Shows you what I know about connecting cables, who would've thought that the white wire WOULDN'T fit in the white port? But apparently it doesn't :P)
If you want to try this course for yourself, you need to learn how to use the SZS Modifier, and will need Homebrew of some description allowing you to boot modified ISOs or backups of Mario Kart Wii. If you already have all of that and know what you're doing, then the patch for SNES Rainbow Road is already uploaded and can be downloaded. It works in GP, VS and Time Trials. It does NOT work on Nintendo WFC unless everyone playing has the patch applied (like in this race).
Known bugs and glitches:
Embedded wheel: If you are falling and manage to clip the edge of the track with your front wheel and hang on, you can get your back wheel stuck in the ground. This still allows you to move, and can remove the requirement to hop before a drift. Your wheel will come back up if you turn or do something like wheelie/end a wheelie (if you already had one).
Side-ramp jumping: The ramps' solidity extend out slightly left and right of the model, so you can jump using thin air. If you can hit this invisible jump, it usually results in a low trick, which is a time-saver ;)
Broken position tracker (online only): If you commit suicide in an extremely obscure way (by means of huge jump, typically), you can damage the position tracking system of other players until the race ends.
SNES Rainbow Road (RC1) by Mr Bean and ChadderzMario Kart Wii - Breaking The Limits: 24 ONLINE PLAYERS AT ONCE!!MrBean35000vr2020-03-07 | So, not only can we now have 24 player races against CPU opponents, we can now even do it online! Let the madness begin!
This rather elaborate mod allows 24 players at once to be loaded in Mario Kart Wii. After over a year of poking around, the online is now functional; albeit extremely laggy with intense slowdowns, and it's just as glorious as I hoped it would be :P
The 24 player mod is being loaded through the CTGP Revolution custom track distribution, which does a whole heap more than just custom tracks nowadays, hahah. Currently it is available in its current beta form to my Twitch subscribers, and I'm regularly streaming rooms of it as well! See http://www.twitch.tv/mrbean35000vr if you are interested!
The online room is running on the Wiimmfi custom server (a replacement for Nintendo WFC), which actually needed no modifications to support this, and it's highly likely that had this 24 player mod existed before WFC shutdown, it would've worked on there too! The only thing not working on Wiimmfi (for now) is the room display, which can't show you the players in slots 13 and above, or their connection stability.
Currently the 24 player online suffers from major slowdowns, the game does not handle this configuration well at all, however I have several plans of how to improve it, so you can expect more footage hopefully soon of it working seamlessly! We can but hope, right? :P Other bugs include POW blocks not working quite right for players in slots 13 and up, strange name rendering at the beginning of the race (also for slot 13 and up) and incorrect drift smoke coordinates for certain vehicles (in slot 13 and up... noticing a trend? :P) Due to the slowdowns, I recommend anyone hosting these rooms to not do more than 20 players unless you plan to pick the tracks VERY carefully.
Thanks to everyone who participated in these races, too! It was an awesome time. Thanks for bearing with me while we worked out which tracks work the best, and which ones really don't, hahah.
I hope everyone enjoys the video and I'll hopefully see you all soon for the next one!MKWii - FIRST EVER ONLINE MATCH WITH MORE THAN 12 PLAYERS!!!MrBean35000vr2020-03-03 | Special thanks to my dear, long-suffering parents for agreeing to join me in the races (and on the commentary) and to the beta testers who made time to participate!
Room starts at 3:15, race starts at 4:53!
I finally did it! On Friday 28th February 2020, the first successful online gameplay test with more than 12 players in a single Mario Kart Wii race took place. This is something I've been working on for many, many months as the obvious expansion to the 24 player mod. This video shows the first attempt to actually play the game with more than 12 players online, and the surprising result that followed!
This video is a series of highlights from the live stream that I did on the day of the tests. There were many more races than this, and if you want to see them you can watch the full stream replay at twitch.tv/videos/561311447
Despite how successful these tests seemed to go, we did discover some problems after the fact; namely that the game disconnects if we tried to put more than 18 players in a room at once (it's meant to go up to 24 players, much like the offline mod). I will be actively working on fixing that, and you bet I'll put out a full video of it once I've gotten it working properly!
The 24 player mode, including the online functionality, is now available to my Twitch subscribers in its current beta form. It seems to work pretty well, with the exception of the 18 console max limit online! If anyone is interested in getting involved with playing the 24 player mode sub beta, head on over to http://www.twitch.tv/mrbean35000vr and subscribe, and you can get a special access code to download the 24 player mode! 24 player mode will be released to the general public later down the line, but there's still a reasonable amount of work I need to do to it first.
Hope you all enjoy this pretty hype highlights video; can't remember the last time I was this excited about something, and I think my parents were pretty happy too, given they stayed up beyond midnight continuing to help test it. They're bricks :P
Thanks for watching, and see you all soon!Mario Kart Wii - 24 players at once... on custom tracks!MrBean35000vr2019-12-25 | Merry Christmas, all!
Sadly, 24 player mode wasn't ready in time for Christmas, but progress is good nevertheless. It has been completely imported into CTGP, and in this video, me and Chadderz are showing off 24 players at once (1 human, 23 CPU opponents) on various custom tracks!
If you haven't heard yet, 24 player mode is coming to Mario Kart Wii as an optional feature in CTGP! With this mod, you'll be able to play races featuring up to 24 players both offline (with CPUs) and online (in friend rooms). It will be available as soon as it is all done and tested thoroughly. No precise date, but we estimate it'll be another few months, but not much more than that!
Dev work on the mode is continuing at a rapid pace, and in recent most of my efforts have been focused on the online multiplayer, and while sadly I don't have that ready to show you here today, it is coming along very well - so well, in fact, that it may even already work. We've never tried! After tidying up some outstanding bugs in gameplay, the online multiplayer testing phase will begin! Currently I am streaming almost all dev work that I do at http://www.twitch.tv/mrbean35000vr, so if you're curious to see what development for MKW looks like, and if you'd like to be the first to know when the online multiplayer works for the first time, check out that stream at various points to see if I am live! That said, you bet I'll be uploading a YouTube video of the first online 24 player matches when they're ready, hahah. Look forward to it, it probably isn't too far away!
If you've never heard of CTGP before, it is a custom track distribution for Mario Kart Wii that adds over 200 custom tracks to the game, along with various other features such as new game modes, the ability to alter game music and textures, access to the Wiimmfi custom server for online multiplayer even after Nintendo WFC shutdown, time trial leaderboards and soon this 24 player mod, too! If you're interested, you can see more about it at http://www.chadsoft.co.uk, where you can find instructions on how to download it! To play CTGP, you require a Wii or Wii U console, an SD card and a Mario Kart Wii game disc (all regions supported except Korean at this time).
The custom tracks featured in this video, in order of appearance, are as follows: GCN Luigi Circuit by Torran Dragonite's Island by Sucht93a and Riidefi Red Loop by YellowYoshi GCN Baby Park by maczkopeti GP Mario Beach by SuperMario64DS and Okin Unnamed Valley by Scye and Sucht93a GBA Mario Circuit by MysterE99 Lunar Lights by Sniki
Thanks for watching everyone, and have a lovely Christmas break!Mario Kart Wii - I AM A TREEMrBean35000vr2019-08-17 | Why am I a tree? I don't wanna be a tree!
Yet another creative way to lose a race! I legit do not know how nobody ever encountered this problem before. Maybe because nobody has ever really driven out that far into the grass before and then used a bullet? I tell you, item rain identifies all the weird physics and KMP quirks of this game :P
This is a highlight from a Twitch live stream I did earlier today where I was doing Item Rain races with viewers! If you're interested in potentially participating in future rooms, keep an eye on twitch.tv/mrbean35000vr, where I stream with no real schedule!
Man. And I really wanted to win that race, too :PCrash Team Racing Nitro Fueled: Hyper Spaceway Speed Technique! (USF/Blue Fire)MrBean35000vr2019-06-21 | Results in about 40 second laps if done well!
By taking advantage of the max speed turbo ramps at various parts of the level, if you do power slide turbo boosts in midair and again upon landing, you can maintain massive amounts of speed and momentum that can carry you almost through the whole level! Assuming you don't hit a wall, which is quite hard at this speed.
You can do this speed preservation (which the community calls Blue Fire, I believe) in many levels, however in this one it feels unintentional because ordinarily your boost runs out just as you touch the ground, so you can't chain turbos fast enough. By getting around this issue, by doing boosts in midair, man, you really go flying :P
By the way, can I just say that watching World Records and whatnot on this game is going to be super satisfying? A shame they don't have in-game leaderboards, though...
Also, no, this doesn't mean that I've quit MKW or something silly like that. CTR was one of my childhood games and this remake is making me happy inside :PMario Kart Wii - Breaking The Limits: 24 PLAYERS AT ONCE!!MrBean35000vr2019-03-03 | Does anyone remember how when they announced Mario Kart Wii all the way back at E3 2007, Reggie said, "More racers means more fun"? Well, I must say that I agree.
This is a mod to Mario Kart Wii that adds an additional 12 racers to each race, for a grand total of 24!
It's been one heck of a grind to get from 12 players, and even 13 players all the way up to 24. So many buffer overruns, so many structures to rearrange, and I know for a fact I have not got them all correct. HOWEVER! The work has paid off, I now have 24 players mostly stable, with mostly working items! And here today I'm showing it off in its current form. I'm super happy with how it's turned out so far.
The game is running at 30fps with 24 players, it simply cannot do 60fps with this much processing. Especially not with items enabled. The most you can get away with without needing to drop the framerate depends on the course, but with items you can only do like 13 - 14 players at 60fps, without items you can get all the way up to 18 or so. Still, I remain impressed that the game can handle 24 and all the items they produce at 30fps, I'm very happy with that.
The item roulette has been tweaked based on the number of players in the race. In the case of a race like this with 24 players, I have it set up so that 23rd/24th receive what 12th would normally get, 21st/22nd get what 11th would, etc. The only exception is 2nd place, which will always get what 2nd place would usually get in order to make sure they can have red shells to stop 1st place breaking away. Other than that, the item logic and limits is the same as in a 12 player race. For now.
