Hey guys... Im sure you all know the Polaris server (altwfc) has been down for weeks. It seems that the building that houses their server was flooded and who knows when or if it will ever be up.
Wiimmfi is generating the 92070 code or similar for all TvC players. I assume this is a ban code from switching between Polaris and Wiimm (you have to reset your id each time to access both servers, or get code 6000). This was a problem because Polaris supported Riivolution (some players would not install homebrew), and only Wiimm supported PAL (yo i need to play my homie in Croatia). Since Wiimm has auto ban codes, one of which will ban you for having a different id each time, I'm assuming anyone who switched between the two servers eventually got the Wiimm ban code.
I contacted Wiimm directly but got no response (Im sure TvC is at the bottom of their priority list). So I spoke with SMT-DDR, the programmer who assisted Polaris in getting TvC working on his server. SMT had the necessary logs that no one else had from when the official servers were still up. SMT agreed w/ me that we should not be at the mercy of other servers with no particular care for our game. Thus was born the SMT-ALTWFC TvC server...
I've seen a few posts desiring to build your own servers. While I do not support 1,000 private servers, I do support a dedicated server for each game, administered by responsive hosts who truely care about their particular game. What we have now is Wiimm playing catchup on a workload that used to have an entire team of Nintendo monkeys working round the clock (actually I cant prove that they were monkeys, but i suspect).
So what does it take to make your own server? First, and most important, "dumps", also known as traffic logs from when the original servers were up. They are used to see how the network ran, how consoles talked to each other, and how matches are made. Without dumps from the original servers, making a server for your game would be close to impossible. With dumps in hand from the original servers, you can use "altwfc" open source as a base for your server code. Then you will have to fine tune your server by saving more dumps as you test your server, review the logs, and make necessary changes. If you are not a programmer you will have to find a friend or hire a monkey; good luck learning code in the next year or two.
Fortunately dumps were taken (dont even say it...lol) for most of the games we want online. So you have to get these logs and apply them to altwfc, which is open source. Thats what we did.
https://github.com/polaris-/dwc_network_server_emulator
So, having said all that, our Tatsunoko vs Capcom server is dedicated, no other games are on it. It is hosted on a very fast cloud server that will rarely if ever go down. Free battle works, we just got ranking working, and next SMT will try to get friends and rivals going. Included in the how to vid is "How to install Riivolution on Wii using letterbomb exploit". I couldnt find a vid on that, and its part of the setup. Hadoken!
http://tatvscapxonline.wordpress.com/
Wiimmfi is generating the 92070 code or similar for all TvC players. I assume this is a ban code from switching between Polaris and Wiimm (you have to reset your id each time to access both servers, or get code 6000). This was a problem because Polaris supported Riivolution (some players would not install homebrew), and only Wiimm supported PAL (yo i need to play my homie in Croatia). Since Wiimm has auto ban codes, one of which will ban you for having a different id each time, I'm assuming anyone who switched between the two servers eventually got the Wiimm ban code.
I contacted Wiimm directly but got no response (Im sure TvC is at the bottom of their priority list). So I spoke with SMT-DDR, the programmer who assisted Polaris in getting TvC working on his server. SMT had the necessary logs that no one else had from when the official servers were still up. SMT agreed w/ me that we should not be at the mercy of other servers with no particular care for our game. Thus was born the SMT-ALTWFC TvC server...
I've seen a few posts desiring to build your own servers. While I do not support 1,000 private servers, I do support a dedicated server for each game, administered by responsive hosts who truely care about their particular game. What we have now is Wiimm playing catchup on a workload that used to have an entire team of Nintendo monkeys working round the clock (actually I cant prove that they were monkeys, but i suspect).
So what does it take to make your own server? First, and most important, "dumps", also known as traffic logs from when the original servers were up. They are used to see how the network ran, how consoles talked to each other, and how matches are made. Without dumps from the original servers, making a server for your game would be close to impossible. With dumps in hand from the original servers, you can use "altwfc" open source as a base for your server code. Then you will have to fine tune your server by saving more dumps as you test your server, review the logs, and make necessary changes. If you are not a programmer you will have to find a friend or hire a monkey; good luck learning code in the next year or two.
Fortunately dumps were taken (dont even say it...lol) for most of the games we want online. So you have to get these logs and apply them to altwfc, which is open source. Thats what we did.
https://github.com/polaris-/dwc_network_server_emulator
So, having said all that, our Tatsunoko vs Capcom server is dedicated, no other games are on it. It is hosted on a very fast cloud server that will rarely if ever go down. Free battle works, we just got ranking working, and next SMT will try to get friends and rivals going. Included in the how to vid is "How to install Riivolution on Wii using letterbomb exploit". I couldnt find a vid on that, and its part of the setup. Hadoken!
http://tatvscapxonline.wordpress.com/