Tutorial  Updated

Virtual Console - Adobe Flash SWF - Wii VC Injection Tutorial

Hello, community.
I'd like to share us my Wii VC injection tutorial for Adobe Flash SWF (ActionScript 2.0 / AS2) games.

cjTj4PY.png


hWFygsX.png


1grHDnE.png


If you like Adobe Flash SWF games like Neave PAC-MAN, Miniclip SnowLine, Tetris N-Blox or others for those game systems, and you want to see in action as Wii VC games, this is the tutorial for you.

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WARNING WARNING WARNING!!!!!!!!!!!!!!!!
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Unproperly following these instructions and/or unproperly packing the 00000000.app file CAN HARD-BRICK YOUR Wii!!!!!! DO NOT ATTEMPT TO CREATE CUSTOM Wii VC WADS unless you know what are you doing!!!!!! It's highly recommendable that you have installed in your Wii any brick protection such as BootMii as boot2, or Priiloader!

Here are the steps to inject your game!

NOTES:
  • This tutorial IS NOT FAKE! IT IS NOT AN APRIL FOOLS' JOKE! I'TS REAL. If you don't trust me, the user Larsen Vallecillo (@Larsenv) is the first person on have a proof of the WiiWare WAD "Back to Nature" (a failed WiiWare game) is a 100% entire-programmed Adobe Flash game. The hidden SWF file is in the 00000002.app file, in the "content" folder, here's the menu.swf file that is a proof of the game was programmed in Flash.
  • The injection tutorial for Adobe Flash SWF games only works when you inject SWF games that are programmed in ActionScript 2.0 (AS2) (for example, SnowLine from Miniclip, PAC-MAN from Neave, Tetris N-Blox and others), NOT IN ACTIONSCRIPT 3.0 (AS3). If you try to inject a Flash game that was programmed in ActionScript 3.0 (AS3), the injected WAD will hang and this will softlock your Wii. If this occurs, the unique thing you can do is rebooting your Wii.

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  • First, get the SWF file of the Adobe Flash game you want to inject.
  • Second, get the base WADs for inject Flash games that can be found in the website MarioCube, on the folder WAD > Flash Injects > Flash > Base. Get the USA WAD if you want to use in a USA Wii (NTSC-U) or the Europe WAD if you want to use it in a European Wii (PAL).
  • Then download the tools here: https://gbatemp.net/download/all-in-one-wii-vc-injecting-tools-by-saulfabreg.35917/
  • Uncompress the ZIP file.
-------------------