Item boxes themselves have been tweaked to respawn twice as fast, since there aren't nearly enough of them with this many people in the race :P
I'm still not ready to release this to the public for a number of reasons, mostly because there are a bunch of minor things that need tidying up, little oddities and also I need to make it so it doesn't spawn extra CPUs when it's not meant to (e.g. online, and no, before you ask, that doesn't work properly) :P Furthermore, I dunno if anyone other than me has a codehandler that can load a code this big. So I may need to do something fancy to release it.
I dunno what I'll work on next with this, either trying to get more players or making the online component work. I think the latter would be more useful long term, but 100 racers at once does sound like an interesting science experiment...
I hope you enjoyed the video and see you all next time!Mario Kart Wii - Breaking The Limits: More than 12 players!MrBean35000vr2019-02-23 | Gameplay starts 2:28!
This was supposedly an almost impossible mod to make, given how much Mario Kart Wii is built around the number 12. It's everywhere, and it affects the size of structures in memory, loops in the code, memory layout, and in some places, even entire code layout. Given that, expanding the player count beyond 12 without severely corrupting something was not something considered feasible without some automated tool helping.
However, since it's been something I always wanted to try, I just decided I'd give it a go anyway. After grinding away for hours and changing tons of memory locations, we have ourselves a semi-working 13 player mode. This is very much a work in progress (it even crashes during the video), but it's a good proof of concept, and indeed a little teaser for what may be to come in CTGP's future.
I do not know when this will be done, but presumably I will add it to CTGP when it is, assuming it doesn't break anything too badly. It's also not ready for release in cheat code form either (yet). I do intend to expand to more than 13 players in the long run, but I want to get this working properly first before I try. As you can see from the video, it's still all a tad weird :P
Once I get 14 players working, it should be easy to get up to 255 players from there if I really wanted. Probably won't go that high because I hate to think what that'd do to the framerate, but hey :P Online will be a whole different beast though. Not looking forward to trying to make that work, but I'll do it :P
One thing to note as well: The 13th place graphic is custom, designed by me. It is not an unused graphic in the game. It will be replaced with a better one soon designed by syara!
Thanks for watching and I hope you enjoyed the video!Mario Kart Wii - 200cc for CTGP is out now!MrBean35000vr2019-01-05 | Suddenly and out of nowhere, unless you've been keeping up with my Twitch, anyways.
This update to CTGP adds support for the newly created 200cc mod for Mario Kart Wii. If you're unfamiliar with 200cc and what it entails, 200cc is a faster engine class originally introduced in Mario Kart 8. It is 1.5x as fast as 150cc, making it a significant speed increase over that of the base game. However, unlike all previous speed modifiers invented for MKWii, this one has been specially engineered to be smoother to play, through the additions of two new features, brake drifting and fast falling.
Typically when playing with speed modifiers in Mario Kart Wii, you notice two things that could be somewhat problematic: You fly way too far off jumps, and making turns can be nearly impossible, even when using full drift on some of the tightest turning vehicles in the game. Fast falling and brake drifting are designed to work around these problems, and here is how they work.
Fast falling is activated by tilting the analog stick upwards while in midair (to nosedive). On a Wii Wheel, you would hold the Wii Remote flat, so that the buttons are facing the ceiling. When you do this during any time that you are in the air (with the exception of a hop), the amount of gravity acting on your vehicle is increased. This causes you to land faster, meaning you're a lot less likely to overshoot jumps by ridiculous margins. That being said, if you actually WANT to fly far (for instance, to invent a new shortcut or see what happens), by either not touching the analog stick or tilting it downwards, the normal gravity applies, meaning you will still soar as far as you originally would have.
Meanwhile, brake drifting is designed to help you get around those turns that would otherwise be impossible to make without slowing down and losing your drifts and miniturbos. It's a special, manual only addition (as automatic can already brake drift, amusingly), that allows you to pull on the brakes while drifting, a feat that is not normally possible in Mario Kart Wii. When you brake drift, your speed will decrease and your vehicle will turn more sharply, but fundamentally your drift will not end (unless you brake for too long!) and miniturbos will be charging throughout.
To perform a brake drift, you need to press the following buttons: Wii Wheel: 1+2+B Nunchuk: A+B+D-pad down Classic: A+B+R GameCube: A+B+R
It only works in 200cc mode, so trying it anywhere else will be spectacularly futile. It's often better when brake drifting to only lightly tap the brakes every now and again to make subtle adjustments, otherwise you will likely lose too much speed!
Time trials are fully supported in 200cc, activated by a menu choice in-game, complete with online leaderboards that can be accessed through the CTGP-R Channel. There are no staff ghosts for 200cc, as they'd make the update take forever to both create, and install. Offline GP, VS and local multiplayer VS are supported and can be activated by toggling a setting on page 3 of the CTGP Revolution Channel. For online multiplayer, at present, 200cc can only be used in friend rooms, as a host setting on page 4 (in Specific Engine Class). That said, the next thing I will be working on will hopefully allow 200cc and indeed, other modes like item rain, to be played in public races. Watch this space!
Thanks for watching and enjoy the update!EASIEST METHOD OF GETTING WIIMMFI! How to play Wii games online after WFC shutdown!MrBean35000vr2018-12-22 | IMPORTANT UPDATE: Please use 95.217.77.181 as the primary DNS, rather than the one displayed in the video! It was changed when the server moved to new hardware in November 2019. I will be uploading a revised tutorial soon as there are even easier ways of accessing Wiimmfi than this now (for more details, go to https://wiimmfi.de/patcher/dnspatch and check out the instructions there) although this tutorial is still working assuming you enter the DNS listed above!
Requirements for this tutorial: Original Wii console (not Wii U or Wii Mini), a WFC compatible game disc, and an Internet connection. This is a completely future proof, very reliable method of getting online once again on Wii games, even if you are not a technically advanced user or do not have access to an SD card, or the Homebrew Channel. Watch the video to find out more!
So, with back to back DS and Wii tricks, we now have online multiplayer across DS and Wii games that involves simply entering a DNS server! Yet despite this, the differences in how the two tricks actually work internally are massive. While DS has a bug in the https library that means that anyone can pretend to be Nintendo, the Wii instead has a bug in its End User License Agreement (EULA) screen. They made the mistake of allowing the EULA to be transferred over http, not https, which means that anyone with a custom DNS can present a custom EULA. From there, Fullmetal5 was able to construct a EULA page that abused a bug in the miniature Internet browser designed to display the EULA, in order to gain arbitrary code execution and thus allow us to get homebrew, or Wiimmfi patchers or anything we want really, just by entering a DNS and attempting to view the EULA. He has dubbed this new exploit "str2hax". None of this would've been possible if Nintendo had chosen to use https for that page. This method works on all regions.
To see a list of supported games, go to: https://wiimmfi.de/stat?m=b3 If you obtain an error code, and do not know what it means, look it up at: https://wiimmfi.de/error If you wish to play DS games online again, watch this video: youtube.com/watch?v=Sh0AZR-tKwM
Common troubleshooting issues/error codes:
If the EULA does not appear like the one in this video, it may mean you're looking at the real EULA screen. In that case, make sure you entered the DNS properly and the connection is set to be used! Alternatively, if that doesn't work, try removing the secondary DNS (the 8.8.8.8 one) from the connection and try again. If that still doesn't work, it may mean your Internet setup doesn't allow the use of custom DNS entries, which may mean this doesn't work for you, or that you need to adjust some settings on your router to allow it. Leseratte has also made a tool for computers (PC/Mac/Linux) that may also help; you can see that (along with details on the newest method of accessing Wiimmfi) here: https://wiimmfi.de/patcher/dnspatch (Go to the part that says "Help! My router is blocking custom DNS!")
Error Codes 20110 or 23400 would indicate that you forgot to go the EULA screen, which is required every time you want to play online.
If after clicking "Advanced settings" with the intent of entering the DNS, you instead see fields for "IP address", "Subnet Mask" and "Default Gateway", you were actually on the wrong page in the connection settings. Go back out, and scroll one more page to the right.
If you get Error Code 60000 when connecting to Wiimmfi, erase your friend code however you can (start a new save or similar) and then try again.
If nothing happens after viewing the EULA screen for more than 3 minutes, but your console has NOT frozen, then please let me know!
If you want to use Wiimmfi on Wii U or ISO, or you have a Homebrew Channel (and SD/USB), please use this tutorial instead: youtube.com/watch?v=RqFtklrXY9M
Thanks for watching, everyone!Chinese Super Mario Galaxy HD on Nvidia Shield TV! - Full 100% Luigi Playthrough!MrBean35000vr2018-12-20 | Watch in 1080p if possible! This is the official Chinese release of Super Mario Galaxy for the Nvidia Shield TV. This HD version of Super Mario Galaxy is only available in China, where the game had never been released before until recently; they got it for the first time in early 2018. As a result, this release is on the Nvidia Shield TV rather than the Wii, and it's in true 1080p HD to try to keep up with the modern era (though they didn't improve the texturing to match the new resolution :P). The controls have been remapped to work with a standard gamepad, rather than Wii Remote. I imported the Chinese Nvidia Shield TV in anticipation of the announced release of a Chinese version of Mario Kart Wii (with official online multiplayer!), but in the meantime I picked up Galaxy to see how it was, and this is the result!
Swordofseals joins commentary at 5:35:49.
The full game is played here, as Luigi, obtaining all 121 stars. There is commentary, however since this was originally a Twitch live stream, it lacks direction and may not always make sense without context. Swordofseals joins in on commentary about halfway through. I didn't originally intend to put this on YouTube, but since Nintendo have relaxed their copyright policies, I'm giving it a go! I'm choosing to upload the Luigi playthrough rather than the Mario one, because obviously Luigi is superior to Mario (and the Mario stream suffered framerate issues and stream drops, which this one did not). That said, for some reason, I note that this YouTube upload does run into framerate issues every now and again, though they go away after a few minutes. The original VOD does not have these issues. If you want to see the original video on Twitch, which has a chat replay, you can do that here: twitch.tv/videos/310302622 (and the Mario playthrough can be found by looking through the Highlights section if anyone desperately to see it)!
This video is 1080p at 30fps, but the game runs at 1080p/60fps. I don't have the hardware required to record 1080/60, so it looks even better in person than it does here. The game runs very smooth, with only occasional stutter. Though sometimes in areas of the game where the action is intense, the controls do end up feeling a bit lethargic. The stream bitrate was 2900kbps, which is why the footage sometimes looks grainy when there's a lot of motion. Unfortunately, there was not much I could do about this, also due to hardware limitations.
