yeah, I am a bit late to the WIi Mini Bluebomb exploit party, hahaha
After a few hours of searching for a MicroSD card that I could wipe clean just to try this, I wasted a few more in trying to get it working on a Raspberry Pi Zero W! The damned thing just did not want to connect to my WiFi or show up as a USB ethernet gadget!! Eventually I moved on to a Raspberry Pi 3 and that one at least showed up in my network! After enabling SSH I could finally start following the instruction for this exploit, which are not yet noob friendly but it is mentioned on the wii hacks guide though. That's actually where I saw the Wii Mini even HAD an exploit at all!! I did know people were talking about a possible method over bluetooth but I got a bit distracted with other things lately! 
Ofcourse my main goal for a modded Wii Mini is to install the homebrew channel...and directly after that Batterycheck ofcourse!!!!
And that is just what I did and it works great!!! After that I tried to find some more information about what to do next. I did not dare to install BootMii yet as an IOS since the reset button is not reachable. I tried finding a schematic or table about what all the test point's on the back are fore...or if the required pcb trace are even available. No luck yet, but did not really try it that hard yet.
The last few weeks I have been fighting with the sprite masks and it took me a while to figure out how the bitmask was stored! It's a little complex to explain but in simple terms each sprite can be an unalignd size of pixels high and/or width. Each bit is held in a byte and so 8 pixels per byte. So for a 16x16 pixel sprite it would be really simple 2x2 bytes, but if it would get to 17x16 things get a bit more complex!!! Pixel 17 would be still comming after 16 but pixel 1 of the second row would be right next to 17!!!! The short story is that each row got shifted a number of pixels and my spritemasks looked like
!!!
When I had figured this out it took me a while to write a function that could handle and compensate for this. It's not perfect....but it works! And then I got a little busy with other things,...again
No idea when part 2 of my multipart adventure to fix the collisions is going to be ready but it might be a few weeks....but also just a few days 
Ofcourse my main goal for a modded Wii Mini is to install the homebrew channel...and directly after that Batterycheck ofcourse!!!!

And that is just what I did and it works great!!! After that I tried to find some more information about what to do next. I did not dare to install BootMii yet as an IOS since the reset button is not reachable. I tried finding a schematic or table about what all the test point's on the back are fore...or if the required pcb trace are even available. No luck yet, but did not really try it that hard yet.The last few weeks I have been fighting with the sprite masks and it took me a while to figure out how the bitmask was stored! It's a little complex to explain but in simple terms each sprite can be an unalignd size of pixels high and/or width. Each bit is held in a byte and so 8 pixels per byte. So for a 16x16 pixel sprite it would be really simple 2x2 bytes, but if it would get to 17x16 things get a bit more complex!!! Pixel 17 would be still comming after 16 but pixel 1 of the second row would be right next to 17!!!! The short story is that each row got shifted a number of pixels and my spritemasks looked like
When I had figured this out it took me a while to write a function that could handle and compensate for this. It's not perfect....but it works! And then I got a little busy with other things,...again