FIRST STEP - TAKING A SNAPSHOT OF YOUR GAME

  1. In the “Control Panel”, open “Folder Options” and click on “View”. Make sure “Hide extensions for known file types” is UNTICKED!
  2. Get your Flash game. The game must be in *.swf. Open it in an Adobe Flash Player projector. (Get the projector here: https://www.adobe.com/support/flashplayer/debug_downloads.html)
  3. Take a snapshot of your game. Use Snipping Tool to do it.
  4. Click in 'New' and use the mouse to take it.
  5. Save the snapshot in a folder with the name of the game.
SECOND STEP - EDITING THE VCPic.tpl, IconVCPic.tpl AND banner.brlyt FILES
  1. Now open the CustomizeMii v3.11 folder
  2. Run CustomizeMii.exe as administrator
  3. In Source Wad, select the Flash base WAD you want to edit
  4. Click in the 'Title' tab, and delete the translations.
  5. Click in the 'Options' tab, and modify the game ID.
  6. Click in the 'Banner' tab, and select the 'VCPic.tpl' file.
  7. Click in the 'Preview' button
  8. In 'Banner', select again 'VCPic.tpl'
  9. Click in 'Replace', and select 'RGBA8'
  10. Select the screen capture file of your game that you maked in Snipping Tool
  11. Now, in 'Icon', select 'IconVCPic.tpl'
  12. Click again in 'Replace', and select 'RGBA8'
  13. Select the screen capture file of your game again that you maked in Snipping Tool
  14. Close the Preview window
  15. Go to the 'Layout' tab
  16. In 'Banner', select the 'banner.brlyt' file and extract it
  17. Save in the Wii VC Injecting Tools folder
  18. Now open the 'HowardC_Tools' folder
  19. Open the 'VCbrlyt9.0' folder
  20. Run vcbrlyt.exe as administrator
  21. Click in the '...' button to localize the banner.brlyt file
  22. Select the 'banner.brlyt' file that you extracted
  23. Edit the banner.brlyt file as shown:
  • Name: [Game Name]
  • Year: [year that was released the game]
  • Players: [# of allowed players], NO DASHES!!!! (Ex., write '2' for '1-2')
  • Then follow the following steps:
  1. Click in 'Save Changes'
  2. Close the VC brlyt Editor
  3. In CustomizeMii, select again the 'banner.brlyt' file and click in 'Replace'
  4. Select the 'banner.brlyt' file that you edited
  5. Now click in 'Create WAD'
  6. If the 'You changed the brlyt file, but you didn't change the brlan file. Are you sure this is correct?' window shown, select 'Yes' or 'OK'
  7. Save the WAD as '[game_name]_TEST.wad' Example: 'Snowline_TEST.wad'
  8. Close CustomizeMii
THIRD STEP - UNPACKING THE EDITED WAD

  1. Now copy and paste the WAD in the 'WADpack_WADunpack' folder
  2. Rename the WAD file as 'in.wad'
  3. Use 'WAD Unpacker.bat'
  4. Click in the randomed-name folder. Here's the files that joins the WAD.

FOURTH STEP - UNPACKING THE 00000002.app FILE

  1. Now go to the 'u8tool10.1' folder and run U8Tool.exe as administrator
  2. In 'Archive File', click in '...' button to localize the file
  3. Select the '00000002.app' file in the randomed-name folder
  4. Then click in 'Extract'
  5. Minimize the U8 Tool
FIFTH STEP - INJECTING THE FLASH SWF FILE AND MODIFYING THE CONFIG FILES

  1. Open the VC Injecting Tools folder and the '00000002_app_OUT' folder
  2. Now open the 'content' folder
  3. Also open the folder where is the SWF file of the game you want to inject.
  4. instru_swf1.PNG

  5. Make a copy of the SWF game.
  6. instru_swf2.PNG

  7. instru_swf3.PNG

  8. instru_swf4.PNG

  9. Rename the copy of the SWF file you want to inject as the file name of the WAD's SWF file
    Example: If the WAD's SWF file name is 'menu.swf', then rename your SWF you want to inject first as 'menu.swf'. REMEMBER: If warning message that the file can be unusable, accept and continue by choosing 'Yes' or 'OK'.
  10. instru_swf5.PNG
  11. instru_swf6.PNG
  12. Then follow the following steps:
  13. Now copy your renamed SWF file to the '/.../00000002_app_OUT/content/' replacing the old SWF file
  14. instru_swf7.PNG

  15. instru_swf8.PNG

  16. instru_swf9.PNG

  17. instru_swf10.PNG

  18. OK! You replaced the old SWF file with your SWF file you want to inject!
  19. Now it's time to map the keys for be usable in the WAD and for be playable in the Wii.
  20. Go to the '00000002_app_OUT' folder and then in the 'config' folder
If you want to mod the config.common.pcf file, then do the OPTIONAL STEP and, once you finished modding the config.common.pcf file, then go to INSTRUCTIONS FOR KEYMAPPING. If you don't want, then just follow the instructions on INSTRUCTIONS FOR KEYMAPPING.