As for how the controls map to the Nvidia TV's controller, they are as follows: Left analog: Move Mario/Luigi Right analog: Move Wiimote cursor D-pad: Camera control Left trigger: Crouch Right trigger: Grab pull stars, confirm menu choices A: Jump, confirm menu choices B: Shoot starbits X: Spin Y: Centre camera
Anything involving motion controls just got mapped to the analog stick, which usually simplifies them. But cursor activity is MUCH harder with the right analog, so it balances out :P
If anyone's trying to get this version of Super Mario Galaxy for themselves, it's a complicated affair, and I'll try to post detailed instructions when Mario Kart Wii releases for it, too. And yes, I will be uploading stuff to do with the Mario Kart Wii release on there!
With that in mind, I hope you all enjoy the video!Pokémon Lets Go: Live Random Shiny Zubat! (Full-Odds Shiny!)MrBean35000vr2018-11-18 | A full-odds shiny Zubat appears out of nowhere at a very awkward time. Complete with my reaction to finding it, an interfering Team Rocket grunt and the catch attempt that followed. I realise that my approach to catching it was not what we'd consider "safe" by any means, but this was before I knew Pokémon could flee on a whim and why berries are so important :P
Now it's with me on my adventure. It's been several years since I last caught a full odds shiny! My only regret is that it can't become a Crobat because this game doesn't have Crobat in it :P
Footage is from my live stream, where I was playing through Pokémon Let's Go, Pikachu edition :P I can't believe my luck, finding this on an unplanned stream where I wasn't really taking the game seriously at all, hahah!Wiimmfi - Fixing Error Code 23904 - Please update your Wiimmfi patchers!MrBean35000vr2018-11-11 | UPDATE AS OF 2021/02/26: It is now possible for games other than Mario Kart Wii to get Error 23904, despite what the video says. The instructions to fix it shown in this video should work for other games too (if you ignore Mario Kart specific fixes like CTGP). Make sure to always grab the latest links from the description!
Due to the fact that Nintendo WFC games contain extremely bad network vulnerabilities that allow malicious players to perform remote code execution attacks against their opponents, every Wiimmfi patcher must be updated to its latest version. For Mario Kart Wii, this enables a patching service that allows us to install fixes for critical bugs in MKW from the Wiimmfi server itself. And also extra features if so desired! For all other games, the new patchers will fix various known security flaws in those games. This video is a tutorial on how to get the updated patchers to get past Error Code 23904.
Information about the update can be found here: https://wiimmfi.de/update
Please watch the video carefully, as it covers many important things.
Depending on what method you use to play Wiimmfi, your instructions will vary:
- CTGP Revolution v1.03 users just need to make sure they have completed all updates. - The most recent version of USB Loader GX supports the new patching service natively; if you download it and set the "private server" setting to "Wiimmfi", it should work fine. - ISO, WBFS, USB Loader users (excluding USB Loader GX) need to repatch their ISO, the link to the new patching tool is available here: https://download.wiimmfi.de/patcher/wiimmfi-patcher-latest.zip - Users of the Internet Channel method of using the special patcher website don't need to do anything; we were able to fix that on our end. - Users of the Homebrew Channel disc patcher need to download the latest patcher from https://download.wiimmfi.de/patcher/autowiimmfipatcher-latest.zip - MKW Fun users can get the latest download from http://wiki.tockdom.com/wiki/Wiimms_Mario_Kart_Fun - Any other distribution or patcher, download the latest version and see if it works. If it doesn't pester the author till they fix it :P
Troubleshooting:
- Dolphin users may receive random errors if your Dolphin is outdated. If you're encountering errors after repatching, try updating your Dolphin build to the latest version. - If you get Error Code 23905, just restart your console to fix it. - If Korean users on the disc patcher encounter a game freeze when connecting, please redownload the patcher from the link above, it was updated to fix the problem. - Other game freezes and general weirdness should be reported in the comments section.
Thanks for watching, and I hope that the updating process is easy!How to play DS games online after Nintendo WFC Shutdown! No hacks or mods required! (Wiimmfi)MrBean35000vr2018-11-03 | DNS server: 167.86.108.126
Hey guys! Thanks to a new bug in Nintendo's implementation of SSL (called "nds-constraint") as discovered by shutterbug2000, it is now possible to play Nintendo DS games online via custom server (Wiimmfi in this case) without modifying your DS, or needing a cheating device or a flashcart! Literally the only instruction is to enter the DNS listed above in your connection settings, and you are good to go!
This video shows how to set the DNS server in your connection settings, and also delves into how to make your own unsecured WiFi hotspot via an Android phone, just in case that's useful, since regrettably the highest form of security the DS supports is WEP (only Pokémon Black/White and their sequels support WPA connections), and nobody really works in WEP anymore. I also demonstrate connecting to Mario Kart DS, the GTS of Pokémon Diamond, and the Battle Videos section of Pokémon Black 2.
IMPORTANT INFO AND TROUBLESHOOTING:
- If you are trying to use Mario Kart DS and your game crashes while connecting, delete all friends from your friend roster (you can do that in the Records section!) - If you get Error Code 60000, delete your Nintendo WFC configuration from the options menu. You will then be prompted to overwrite your FC when you next connect, and this will work. - If you get any other error code, you can look it up at https://wiimmfi.de/error - If you can't get a connection set up on your DS, get an old router that supports WEP encryption or lower, or try my Android trick later in the video. Might work if you have a phone capable of that. - If you can't find opponents when using the Android trick, well... yep. Pretty much as I feared.
Here are some useful links that might be of interest to people:
And if anyone's wondering how this all works, Nintendo's SSL implementation on all DS games is completely flawed. When connecting to a server, the DS wants to see if the certificate for the site is signed by Nintendo. No custom server in the world has a certificate like that... lucky for us, every Wii console has its own certificate, signed by Nintendo, that is capable of signing other certificates on behalf of Nintendo (completely invalid, of course). The DS, though, treats that as perfectly logical and thus accepts the connection. Therefore, all we need is a custom DNS that lies about who owns Nintendo WiFi Connection, and then their server just needs to show their Wii-signed certificate and the DS is happy. Stupid bug, but very useful. Interestingly, despite the bug existing in every single DS game, including ones released in 2012, well after Wii came out, the Wii does NOT have this bug.
The DNS server is hosted by the guys at RiiConnect24! Special thanks goes to the Kaeru Team for the proxy service used during connections!
Thanks for watching everyone, and hope to see you all soon!Mario Kart Wii - Bomb vs Mushroom, who will win?MrBean35000vr2018-08-27 | Not what I expected, to say the least...
This was taken from an item rain friend room that I was doing on Twitch earlier! I accidentally threw a bomb when I spammed the L trigger one too many times after obtaining a box, there was a mushroom in the way, and... that happened!
This kind of thing must be so rare, it's amazing that the designers considered what should happen in this circumstance, rather than the bomb just clipping through or immediately blowing up. I've never seen that behaviour before, but I damn well want to see it again sometime :PMario Strikers Charged - Unused Blue Peach Outfit!MrBean35000vr2018-05-23 | An unused/beta costume for Peach from Mario Strikers Charged (Football). This texture is supposed to be applied whenever Peach is due to face an opponent with a pink colour scheme who is higher priority than her. It also gives the sidekicks an unused blue and yellow pallette!
Since there are no other teams that use pink at all, Peach can never be a low priority pink player, and this alternate colour scheme goes completely unused! Moreover, other characters, such as Luigi, Mario, Waluigi, and Wario, do not have alternate outfits at all, making this all the more unusual. I wonder if they ever planned to have another pink captain? And who could it have been?
I found this while briefly digging around the menus in Mario Strikers Charged, it didn't take long to find at all. I looked around the Internet to see if there'd been any mention of this before, I found one image of the outfit, but it wasn't an in-game image. Nor did they show the sidekicks, and I haven't seen any videos either, so I thought I'd make one!
Originally I got the blue Peach outfit to manifest by spawning two Peach captains in one match (and fixing a few null pointer exceptions that arise from doing so), but then I was able to simplify the process somewhat by making the game think Luigi is pink. Luigi is a very high priority character, so Peach always yields and becomes blue instead.
The menus for blue Peach only partially work, but gameplay works almost flawlessly; with the exception of saving megastrikes, that is. I haven't been able to write a good cheat code to make her appear every single time, but I'll be working on that.
Thanks for watching!Mario Kart Wiis 10th Birthday CakeMrBean35000vr2018-04-12 | What, doesn't everyone get their video games birthday cakes?
Taken from the Mario Kart Wii 10th birthday live stream with Chadderz and SwordofSeals. Yeah, we legit went and bought a cake for the fun of it. This is the moment on the stream where we hauled it on and sung Happy Birthday to our dear friend Mario Kart Wii.
I don't know whether I should be questioning my life choices or not, but hey, I'm having fun :PMario Kart Wii OVERCLOCKED! 2x Speed Gameplay!MrBean35000vr2018-03-26 | Made by tricking the game into thinking it's meant to run at 120fps while outputting 60. The game and almost all elements within it move twice as fast as normal! And these matches were played on Wiimmfi, so it works online!
So, here's a random video for you all! I actually came up with this around the same time as developing item rain, but didn't put it to use until now. It's a modification to a code by Super David originally designed to allow Dolphin to play offline local multiplayer at 60fps. This code is not a speed mod that simply alters how fast your character goes, this alters the whole game engine to play twice as fast as usual. As such, it plays very differently from any speed mod you may have seen in the past. You can set the video to 0.5x speed to see the game looking normal once more, to see what I mean.
This was actually running on a real Wii console, and the video was also recorded from the Wii! Though it'd probably work better on Dolphin (assuming you have a strong enough computer for the job).
I might add this as a fun option for use in friend rooms in CTGP in future, since it's pretty harmless and good fun. CTGP updates resume soon, I have been out of the country for the past two months and haven't been able to work on it properly because of that. But I'm returning home soon, and at that point, updates will be on the way!
Thanks for watching, and see you all again soon!Mario Kart Wii - Online Item Rain! Items, items everywhere...MrBean35000vr2018-03-05 | Now you can be destroyed by randomly dropped items with friends! These races were played on a custom region on the Wiimmfi custom server, a service designed to allow people to keep playing Wii/DS games online after Nintendo WFC shutdown.