OPTIONAL STEP:
  1. Open the config.common.pcf with your preferred text editor (I recommend Notepad). You can make some fun changes to this, but the base WAD has all the preferred settings.
  2. Settings: (thanks to @Larsenv and dhtdht020 for giving us these info)
  • mouse - should be "on" if you want to use the Wii Remote cursor as a mouse, else "off"
  • midi - enables use for a soundfont in DLS format. Haven’t tested this, but if you want to play with it, set it to "on". Else, set it to "off".
  • dls_file - uncomment this line to use it (remove the "#" at the start of the line). Set it to a path to the DLS file you want to use.
  • shared_object_capability - determines whether or not to make a save file, haven’t done testing with it. In most cases, should be "off".
  • vff_cache_size - if you plan to make a save file, you can change the number of kilobytes. Default is "96".
  • strap_reminder - should be "none". Set to "normal" if you want to enable the wrist strap reminder, or "no_ex" if you want to remove the transitioning image on the strap screen about using an extension controller.
  • supported_devices - should be "core, freestyle, classic". Not sure how this works, but it seems to enable or disable controllers. Other types of comma-separated controllers that this can be set to are "balance_checker", "codetrain", "guitar", and "future".
  • hbm_no_save - should be "off". This option probably enables the “Anything not saved will be lost” message when you access the Wii Menu or Reset button on the HOME Menu.
  • quality - should be "high", but can also be "low" or "medium" if you want to use those qualities for some reason.
  • qwerty_keyboard - should be "on" if you want to use the keyboard, else "off"
  1. When you had finished editing the config.common.pcf, save the changes.
  2. Then go to the following instructions for keymapping:
INSTRUCTIONS FOR KEYMAPPING:
  1. In the '.../00000002_app_OUT'/config/ folder, go to the US folder
  2. Then open the 'keymap.ini' file in Notepad.
  3. You will see the keymapping for the game.
Now I'm showing you the listing for keymapping the keyboard and Wii buttons: (thanks to @SuperrSonic for giving me this info)

KEYBOARD:
  • KEY_LEFT
  • KEY_RIGHT
  • KEY_HOME
  • KEY_END
  • KEY_INSERT
  • KEY_DELETE
  • KEY_BACKSPACE
  • KEY_SELECT
  • KEY_UP
  • KEY_DOWN
  • KEY_PAGEUP
  • KEY_PAGEDOWN
  • KEY_FORWARD
  • KEY_BACKWARD
  • KEY_ESCAPE
  • KEY_ENTER
  • KEY_TAB
  • KEY_CAPS
  • KEY_SHIFT
  • KEY_CTRL
  • For program letter keys for use in Wii WAD iNJECTS for Flash, including the SPACE button and letters A, S, D, W, etc., go to http://people.uncw.edu/tompkinsj/112/flashactionscript/keycodes.htm for a complete list of codes in AS2 for codes for each key.
Wii BUTTONS:
  • KEY_BUTTON_LEFT
  • KEY_BUTTON_RIGHT
  • KEY_BUTTON_DOWN
  • KEY_BUTTON_UP
  • KEY_BUTTON_A
  • KEY_BUTTON_B
  • KEY_BUTTON_HOME
  • KEY_BUTTON_PLUS
  • KEY_BUTTON_MINUS
  • KEY_BUTTON_1
  • KEY_BUTTON_2
  • KEY_BUTTON_Z
  • KEY_BUTTON_C
  • KEY_CL_BUTTON_UP
  • KEY_CL_BUTTON_LEFT
  • KEY_CL_TRIGGER_ZR
  • KEY_CL_BUTTON_X
  • KEY_CL_BUTTON_A
  • KEY_CL_BUTTON_Y
  • KEY_CL_BUTTON_B
  • KEY_CL_TRIGGER_ZL
  • KEY_CL_RESERVED
  • KEY_CL_TRIGGER_R
  • KEY_CL_BUTTON_PLUS
  • KEY_CL_BUTTON_HOME
  • KEY_CL_BUTTON_MINUS
  • KEY_CL_TRIGGER_L
  • KEY_CL_BUTTON_DOWN
  • KEY_CL_BUTTON_RIGHT
Example: If you map KEY_BUTTON_2 to KEY_BACKSPACE and rotate the arrow keys you should get a playable game.
Map the keys of the game with the buttons you want to use on Wii.