Man, oh man, it took considerable work to get this running properly online. It didn't take too long to get it initially working, but it had so many random problems that it took ages to get it completely fixed up. But now, it seems to be working pretty well!
If you've not seen my previous video about this code, this is a mod to Mario Kart Wii that randomly drops items on the track! It can drop shells, fake item boxes, stars, mushrooms, bananas and bombs. The goal is to reach the finish line while avoiding being hit by the onslaught of stuff, while maybe snagging a star here and there to help you catch up!
There have been some changes to the code to improve it for online since the previous video; aside from making it work online in the first place, the item rain now aims at all players, not just player 1, so everyone will be seeing it no matter what. The rate is still 30 items per second, but that's now spread across all racers (so in a 10 player room, where everyone was completely spread out, each player would see 3 items/sec). Furthermore, the game framerate is automatically reduced to 30fps when there are 9 or more people, as the online starts to become unplayable if you leave it at 60 with that many people there. Item probabilities have not changed yet, but I was more concerned with just getting it working online than altering that. It may be changed later!
When playing online, everyone needs to run the code (and they all must have the same version of it). People without the code will NOT be able to properly see the rain due to changes to the network protocol required to make it work. So there's no point using it online if only you are running it. You won't see many items and neither will they. You are also not allowed to use it in Worldwide, but you are welcome to use the custom region (included in the code, just search Regional/Continental) to try it out, or friend rooms.
To load the code and Wiimmfi simultaneously, I recommend either using USB Loader GX, which is capable of loading codes with Wiimmfi, or Riivolution combined with Atlas's WHackR pack. Use the AXNextFrame hook in the Ocarina settings.
I do plan to port it to CTGP, but that may take a while. Be patient!
Meanwhile, I hope everyone enjoys the video, and thanks for watching! If anyone wants to see more races, let me know. I have a ton of great footage available to upload!Mario Kart Wii - Item Rain Cheat Code!MrBean35000vr2018-02-18 | The most hazardous kind of rainstorm Mario Kart has ever seen. Can you survive the onslaught on your quest to win the race?
This is, as the name implies, a cheat code for Mario Kart Wii that spawns items at random in the air, where they then fall to the track like oversized raindrops, and create a maze of chaos and confusion on the track. This amount of activity, needless to say, can lag the game pretty badly, but it's super fun to mess around with :P
So, I'm currently out in America with very limited access to my usual dev tools, and was feeling kinda bored, wanting to do some modding on MKWii but with no idea what I could actually do from here. So, I went back to messing around with the item system like the good old days! ...Kind of. Anyways, 3 days of poking around later and I came up with this. Back in the day, I always wanted a stable code to be able to drop items at will (the best known codes are not very good and prone to crashing everyone), but now I definitely got what I wanted... and a whole lot more :P My days of doing item cheats online are over, but that doesn't mean there isn't some fun still to be had!
Speaking of online, the code does work online! Though the effect is the best if everyone is using it (the code assumes everyone will have it and adjusts your rain output accordingly). If anyone feels like doing a science experiment, remember that using this kind of code on Wiimmfi can and will get you banned if you run it in a Worldwide/Regional VS or Battle. If you want to try it, go to a friend room or a region that permits cheating. (Of course, you can do anything you like offline with no problems).
This code works by spawning a random item somewhere close to player 1's current location, 3000 units higher, 30 times per second. So while it may look like it's raining everywhere, it's mostly just near you. The relative location is worked out by a combination of RNG and your current speed on the x and z axis. This means that if you use the code in multiplayer, anyone who's not close to player 1 will notice it stops raining.
The probability of each item falling is as follows: Green Shell: 18.75% Red Shell: 18.75% Banana: 18.75% Fake Item: 12.5% Bomb: 12.5% Mushroom: 9.375% Star: 9.375%
The code is available here: pastebin.com/0j3eUhDA and is compatible with PAL, NTSC-U and NTSC-J!
Improvements that I'd like to make to this code include better regulation of the items, so things despawn less often, lag reduction especially in the 2 player modes and adding new behaviour to all items so that they can all sit on the floor and be obtained (e.g. bullets raining down).
I hope you all enjoy the video and have fun if you try this out for yourself! And see you all again soon!Mario Kart Wii - Online Racing in 2018! Worldwide races via Wiimmfi!MrBean35000vr2018-01-01 | Yep, this game is still going, and showing no signs of stopping!
These are a selection of races from an online racing session that took place on the 1st of January, 2018, on the Wiimmfi custom server. There's no commentary, so enjoy the custom music... and the chaos.
When I started recording this racing session, I wasn't so sure how interesting the races were going to be... but I shouldn't underestimate MKW's capacity for nonsense. This was a very intense racing session filled with some pretty fun moments, odd glitches, and a lot of me failing. GGs to everyone I played!
These games were played on the Wiimmfi custom server. If you don't know what that is, it is a custom online server created by Wiimm and Leseratte that allows you to keep playing certain Wii and DS games online after the Nintendo WFC shutdown. If you're interested in trying it out, I have a couple of tutorials that you can look at so you can also play online:
If you have a regular Wii console, no homebrew, and are not particularly tech-savvy, check this video: youtube.com/watch?v=yhJOCfmyhXc
Or if you have a Wii U, or a Homebrew Channel, or know your way around a computer, check this video instead: youtube.com/watch?v=RqFtklrXY9M
As for these races, there were some pretty odd moments. Most of them speak for themselves, but here are some points of note:
- In the Daisy Circuit race, I gained two positions at the finish line. This is because I got a lag start; which is where my console starts the race slightly later than everyone else. That means my game clock, which is how the game works out who won, was running slightly slow. So while I seemed to cross the line in 10th, my timer was lower than two other people's, so instead I got 8th.
- In the Toad's Factory race, I manage to get hit by a shock while spinning shells, and I don't lose them. This is probably the first time this glitch has ever happened to me. I've known about it, no idea what causes it, and it was so surprising that I played like an idiot for the rest of the race.
- In the Rainbow Road race, one player had a custom track instead of the real track, so he was not racing in the same universe as us. But despite that, the race was too good to not upload. The reason I got 1st when it said I got 2nd was because he finished in his own universe and then the result was negated by anti-cheat. I did come 1st out of the players who were actually on Rainbow Road :P
I hope you enjoy this video, it's been a long time since I last played Worldwide VS so it was a good fun change of pace :) And those of you who recently got Wiimmfi as a result of my most recent video, I hope you've been having fun! I hope to see you all online very soon!EASY NEW METHOD OF GETTING WIIMMFI! How to play Wii online after Nintendo WFC shutdown!MrBean35000vr2017-12-18 | THIS METHOD IS OUTDATED! With the closure of the Wii Shop Channel, you cannot download the Internet Channel anymore. A new tutorial that doesn't need the Internet Channel is here: youtube.com/watch?v=3CBSQ9Afqiw
No Homebrew Channel, no SD card, no USB device, no technical knowledge required, just a Wii and an Internet connection like the good old days. Simply follow the video, and check the bottom of the description if you run into trouble!
For those who don't know, Wiimmfi is a custom server that allows users to play Wii (and DS) games online after the Nintendo WFC shutdown. This includes games like Mario Kart Wii, Super Smash Bros. Brawl, Mario Strikers Charged, The Conduit series and many others as well. Recently, new developments have made this custom server accessible to almost everyone, regardless of how familiar you are with computers, homebrew and the like. This video is a demonstration of the newest technique that can be used to access Wiimmfi!
Thanks to a new bug recently discovered in the Wii's Internet Channel by Fullmetal5, it is now possible to run homebrew or other unsigned code without needing any external device at all, and because this presents such a cool opportunity to get more people to use Wiimmfi due to how simple and accessible this method is, I simply had to make a video about it! Do send him credit for such an awesome find!
Regrettably, this method does not work on a Wii U, due to the fact that you cannot download the Internet Channel onto a vWii.
Please note that you will have to go into the Internet Channel and select Wiimmfi from the favourites every time you want to play online. The patch does not persist after you close the game. Be patient if it doesn't work the first time! If you want a more reliable, albeit more complicated way of getting Wiimmfi, see this video: youtube.com/watch?v=RqFtklrXY9M
Also, if you're wanting to do this with a USB loader or similar... you're late to the party! Because there's been a tutorial out on how to do that for over 3 years now! Check the second half of this video for details: youtube.com/watch?v=RqFtklrXY9M
I hope that everyone finds this video useful, and I hope to see some new faces online using this :)
Troubleshooting if you have problems:
Japanese users may not be able to use this technique, right now the NTSC-J Internet Channel may not be supported. But it probably will be soon!
Korean Wii users cannot use this technique, as the Internet Channel is not available to Korea. Nintendo never released it. Korean players will have to follow the other video linked above, instead.
European/Australian/PAL Wii users should make sure their Wii is set to 60Hz (either 480i or 480p mode), as this method currently does not work on 50Hz. (Wii Options - Wii Settings - Screen - TV Type - 2nd or 3rd option, 3rd is better quality but not everyone can pick it).
I've heard rumours this also doesn't work if you launch the Internet Channel from the SD card menu, so you should also make sure that you launch the Internet Channel from the Wii Menu instead.
If the Wii freezes or locks up when visiting the website, simply hold the power button for 4 seconds, then try again. It may take a few attempts to get it going. Some things you can try to improve reliability are erasing your cookies (Settings menu in the Internet Channel), erasing the Internet Channel save data (from data management), updating your console to the latest version, setting your console language to English, and trying to go as fast as possible to the favourites as soon as the Internet Channel loads. If none of that works, you could always redownload the Internet Channel.
If the Internet browser does not look like the one in the video, it may not work. Download it fresh from the Wii Shop if that happens.
If you get Error Code 23899 or 23887 or anything beginning with 238 when connecting to Wiimmfi, this is normal. All new users to Wiimmfi must wait 1 week before they can play on Mario Kart Wii. Receiving one of these errors simply means you need to wait a bit longer. Other games will not have this issue. (Please note: Anyone who's reading this who hasn't received one of these errors in MKW and is new to Wiimmfi, you must attempt to connect to Wiimmfi once in a game, otherwise the week countdown won't start. Just visiting the website is NOT enough!)
Error Code 20110 would indicate the patch has failed. Try reloading the browser.
If you get Error Code 60000 when connecting to Wiimmfi, erase your friend code however you can (start a new save or similar) and then try again.
Any other Wiimmfi error code can be looked up at http://wiimmfi.de/error.
Thanks for watching!Mario Kart Wii - Why does this track keep eating me for breakfast?!MrBean35000vr2017-10-16 | I swear only the first bit was my fault. Those reds really, REALLY wanted to greet me. And then what happened after was just unfortunate :P
But this is the third time this track has done something rather unusual to me. Only two of those highlights are now on YouTube, but it keeps on happening. It never ends :P On what planet do red shells behave like that? And I've seen blue shells spin in circles in the past too. I think it's only a matter of time until one of those trolls me in some way, too, hahah. ...I really shouldn't say these things.
This is a highlight from a Twitch live stream I did yesterday. My live stream can be found at http://www.twitch.tv/mrbean35000vr and I stream on a fairly random basis, usually lots of uncut Mario Kart Wii gameplay!Mario Kart Wii - Custom Missions Showcase!MrBean35000vr2017-09-19 | A look at some of the first custom missions that have been made by various authors! Credit to WexosMK, AtlasOmegaAlpha and ComputerBot2016 for many of these!
Following on from the release of the code that allows people to access the unused Mission Mode of Mario Kart Wii, several people have been working away at inventing missions. And in this miniature series, I will be showing off some of these missions, as well giving details on how to get access to them!
In this particular video, I look at 8 missions: - Attacking Pokeys in Dry Dry Ruins by Atlas - Gates on Grumble Volcano by Wexos - Gates on Block Plaza by ComputerBot2016 - Coins on DK's Snowboard Cross by ComputerBot2016 - Attacking Swoops on Wario's Gold Mine by Wexos - Breaking wooden boxes on Coconut Mall by Atlas - Chasing moving item boxes on Moonview Highway by me - Attacking CPU racers on Thwomp Desert by me
Some of these missions would make for pretty good tournaments/competitions, if they were converted into the right form. I could see people having fun competing for the top times!
My own missions are for the time being inaccessible, as I am still working on them. However, Wexos, Atlas and ComputerBot2016 have all uploaded their missions for anyone to try. You can see more of their missions, and how to play them yourself at their respective videos:
ComputerBot2016's Mission Pack: youtube.com/watch?v=lFeGB3c6yXc Has 32 easy to average difficulty missions at time of posting!
Please note: If you intend to try these mission packs, it is best to use a license that you do not intend to connect to the Wiimmfi custom server. Although completing a mission seems to do very little, we have received reports that finishing times on missions can end up at the current tournament leaderboards, which is not quite the idea, so it must be overwriting something in the save. Therefore, use a clean license and don't take it online until further research is done!
And if you got here without any knowledge of Mission Mode and are wondering what the heck any of this is... this is an unused game mode in Mario Kart Wii, discovered approximately 1 month back by me! If you want to see more details on the discovery and what's left of this mode, see the video below: youtube.com/watch?v=v9xP56_V0M8
And I hope you enjoy this video! A part 2 should be uploaded hopefully within a few days time, featuring even more missions. How long it'll take to upload may depend on when I have time free to work on it, since I should really do a CTGP track update soon, too. Speaking of CTGP, Mission Mode will indeed be added to it one day, but it is not the top on my priority list right now. But soon! And with that, thanks for watching!Mario Kart Wii - Unused/Beta Mission Mode - All gameplay modes and new discoveries!MrBean35000vr2017-08-19 | More information and discoveries regarding the unused beta Mission Mode in Mario Kart Wii!
In this video, I show off all of the known gameplay modes, regardless of how functional they are or not (with the exception of mode 7, since that mode genuinely doesn't appear to do anything). This includes some custom missions built specifically for the occasion! I also show off the Mission Mode button for the single player menu, some findings about the tutorial screen and talk about some other discoveries that have been made!
Special thanks to Atlas, Wexos and Chadderz for various bits and pieces and findings!
If you missed the memo, just over two weeks ago, a bunch of hidden data and menu screens were discovered by me in Mario Kart Wii, that pointed to the existence of a Mission Mode, very similar to that of Mario Kart DS, and also similar (but not the same) to the Tournament/Competition Mode that Mario Kart Wii ultimately got. This video is exploring more of this unknown mode, and there is another video about the initial discovery of the mode that can be found by clicking here: youtube.com/watch?v=v9xP56_V0M8
At this point, it is now possible to access the unused interface, and I have also released documentation on the mode, which is important for anyone wanting to access and play it. All the information required is available here: http://wiki.tockdom.com/wiki/Mission_Mode
The setup I have made is specifically designed to add Mission Mode without removing functionality from Mario Kart Wii, thus it is designed to be appropriate for someone who was wanting to add the mode to a custom track distribution, for instance. Though it's worth noting that I haven't even tried to fix the leaderboards, and that seems to come with its own set of issues (overwrites competition/tournament leaderboards). So it is probably worth holding off on implementing a full mode until everything is better understood.
And thank you very much for reading and watching! I am hoping to maybe release some custom missions/videos about them at some point soon as well. And yes, I am considering adding Mission Mode to CTGP when it is tidied up. Watch this space!Unused/Beta Mission Mode found in Mario Kart Wii!!MrBean35000vr2017-08-04 | What a find! This stuff probably hasn't been seen in at least ten years.
So, this is some cut or beta content from Mario Kart Wii - originally there was a Mission Mode planned for the game, and for the first time, the interfaces for it have been found and shown in all their slightly incomplete glory!
For those who don't know what Mission Mode is, it was present in Mario Kart DS. It was a series of challenges that saw you doing things like racing through gates, beating boss racers, and things like that. Competition/Tournament mode was the spiritual successor to it.
So, you may be wondering, how has nobody found this before now? The reason all this took so long to find is just because the game doesn't try to load these screens at all, ever, even on the menus that would once upon a time have contained them. So in order to get at them, you'd have to convince the game it was supposed to load them first, which I did, and then politely asking them to render actually works! Moreover, these screens change the game state into an unused mode, similar yet different to that of Competition and Tournaments, revealing a bunch of features that were once part of Mario Kart DS, hiding away in the depths of Mario Kart Wii's code.
The menus for Mission Mode have no available text, but the game is trying to load them; they've simply been erased. Similarly, a massive file that would've contained mission parameters is not present, and without it, the mode can't start - UNLESS you simulate its existence, which is what I did. It attempts to load files out of the /Race/MissionRun folder on the disc, but that folder is empty, but that affects nothing since that folder would only have contained extra data (like where to place goombas or similar). As such, I was actually able to play a few games with the game in Misson state, and show off some of the game modes.
The game modes include:
- Get miniturbos to score points - Get item boxes to score points - Kill enemies to score points - Wheelie to score points - Drift (not miniturbo) to score points (not shown here) - Kill topmen to score points - Gather coins (not shown here) - Pass through gates (not shown here) - Complete 3 laps within time limit (not shown here, seems to be two modes like this) - Hit other players to score (not shown here) - Boost start to win (???) (not shown here) - Slipstream other racers to get points! (Also not shown here) - A mode that seems to do nothing. Nothing in the game looks for this mode, it seems. Probably removed. (not shown here)
That's all 14 of the valid modes of play! I have also now confirmed adding SZS files to MissionRun under the right names does yield very good results, and allows many tournaments to be played as standalone missions. They're pretty good for testing, given they're very similar in format!
So, I hope you enjoy the video and find it as interesting as I found discovering it was! I will be doing more research into this mode and what other things may be hidden away in it. And indeed what other things might be hiding in Mario Kart Wii itself. If we can find something like this after 10 years, what else might still be out there?Mario Kart Wii - I should be safe up here...MrBean35000vr2017-07-25 | Why does this random nonsense keep happening to me? Frost is the worst feature of Countdown confirmed.
Another live stream featuring SwordofSeals! Once again, he's the one giggling intensely in the background at my misfortune. I've been doing a fair amount of these streams lately. They're good fun!
For those who don't know, this is a mod to MKW called CTGP Revolution, and I was playing online via the Wiimmfi custom server! The live stream took place at http://www.twitch.tv/mrbean35000vrMario Kart Wii - WHERE AM I?! I DONT KNOW WHERE I AM!MrBean35000vr2017-07-22 | Aaaand the race is over, I lose. Just another normal day on Mario Kart Wii :P
I'm not entirely sure how the camera decided it wanted to be out there, but man, it was not helpful. This happened on a live stream of CTWWs that I did earlier today. Sword was there and he is the one giggling away in the background :P
Maybe one day we'll make sense of this game... nah. We haven't managed it in 9 years, and we probably never will :PMario Kart Wii - Warios Gold Mine Glitch Former WR - 00:32.641 by MrBean35000vr!MrBean35000vr2017-05-22 | It's been six years! Six long years since I last obtained a new record on Wario's Gold Mine! In that time, my old run became the longest standing world record on Mario Kart Wii, and the only world record from 2011 that was still current. Now, here we stand, 2245 days later, and I have managed to PB again, by 177 milliseconds!
Splits: 10.876 ~ 10.937 ~ 10.828 Total: 32.641
The previous record was 00:32.818 by me, set on 2011-03-29.
What a fun coincidence this all was. SwordofSeals was visiting me thanks to the WFC Shutdown 3rd Anniversary, and we decided to both try to play Wario's Gold Mine glitch, him for a PB, and me for a WR. Anyway, after a REALLY good session, I managed to randomly produce THIS run. Everything is beautiful, except the lap 2 and 3 bounces, and the final turn on lap 3, where I got a weird slip. Most of the time save comes from faster standstill miniturbos at the cave entrance, as well as better landing positions. And to top the whole thing off, later that night, Sword also managed to PB, so it was a good success all around!
As per my ancient format of 6 years past, first is a high quality ghost replay, then after that is the segment of the live stream we were doing at the time where I obtained the time. Good times all round!
My personal leaderboards are a little lacking because this is a different console to the one I used to set my old record. I plan to merge them sometime.