EXAMPLE OF KEYMAPPING WITH SIMPLE KEYMAPPING CODES:

50174090601_4e4d04a5d5_z.jpg


Each mapping for the keyboard keys MUST be in the same place and they MUST be aligned vertically, otherwise it doesn't work.
Remember after you finished the keymapping coding, you must leave a space below the code, otherwise it won't work.

50174348022_bf1b90f90e_z.jpg


Once you have programmed the keymapping, save the changes made to keymap.ini.

EXAMPLES OF KEYMAPPING WITH SIMPLE KEYMAPPING CODES AND ActionScript KEY CODES:

Example # 1: This example shows how I've coded the keymapping for game "Rabid Snail" by XYZ.JOHN.COM.UA (now dead).

50173589248_c6b8bc5e90.jpg


Example # 2: This example shows how I've coded the keymapping for game "Tetris N-Blox" by Paul Neave and distributed by Tetris Holdings, LLC.

50174134436_fc72dd7090.jpg


Each mapping for the keyboard keys MUST be in the same place and they MUST be aligned vertically, otherwise it doesn't work.
Remember after you finished the keymapping coding, you must leave a space below the code, otherwise it won't work.

50174348022_bf1b90f90e_z.jpg


Once you have programmed the keymapping, save the changes made to keymap.ini.

  1. Once you have edited the keymap.ini file, you MUST apply the same keymapping to all regions. For this, copy the keymap.ini file from 'US' folder
  2. Then paste the keymap.ini file you edited to the following folders, replacing the old keymap.ini file:
  • .../00000002_app_OUT/config/US/
  • .../00000002_app_OUT/config/EU/
  • .../00000002_app_OUT/config/JP/
  1. Once you have copied your keymapping to these folders, now you're able to pack the 2.app file.
SIXTH STEP - PACKING THE 00000002.app FILE
  1. Open again the minimized U8 Tool
  2. In 'Archive File', click in '...' button to localize the file
  3. Select the '00000002.app' file in the randomed-name folder
  4. Then click in 'Pack'
  5. Close the U8 Tool
SEVENTH STEP - PACKING THE INJECTED WAD

  1. Go to the randomed-name folder
  2. Copy all the files (not the folders, just the files) that are:
  • - The .app files
  • - The .tik file
  • - The .tmd file
  • - The .cert file
  • - The .trailer file
  • Then follow the following steps:
  1. Paste all the files in the 'WADpack_WADunpack' folder
  2. And use 'WAD Packer.bat'
  3. This make a out.wad file
EIGHTH STEP - USING WADder TO EDIT THE PACKED WAD

  1. Go to the 'WADder_Editor' folder
  2. Run wadder.exe as administrator
  3. In 'WAD to Edit', click in 'Browse'
  4. Select the 'out.wad' file that is in the 'WADpack_WADunpack' folder
  5. Click in the 'Title' tab
  6. In 'All Languages', enter the name of the game
  7. Click in the 'Create WAD!' button
  8. In the 'Banner' tab, select the 'VCPic.tpl' file
  9. Click in 'Preview'
  10. Now click in 'Replace'
  11. Select the screen capture that you made in Snipping Tool
  12. Click again in 'Preview'
  13. Click in the 'Icon' tab
  14. In the 'Icon' tab, select the 'IconVCPic.tpl' file
  15. Click in 'Preview'
  16. Now click in 'Replace'
  17. Select the screen capture that you made in Snipping Tool
  18. Click again in 'Preview'
  19. Then click in 'Continue'
  20. Save your WAD as [game_name].wad Example: SnowLine_Flash.wad
  21. OK! Now you injected your game as Wii Virtual Console game, ready to install and use!
INSTALLING YOUR INJECTED WAD:

Remember, you must have installed any brick protection such as BootMii as boot2, or Priiloader BEFORE INSTALLING ANY WAD!!!!!!! For install WADs, you must have the Homebrew Channel installed on your Wii and one of the following homebrew apps:
  • Wii Mod Lite (released by RiiConnect24 bashed on jskyboo's WiiMod)
  • Multi-Mod Manager (released by Wiiwu)
  • YAWMM (Yet Another Wad Manager Mod) (released by Leathl, WiiShizzza and Cwstjdenobs)
  • WAD Manager (released by Waninkoko)
  • Pimp my Wii (released by Attila and distributed by wii-info.fr)
Enjoy injecting your ADOBE FLASH games for Wii VC, and have fun!!! Enjoy!!! :) :yaywii:
saulfabreg
 
Last edited by SaulFabre,

Markanime

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Hi ! I have two questions:

1- to avoid Bricks, is it possible to build it as an ELF/DOL app to run it via Homebrew Channel ?

2 -About Keymapping, is it possible to map the wiimote's rotation ?

thank you in advance :-)
 
Last edited by Markanime,
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SaulFabre

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Hi ! I have two questions:

1- to avoid Bricks, is it possible to build it as an ELF/DOL app to run it via Homebrew Channel ?

2 -About Keymapping, is it possible to map the wiimote's rotation ?

thank you in advance :-)
ANSWERS:

1- You can't. You have to make the WAD, but if you don't know about 00000000.app (banner/icon) editing, then don't do that stuff.

2- For keymapping, it depends of the buttons assigned to use keys. See the INSTRUCTIONS FOR KEYMAPPING section in my tutorial.

For example:

This example keymapping code allows me to use Wiimote only in horizontal:

KEY_BUTTON_LEFT KEY_UP
KEY_BUTTON_RIGHT KEY_DOWN
KEY_BUTTON_DOWN KEY_LEFT
KEY_BUTTON_UP KEY_RIGHT

This another example keymapping code allows me to use Wiimote only in vertical:

KEY_BUTTON_LEFT KEY_LEFT
KEY_BUTTON_RIGHT KEY_RIGHT
KEY_BUTTON_DOWN KEY_DOWN
KEY_BUTTON_UP KEY_UP

Greetings
 
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TG4K

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due to huge improvements not supported by the Wii.
well, theoretically you could emulate the functions in a waay that, while it may run slower, will at least work. what problematic changes are currently blockading as3 support?
 

MisterAK2006

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Even though this thread is basically dead, I'm having troubles with the vcbrlyt application. It appears that it shows run time error 13 when modifying the base inject's banner.brlyt. Is there something I'm doing wrong?
 
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SaulFabre

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Does this work with multi-SWF games?
Yes, it works with multi-SWF games (such the case of Shadow the Hedgehog Flash that @SuperrSonic modified time ago for run on Wii).

Just rename the SWF file which loads the other SWF files (for example, pjnns_shadow_loader.swf) to menu.swf, the other SWF files must be untouched.
 

jeffyTheHomebrewer

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Yes, it works with multi-SWF games (such the case of Shadow the Hedgehog Flash that @SuperrSonic modified time ago for run on Wii).

Just rename the SWF file which loads the other SWF files (for example, pjnns_shadow_loader.swf) to menu.swf, the other SWF files must be untouched.
Oh crap, really? So I could take something like YDKJ Flash (old web game of YDKJ, used to be on their site back in '07/'08) and just rename the main SWF to menu.swf? What if (like in this case) the other SWFs are in folders near menu.swf?
 
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SaulFabre

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Oh crap, really? So I could take something like YDKJ Flash (old web game of YDKJ, used to be on their site back in '07/'08) and just rename the main SWF to menu.swf? What if (like in this case) the other SWFs are in folders near menu.swf?
try coping all the content of the SWF (including the folders) and just rename the loader as menu.swf
Don't touch any SWF nor folder.
 
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