Thanks for watching, everyone! I'd better improve this some more, right?Nintendo WFC Shutdown 3rd Anniversary Stream on the 20th May, and CTGP update info!MrBean35000vr2017-05-18 | On Saturday, 20th May 2017, me, SwordofSeals (http://www.youtube.com/user/sword0fseals) and Chadderz will be doing an all day live stream, starting 11:00AM BST, in celebration of the Nintendo WFC shutdown's 3rd anniversary. It will be hosted at http://www.twitch.tv/mrbean35000vr. We will be playing many different WFC games over the custom server Wiimmfi, primarily Mario Kart, but we will also be doing some other games (e.g. Brawl, Mario Strikers, Mario Kart DS, maybe Pokémon) as well. As it promises to be a 16+ hour stream, please tune it at any point on the Saturday after the start time if you feel like it, and join us on the games if you have access to Wiimmfi!
Furthermore, CTGP track updates will be resuming soon, sadly not as soon as I'd hoped (I wanted to have it out before this video), but it won't be long from here now. We will resume weekly updates, or possibly decrease the rate to fortnightly, and gradually catch up with all the tracks we've missed in the long time since we last updated.
Finally, you can probably expect more Zelda content, given how well it's been going down :P
If you read this description, you now probably have no need to watch the video at all! Or if you watched the video first, you now know that you wasted your time reading this :P Either way, hopefully see you all on the Saturday, and look forward to the CTGP update soon! And apologies if I sound dead in this video, I'm exhausted, so much stuff has been happening lately, sleep's been a little lacking :P
The CTR Cortex Castle featured in the video was made by Ethanmark7199, based on the original track by Naughty Dog.MrBean35000vr Live StreamMrBean35000vr2017-05-06 | ...BAYHBEH!!! *SMASH*MrBean35000vr2017-03-26 | Make sure to have audio on! Sword arrives on my stream, yells down my earhole, and I'm so startled that I collapse and break a glass. It was such a perfect moment, I couldn't resist uploading it :P
Since there's no video, here's a blow by blow account of what happened in the room:
I am sitting upright. By default, when playing games, I sit on my legs on a cushion on the floor. Sword yells "BAYHBEH!!!" down my earhole. I flinch, and start to overbalance, but don't realise that I'm doing it. I say "Oh fuck" at that point. Then, suddenly I realise that I am in fact starting to fall sideways, exclaim "Wah!" and collide with a table, knocking that over and the poor unfortunate glass that was sitting on it crashes to the floor. Cue exceptionally comedic sound effect. No regrets :PMario Kart Wii - 250 Race Online GP! 16 hours of non-stop racing!MrBean35000vr2017-02-23 | Short summary: This was insane :P There's no particular voiced intro because this was taken from my live stream, but read the description if you want to know what the heck this is about! These races were played online on the Wiimmfi custom server.
So, you know how friend rooms in Mario Kart Wii online last for 4 races? I added a new feature to CTGP about a year ago allowing you to change that number, so you could make friend rooms as long (or as short) as you'd like. The maximum number of races that I decided to allow was... 250, because in CTGP, there exist 250 unique tracks to play! That includes the original tracks, of course. Of course, actually setting it to the maximum is pretty daft, as there's no way you'd be able to keep enough people online to play 250 races straight... right? :P
Well, I wished to prove otherwise. So, I set out on an endeavour, whenever I had enough free time, to gather up 12 people and start a 250-race friend room on CTGP, on Wiimmfi, in the hopes of being able to clear it one day. After many attempts on target, each hampered by problems such as disconnects, crashes, power cuts, etc... we finally came to this attempt. I'm still not quite sure how we did it, but we managed to hold 3 out of 12 people all the way through 250 races, to successfully end a 250 GP for the first time ever. We managed to play every single custom track in CTGP, and the majority of the Nintendo tracks; but we had a few repeat votes, so we couldn't play everything. The three racers who made it to the end were: MrBean35000vr, CaptainToad67867 and xStunky!
What makes this success particularly amazing is that if someone leaves the room, they can't ever join back. And if I get disconnected for any reason, the room dies, because I'm hosting it. Therefore, anyone who attempts this has to be prepared to race up to 18 hours straight with basically no breaks: After all, if you don't move in a race for 30 seconds, you automatically disconnect! And you can see from this video, if you choose to watch it all the way through, I only leave my controls during the stream once for a bathroom break, and I have to rush to get back before the game started. In the end, this room lasted just under 16 hours, 30 minutes. If there's an Internet problem or similar, you also get locked out of the room. This happened to several of the participants in this room, indeed.
As there's 16 hours of footage, a lot goes on. We go from Bean being happy, to Bean raging, to Bean being happy, to Chadderz coming home and joining commentary, to pizza arriving, to the remaining racers all getting on co-commentary together, to Chadderz going to bed, to more random people joining co-commentary, to Chadderz waking back up again hours later and rejoining commentary too, to the grand finale where I think everyone was pretty excited. Also, despite racing so much, everyone who had stayed connected seemed pretty perky throughout. Nobody was particularly falling asleep on the job, which is another common problem in these rooms. Amusingly, at the end of the races, after finally closing the room, I was immediately disconnected from Wiimmfi. Probably no coincidence, I bet the server was bored of waiting for us to finish, but funny nevertheless :P
Also active in these rooms was the Thundercloud Effect = Mega rule, so instead of being shocked for having a thundercloud for too long, we get mega mushroom effect instead, meaning that we're competing for clouds rather than trying to get rid of them. It helps speed up the races slightly, because it means that when there's less than 6 players in the room, no item can cause a player to shrink anymore (which is particularly broken in small rooms at the best of times, and it's very hard to pass clouds if there aren't many people around).
I don't expect anyone to watch this all way through, but if you do, then you're about as insane as I was for attempting something like this in the first place.
Some highights: 3:05:35 - Chadderz arrives! 5:21:35 - Betrayed by DS Mario Circuit 8:31:20 - Race 125 starts! (Halfway there!) 8:41:00 - Commentary from all remaining racers begins! (Chadderz goes to bed shortly after). 13:42:50 - Chadderz returns from sleeping! 16:26:28 - Race 250 starts! (Final race) 16:35:20 - Disconnected from network during data transmission (EC 91010).
Anyway, thanks everyone for watching, and see you all in the next video!Mario Kart Wii - Betrayed by DS Mario CircuitMrBean35000vr2017-02-23 | Now I know how it feels to be one of those cheering NPCs from the sidelines!
This was originally from my Twitch live stream. During a 250 race online Grand Prix attempt (yeah, people crazy enough to do such things exist), DS Mario Circuit was picked, and as I attempted to drive the course in what I considered a reasonably coherent fashion, the walls decided that they wished to consume me whole, and did.
This is a bug/glitch involving walls that are solid from both sides, hitting them at speeds does allow you to clip through them. And most unfortunately for me, the OOB area was also solid, and so I got stuck there for a long time! It's kind of a blessing that this was a friend room, as I would have been disconnected in CTWW for this.
A reminder why CT authors should, where possible, not make walls solid from both sides, and if you absolutely must, make sure the area behind can be escaped, either through falling to death or some other exit :P
But it made for an amusing moment nevertheless!
This video was made on CTGP Revolution v1.03, a custom track pack for Mario Kart Wii. We are playing online via the custom server, Wiimmfi!Mario Kart Wii - Pillars have fantastic physics.MrBean35000vr2016-12-06 | A whole new way to fly. No, really, I wasn't expecting to shoot off in that direction.
Just a random unusual thing that happened during a Twitch live stream of online MKWii earlier today. 8 years later and this game continues to surprise :PCTGP Ghostfest Winners Announcement!MrBean35000vr2016-10-21 | The proper reveal of who won the special CTGP Wii consoles!
What an intriguing contest it turned out to be, with a rather amusing result. Thanks to everyone who participated!
If you missed out on Ghostfest, we may have some other giveaways in the future! Furthermore, we may start selling these Wii consoles (or the skins) at a later date. Stay tuned!
For information on the now ended Ghostfest competition, click here: http://www.chadsoft.co.uk/ghostfestThe CTGP Ghost System is out NOW!MrBean35000vr2016-07-28 | Please be patient if you're trying to update! The server is completely overwhelmed with traffic. We'll get there!
Live stream has been suspended for now in order to give more bandwidth to the server. Enjoy the update, everyone!
As soon as that time hits, the ghost system will be live and you will be able to download it over the automatic updater!
This time also marks the start of the contest to win the special CTGP/Rainbow Road Wii console! If you don't know what that is... see my related videos, heheh!
For those who don't know, CTGP is a mod to Mario Kart Wii that adds over 200 custom tracks and some other interesting features, and it's about to get time trial support, along with an online server to upload and download times and rankings, race the best times of other people, and similar!
We hope you're looking forward to the launch, and hopefully see you at the stream!Giveaway: Win a Rainbow Road/CTGP themed Wii console by beating our staff ghosts!MrBean35000vr2016-07-17 | Both Wiis have already been won. But we're in the process of making them available to buy if you like them!
The CTGP ghost system is launching on the 29th July 2016, and you could win one of two specially designed CTGP/Rainbow Road themed Wii consoles by playing it! For more details, see http://www.chadsoft.co.uk/ghostfest
These rather cool Wii skins were designed by Chadderz and prepared specially for the ghost system. There are two Wii consoles available to win, and here's how to get them!
We are preparing a whole lot of staff ghost data to go with this CTGP update, 500 ghosts in all (250 easy, 250 expert), two for each of the tracks in the game. In order to be in with a chance of winning, you just have to beat a lot of the expert staff data in time trial mode!
One Wii is on offer for the first person who can beat the expert staff ghost data for all 216 custom tracks in CTGP (not including the secret tracks, N64 Rainbow Road and Star Slope) and upload all that ghost data to our Ghost Database.
One Wii will be randomly given away to someone who has managed to beat at least 20 CTGP expert staff ghosts, on any tracks and upload the ghosts to the Ghost Database. However, the more expert staff ghost data you beat, the more likely you are to win! A player who beats all 250 expert ghosts would be roughly 25 times more likely to win than someone who only beat 20.
Anyone who fulfills the criteria is automatically eligible to win, and you don't have to do anything more than that. No special entry requirements or anything! But do remember, you MUST upload your ghost data to us to be in with a chance to win. It's as simple as connecting to the Ghost Database from inside the CTGP-R Channel! That will make all ghosts send to us. If you've not played Mario Kart Wii in a while, this could be a good excuse to get back into the game, and have a chance at winning something that we feel is rather neat!
The Wiis themselves are PAL, but we can region change them if needed to NTSC-U or NTSC-J. We'll ask about whether or not the winners want things like the Homebrew Channel or CTGP put on them after we know which players have won!
To keep track of your progress with beating staff ghosts, a score is logged inside of the CTGP-R Channel's Ghost Database, represented by stars of different colours. Your grand total of stars can be seen once you've connected up. The total number of gold stars is how many expert staff ghost data you have beaten, silver stars represent how many easy staff ghosts you have beaten, and bronze stars are for tracks where you have a ghost but it doesn't beat either staff ghost on the track. You can also view the stars next to the track names themselves in the track list, to make it easier to see which tracks you still have to do (this is not shown in the video as it is not quite ready).
The contest ends on the 29th September 2016 and any ghosts sent after that will not count. We will reveal the winners at that point!
In the event that a called winner does not come forward to claim their prize, after one week, we will announce a different winner. And if nobody is able to beat all 216 CTGP expert ghosts before the deadline, we will give the first Wii to the person who has beaten the most expert ghosts instead.
If anyone doesn't know how Mario Kart Wii's staff ghost system works, you have an easy ghost unlocked by default on any given track. If you beat that ghost, either by challenging it or just by coincidence, you unlock an "expert" staff ghost. A message in the bottom left after beating a time trial indicates whether you have unlocked it successfully or not. In this contest, we challenge you to unlock the expert staff ghost data, and then beat them!
And if anyone doesn't know what CTGP is, well, hi there! CTGP Revolution is a custom track distribution for Mario Kart Wii that adds over 200 tracks to the game, re-enables the online multiplayer, and fairly soon will have a fully functional online time trial service for custom tracks. If you're interested in learning more, check out http://www.chadsoft.co.uk
Stay tuned for more info on the ghost system, and good luck if you plan to enter the contest! If this proves popular, we may do more similar giveaways in the future!
Thanks for watching, and see you all soon!MKWii CTGP-R TT Update - Online Leaderboards Preview and the Ghosts Menu!MrBean35000vr2016-07-11 | Coming soon to a CTGP near you!
As part of the update to enable ghosts and time trial support for CTGP, we designed a whole section in the CTGP-R Channel dedicated solely to ghosts, complete with a fancy new button and many different menus. This area is pretty busy and there's a lot to see in here! Fun fact, the amount of text in the CTGP-R Channel has almost doubled as a result of adding all of this stuff!
This video is a massive lengthy in-depth tour of all the new functionality, commentated by me and Chadderz. We cover the new leaderboard systems, the filter system, local ghosts, categories, downloading, uploading, My Stuff tracks, and some various other bits and pieces.
Most of everything is explained in the video, so I'll let it speak for itself, but if it's too long for people to manage (because I accept that not everyone has 30 minutes to watch menuing with commentary), the basic summary is that we've got online leaderboards for Nintendo tracks, custom tracks, My Stuff tracks, and you can download any ghost from them even if it's not the best time, as well as displaying only the ghosts that you want to see (e.g. karts only, etc).
We've spent a long time importing the current Top 10 times for all Nintendo tracks, along with their World Record history, so we're hoping this service will be good for Nintendo time trials as much as it is for custom track time trials as well! It's worth noting, in this video, only the Top 10 on the Nintendo tracks is accurate, anything 11th downwards may have missing information at the moment. We're also going to import the current best known CTGP times, though we have not done that yet.
The update will definitely launch sometime this month, and we'll probably be bringing you all more feature videos in due course! We've got some other pretty cool stuff lined up, so watch out for it!
So far, this project has been an awesome one to code, hugely successful in terms of progress, and the testers have been great to work with. The feedback on these recent videos from all of you guys has also been amazing, so we thank everyone for their support! Not long to go now!
The music in this video is called "The Blue Valley" by Karsten Koch, and is from a game called Uplink: Hacker Elite.
As always, thanks for watching, and I'll see you all again soon!Mario Kart Wii - Multiple ghosts at once in Time Trial!MrBean35000vr2016-06-23 | That's right, there's actually unused code in Mario Kart Wii that makes it so you can have up to 4 players in a Time Trial at once; either four ghosts on their own, or 3 ghosts and 1 human player. And we're enabling it for the CTGP update!
In the CTGP update, what you do to access multiple ghosts at once is simply press the pause button (Start/+ depending on your controller) while highlighting a ghost. That will cause the text in the top right that displays ghost count to turn gold and display the word "MULTI" below it. When you then select to Watch Replay or Challenge a different ghost, any ghost labelled with MULTI will also join in on the track!
This feature is particularly cool as it allows the comparison of ties, and other close finishes (such as new WRs vs old WRs and similar). Sadly, it seems way too complicated to activate to make a cheat code version, so we hope the version that we build into CTGP will suffice.
When viewing back multiple ghosts at once, split comparisons will appear for the ghost your camera is watching relative to the first ghost you added to the "multi" list. When racing multiple ghosts at once, the split difference time will be relative to the ghost you selected to Challenge from the menu, and whether you win or lose according to the game is also done compared to the ghost you selected. All other ghosts will just drive along but won't be subject to any comparisons.
The CTGP ghost system will be releasing fairly soon, we suspect it is 2 - 3 weeks away at most, so look forward to being able to use this feature and all the others when they are ready!
Thanks for watching!
The ghosts shown in this video:
Baby Park: 4 random ghosts by me.
Delfino Island: 02:43.402 by Zak 02:45.079 by me 02:46.779 by King 02:48.535 by Astro
DS Peach Gardens: 01:59.955 by Darragh 01:59.955 by Sword
Toad's Factory: 01:50.710 by suiryu 01:50.710 by theory 01:50.710 by Steve 01:50.710 by FulagMKWii CTGP-R Update - Time Trial/Leaderboard System - Coming Soon!MrBean35000vr2016-06-12 | Not ready yet! Patience is a virtue!
So, me and Chadderz have been slaving away at feature dev for CTGP, and this is what we have for you this time.
Up until now, CTGP Revolution has not supported Time Trials. Not properly, anyway. They were supported in the sense that, well, you could do them, but they wouldn't save (and thus wouldn't corrupt your save file), but other than that, they really did, well, nothing. We're here to change that!
Coming soon to CTGP is a large update that enables ghost creation across the original Mario Kart Wii (Nintendo) tracks and ALL custom tracks in CTGP. In fact, you can even create ghosts on tracks that are NOT in CTGP by using the My Stuff folder, and it will just work! All ghosts are saved to the SD card, so you can have any number you like up to the amount of space your SD card has available, so you're no longer limited to only having a PB and a couple of ghosts sent by friends.
Furthermore, to compliment this system, we are building up a leaderboard service where CTGP Revolution Channels can connect up and share their ghost data, and using that we will be able to build Top 10s for all the custom tracks, as well as giving you easy access to the Nintendo track records as well. Furthermore, if you do choose to use My Stuff to add a track to the game that's not in CTGP, it will automatically get a free leaderboard on our server, and you'll be able to see other people who have also done time trials on the same track you have.
The leaderboards can be filtered to hide certain times, too. Say, for instance, if you wanted to see a version of a leaderboard that only had kart TTs, you could do it. If you wanted to see a leaderboard with only shroomless times, that is also possible. And you can also download any ghost from the leaderboard, not just the best time. More on the leaderboards will come in a future video, I'm sure!
Anyway, I hope you look forward to this update! We're hoping it's no more than a month away at most. After that, we will resume our regular track updates like before!
Thanks for watching, and we hope you enjoyed the video!Mario Kart Wii - Enhanced Ghost Replay Code! (by MrBean35000vr and Chadderz)MrBean35000vr2016-04-13 | Ever get bored of watching ghosts with no interface? Me neither, but apparently some people did, and for those who don't wish to mess around with the live replay code, here's a slightly different code.
This code makes it so that the "Watch Replay" button shows the main TT interface as the ghost drives. That means you get to see the mushrooms, the time, the lap, the minimap, the splits, and if running a CTGP engine, a speedometer (or you could couple it with the classic speedometer). What makes this different from the live replay though, is that this isn't live, and the ghost is still a ghost and the "replay" music plays, etc., which some people may find more preferable. It also doesn't completely disable the game from being played normally.
It's coming soon as a feature of CTGP, since we're in the progress of making a rather fun update (stay tuned to the end of the video for a peek), but in the meantime, here's a code version of it!
A couple of bugs: - If you pause the replay during the countdown, lakitu will stop animating. He'll go away when the countdown ends, though. - If you pause the replay during a split flash, when you resume, the timer will read 00:00.000 for a few seconds. It will then go back to normal. - Apparently it doesn't work if you use it from the Mario Kart Channel. So you have to select the ghost from the single player menu instead.
So nothing really game-breaking.
So, enjoy the video, and look forwards to future MKW videos and the new CTGP update!
Music used during replays is Server Leader Battle from Digimon World 2003 (or Digimon World 3, the game has two names).The Legend of Zelda Twilight Princess HD Glitch - Lakebed Temple Boss Key SkipMrBean35000vr2016-03-03 | This strat allows you to skip the boss key in the Lakebed Temple and get to the boss room without opening the door. This is another glitch that existed in the original Twilight Princess and works in TP HD. This is the strategy that uses the staircase (not very well, I might add, I messed up the setup, but it worked out). I also buffered the backflips because I kept missing them.
Vine clipping I couldn't get to work. Again, could be just because I'm bad, but vine climbing HAS changed (now much faster than before) so it might not be possible. But this strat works absolutely fine. I was trying this for the best part of 40 minutes, hence my relief that it finally worked :P
And yes, I did catch the fairy in the bottle cause I'm a casual scrub.The Legend of Zelda Twilight Princess HD Glitch - Gale Boomerang Long Jump Attack (LJA)MrBean35000vr2016-03-03 | LJA is a glitch that exists in the original Twilight Princess that has carried over to Twilight Princess HD. It allows Link to jump massive distances when locked onto a target that is either higher than you or above a void. The gale boomerang being a convenient target that can be aimed and thrown out is very potent for this glitch.
It has many uses, I just demoed the two staircase jump that's used in most TP SD speedruns. And yes, the rest of the LJAs to get the Clawshot early work fine, too, but it took a while to get some of them, so I didn't feel like uploading a massive video filled with failures, seeing as this was a Twitch recording and thus I cannot edit it.
By the way, the chest contained the map.
For more info on the trick, see http://zeldaspeedruns.com/tp/tech/lon...The Legend of Zelda Twilight Princess HD Glitch - Lanayru Gate Clip! (Lake Hylia Early)MrBean35000vr2016-03-02 | I don't claim to be a master gate clipper, just a demonstration that the old gate clip to break into Lanayru twilight early works fine and acts the same as on original TP. As long as you have Epona and access to the south Hyrule Field, you can break into Lanayru and Lake Hylia.
Though there's no reason to go there early unless you can get the Master Sword, among other things. I tried EMS, but I couldn't get it. I don't know if it's patched or if I just suck, this is my first time attempting most of these glitches. Not knowing if they'll work or not is probably not to my advantage :P I've also tried clipping into the pillar to get into the Water Temple early, but I either keep getting stuck in the pillar or fail to get out of bounds. I do think that one will work, though, it looks like it will, I'm just not doing it right.
...I also wonder if I should play games like a normal person when I first get them. But... that'd be too simple, right?The videos that Nintendo dont want you to see! - MrBean35000vrs deleted video collectionMrBean35000vr2016-01-30 | Yeah, the Zelda videos were deleted too :P They'll be on Twitch soon enough. Every bit of Wii U modding is gone at this point. Though apparently you can watch some of the videos I don't have on Twitch yet on the Wayback Machine, which is actually amazing :P I didn't know they captured videos, too.
Read the description, please!
Below in this description are links to videos that belonged to me that... disappeared for various reasons. The videos that got deleted follow a bit of a trend and while the official reason for the videos being gone are Nintendo saying there are "copyright issues", one can't help but wonder if there's a bit of... censorship going on here. What do you think?
Anyway, since Twitch.tv's policies don't mind game mods (specifically they say that the only thing they care about is online cheating that disadvantages other players), I've reuploaded the videos via Twitch highlights. Look below for a list of what's there...
The following were deleted for being hack videos of MK8:
Mario Kart Wii - CTWW Races S2 Part 2 (commentated by Bean and Dave) (Custom Tracks Worldwide) Deleted because custom tracks aren't okay. http://www.twitch.tv/mrbean35000vr/v/38540286
Mario Kart Wii - CTWW Races Part 6 (commentated by Bean and Chadderz) (Custom Tracks Worldwide) Deleted because custom tracks aren't okay. http://www.twitch.tv/mrbean35000vr/v/38530546
My account's seen all sorts of fun issues, from strikes, to monetisation loss to videos being blocked across the world. Somehow I'm still here. Will it last, with this kind of thing happening? Time will tell, I guess.Mario Kart Wii - Boing, boing, boing...MrBean35000vr2015-10-03 | New green shell mechanics. Mario Kart Wii, may you never change.
Taken from my earlier live stream at http://www.twitch.tv/mrbean35000vrMKWii - CTGP Revolution v1.03.1000 update is out now!MrBean35000vr2015-05-18 | CTGP Revolution v1.03.1000, an update to one of Mario Kart Wii's largest custom track packs, is now out!
Possible to install via CTGP-R Channel's auto updater, but I recommend getting it from here instead:
Extract the files over the top of your old ones and boot the CTGP-R Channel for almost instant updates. (If you get a pack corrupted error, delete "jelly.bin" from ctgpr folder). If you are a newcomer who hasn't played CTGP-R before, please see the installation guide at http://www.chadsoft.co.uk/install-guide :)
Like many updates, we may have some teething problems with buggy tracks, but they will be updated as soon as problems are found.
Track replacement list:
01 - Beach Gardens - Canyon Run 02 - Underground Sky - GBA Cheese Land 03 - SM64 Whomp's Fortress - Toad Raceway 04 - Molten Mountainway - River of Dreams 05 - Chomp Canyon - Candy Mountains 06 - Bowser's Fortress - Alpine Skyway 07 - Sky Courtyard - Rosalina's Starlight Coaster 08 - SM64 Castle Grounds - Bayside Boulevard 09 - Deathpike - Blackrose Castle 10 - Mountain Path - Desert Fort 11 - Temple Bay - Windmill Village 12 - Nightmare to Dream World - Skyline Avenue 13 - Magma Island - GBA Sunset Wilds 14 - Tree Circuit - GBA Lakeside Park 15 - Sacred Woods - Crossingville 16 - Land of Purple Slaughter - Daisy Gardens 17 - Bowser's Lava Road - GBA Riverside Park 18 - Fireway - Nostalgic Bowser's Castle 19 - Headlong Skyway - Shining Town 20 - SNES Rainbow Road 3 - Winter Paradise 21 - Beagle Plains - Twin Peaks 22 - Icy Mountains - Autumn Leavesway 23 - Desert Strip - Infernal Pipeyard 24 - N64 Rainbow Road Lunar - Disco Fever 25 - Stronghold Castle - Cookie Village 26 - Volcano Beach 3 - Autumn Forest 27 - Lavaflow Volcano - Melting Magma Melee 28 - Thwomp Cave - River Bridge 29 - Abe Abbott Raceway - Volcano Canyon 30 - NISWOE Desert - Desert Castle Raceway 31 - Land of the Apes - Item Fireland 32 - Sunset Desert - Jungle Cliff 33 - Volcanic Skyway 3 - Hillside Circuit 34 - DK Jungle Tour - Wolf Castlegrounds 35 - Daisy's Palace - Undiscovered Offlimit 36 - Jungle Island - Hell Pyramid 37 - SNES Bowser Castle 3 - Spike Desert 38 - Icy Vulcan Valley - Fire Palace 39 - Rocky Cliff - Castle of Darkness 40 - Desert Night Sky - Bowser's Fiery Fortress 41 - Punch City - Desert Raceway 42 - DS Nokonoko - Nivurbia 43 - DS Tick Tock - Comet Starway 44 - Bouncy Farm - Citro's Wedding Altar 45 - Petite Park - Magnetic City 46 - DKR Haunted Woods - Lost Fortress 47 - Water Tower - SNES Donut Plains 3 48 - Digitally Enhanced - Celestial Ruins 49 - Rainbow Dash Road - Cyberstate 50 - Love Circuit - Horror Mansion
Quick guide to Ignorance is Bliss anti-cheat:
It's a system designed to protect you from hackers. It currently only looks for item cheats, and may not find everything.
If the system finds a suspicious player, it will alter the clock milliseconds in the following way:
First two digits = Player ID (based on position on VR screen). Final digit: Cheat reason.
Cheat reasons:
1 - Unexpected tail based on box. 2 - Impossible finish time. 3 - Glitcher (often gives false positives on live views) 4 - Delimiter codes 5 - Item cheats (Currently can give false positives in HIGH detection mode due to an unexpected edge case. Fixing soon!) 6 - Dangerous item cheats 7 - Item registered held, but not obtained from box 8 - Item registered held, but source is dubious
Do not believe any readings from a live view. It's also slow to react to account for lag, so some hacked items will get through. It has also been proven that extreme lag, such as what happens to the host of a room when too many people join too quickly, can be falsely identified as item or tail hacks (1 or 5) if it lasts too long.
First and foremost, on the 20th May 2015 starting at 11:00AM BST and running till late at night, a live stream will be ongoing at http://www.twitch.tv/mrbean35000vr in honour of 1 year of Wiimmfi, and 1 year of Nintendo WFC shutdown. The stream will feature Mario Kart Wii and other WFC gameplay all day. With any luck SwordofSeals will be attending the event, and it should be a good time! Reckon we can hit Wiimmfi's maximum online limit of 400 players at once?
Second of all, a major CTGP Revolution update, v1.03.1000 will be launching soon, before the live stream on the 20th, featuring many new tracks, some track removals, updates to the updater itself to allow easier adding of more tracks, and potentially the in-development anti-cheat system, to combat Worldwide hackers.
Stay tuned for more! More videos will be uploaded as things develop.[MKWii] One blue shell, two blue shell, three blue shell NOPEMrBean35000vr2015-03-31 | A blue shell vanishes in a Countdown race, and I still can't explain why.
...And yes, I did stream my startup.
Footage is from one of my Twitch live streams! Race played, naturally, on the Wiimmfi custom server. Still streaming Mario Kart Wii regularly. Check it out here, I'm live quite a few nights! http://www.twitch.tv/mrbean35000vrNew Super Mario Bros. Wii - Online Multiplayer with Chadderz and Twister! (England to Germany!)MrBean35000vr2015-01-09 | Largely uncut to give a good idea of just what the connection and load times are like. This game was played between England and Germany using the upcoming online multiplayer mod that me and Chadderz have been developing of recent! The game lasted just under 80 minutes before a desync in World 5-4 caused the game to lock up. The footage shown here is all of the time the game was synchronised. Honestly, I'm impressed by the performance!
You can see the progress we've made from the previous upload in this video. For instance, shake and tilt are now perfectly fine and working. Stars no longer cause problems, and dancing enemies are not going to cause issues either. We're definitely making steps in the right direction!
In this video, which is a recording of a live stream we did several days back, Chadderz played Mario, and Twister played as Luigi. Huge thanks to Twister for helping out with the tests!
Twister was playing with high input delay, since at the time of testing, we hadn't resolved that problem yet. Hence he found it harder to control the game. The framerate, on the other hand, was exceptionally smooth, and didn't drop much at all. Hopefully this video should be good enough to show the smoothness of gameplay across the two countries! When the input lag is solved, which should not take long, this will be really good.
For those who haven't been keeping up with our uploads recently, yes, we are implementing online multiplayer into New Super Mario Bros. Wii (and any other game that will take it). See youtube.com/watch?v=b5g2TGcr5_o for the original demonstration! We are using real Wii consoles to do it, there are no emulators involved. A tricky project, but a rewarding one. It's been exceptionally satisfying to see the results so far.
There is no official release of this mod yet, but the source code is available here. github.com/MrBean35000vr/netslug-wii Those tech savvy enough are welcome to compile it and give it a go. We only support 2 players at present, and the lag for player 2 is quite high, but the foundations are present and things are working well.
I hope everyone's looking forward to this mod's progress! I know I sure am. The next step is fixing the guest input lag and supporting more than two players!
And to reiterate a point, no, we have not forgotten our other mods. And no, I will not reply to comments about the other mods on here either :P