Homebrew Youtube Channel for Wii (Fixing the SWF)

Gamer7272828

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Honestly, this is a great idea. Now the “YouTube” channel that is hanging around on my Wii menu will get some use.
How They Haven't Even Patched The Channel Yet
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Honestly, this is a great idea. Now the “YouTube” channel that is hanging around on my Wii menu will get some use.
How They Haven't Even Patched The Channel Yet
 
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Not sure if this is the old thread or what, but I have an idea. And yes, it is probably going to be one that sounded better in my head.
Would it be possible to make a lite version of YouTube that runs on the Wii (website), then it fetches data (search results, video and audio data, etc etc) from that website, and plays on the Wii? When this idea came into my mind, the first thing that came into my brain was this website: https://youtube-lite.js.org/#/
Somehow to use that or something like that or..?
Very, very big problem here.
There's no algoritm, or most of the Youtube features. We want those... right?
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How's progress? :creep:
Not great, got a bit sidetracked..
Browser.
Also something else I'm working on in private.
Post automatically merged:

Are they ever going to update it?
Got sidetracked. Sorry.
Post automatically merged:

I might have them on my wii, I could upload them??
As I said in a previous post, i mentioned that you cannot make a website by dumping files from the channel. it has to be in a specific web server.
 
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Wish13

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Very, very big problem here.
There's no algoritm, or most of the Youtube features. We want those... right?
Post automatically merged:


Not great, got a bit sidetracked..
Browser.
Also something else I'm working on in private.
Post automatically merged:


Got sidetracked. Sorry.
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As I said in a previous post, i mentioned that you cannot make a website by dumping files from the channel. it has to be in a specific web server.
great job on making an update!
 
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TheOutGuy_2012

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I might have them on my wii, I could upload them??
Well it would help archive versions of the YouTube Wii channel but theirs already so many archives online! Im not saying not to and it would help with a direct link too.
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I know you haven't responded to this thread in months but..
How did you inject it? Someone in the thread might get it right.
ayo, I've been looking at this thread every month or so and reading, but that I think if you want to get help try to ask riiconnect24 they have been doing it since 2015!! go ask them personally I think their the pro's!
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I just had a thought, what if we took the files from the xbox 360 or ps3 version of YouTube and put it on the Wii or a version from the fire sticks or Roku sticks its not the same yet it supports 480p I might be stupid enough to think this works yet it might!
I don't know though, and plus the website isn't going down for a bit.
 
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ayo, I've been looking at this thread every month or so and reading, but that I think if you want to get help try to ask riiconnect24 they have been doing it since 2015!! go ask them personally I think their the pro's!
They are the type of people to say no.
Also 1 thing but the PS3 and Xbox 360 load the latest version of YouTube as they have the latest browsers. The Wii, however, does not.
 
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TheOutGuy_2012

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use CustomizeMii and extract the was into various .app files, then unpack the .app file with the Adobe Flash file in it, then edit the Flash file, then repack the .app, then repack the .wad

Try this with any wad and CustomizeMii don't know how to edit wads, it's the Flash file. You need to use a Flash decompiler so you can see the code, then reverse engineer the code and build a server for it. that's what NewGBAXL said when I asked him.
 

olokos

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So reverse engineering the swf and learning how it works is already very difficult, but adding any additional code (not just modifying the existing code) requires outrageous amounts of time and knowledge to pull it off.

I'm no expert on this, but I've got a suggestion, that seems to be more realistic, than injecting code into swf to run html5 or making some YouTube mirror server, which nobody would want to pay for.

YouTube API usually, if not always, requires providing Youtube API keys, that everybody would have to create themselves and add their own key to the app.

There's already an amazing application called youtube-dl, which allows for command line use of API, without all the hassle and trouble. It allows everybody to make use of youtube API, without having to learn the api and re-engineer the wheel from nothing, which I think some of You might have tried already.

To make it even better, there's a fork which is updated more often and usually works better, called yt-dlp:

(Can't post links until 5 posts)
github yt-dlp/yt-dlp

I think using yt-dlp as the backend and writing a new wii channel app for watching YouTube on wii is far more realistic to actually happen.

It requires absolutely no reverse engineering to pull this off with yt-dlp.

If the goal is to bring back the ORIGINAL youtube channel, then I'd suggest to reuse the old wii youtube assets and write the layout code to be the same as the original.

I really hope this helps somebody, I personally have no idea how to write anything for the Wii.

I know that writing a new youtube app from scratch should be very doable with yt-dlp.

Making the swf work with modern youtube by creating a webserver imitating the original or injecting swf code with youtube API calls, if not outright impossible, then it's at least 10-100 times harder to do than just writing an alternative based on yt-dlp. If we find that special somebody with godlike reverse engineering skills, it would still take 100x+ more time, reversing and injecting code into reversed app, instead of writing one from scratch, which still isn't a walk in a park, but doesn't require such outrageous amounts of time as reversing and getting the swf to work.

I saw the wii sdk somewhere, so if somebody really wants to invest time into this. It would be the recommended way to go IMO. As a bonus, if YouTube api has some breaking changes, yt-dlp team is very quick to update their application/library, so if such Youtube dlp homebrew for wii ever sees the light of day and the author makes it open source - even if the author abandons the yt homebrew for wii, it should be pretty easy to just update yt-dlp source part, if not too much of hard coding for wii is done to get it running.

Keep in mind that if Youtube Api or yt-dl/yt-dlp is used, each user would need to generate their own api key on Google site and then provide the api key to watch YouTube videos.

This would only have to be done once per console. Set and forget basically, but if developer provides his own key, it will quickly run out of free quota if hundreds of people use the same key, going back to having to create Your own Youtube API key.

As a bonus, with youtube-dl/yt-dlp, there's absolutely NO ADS and buffering isn't as heavily limited as in the web youtube.

Few minutes video can be downloaded in just seconds in it's entirety, but doesn't have to be fully downloaded.



Good luck guys, I really hope this helps somebody one day and we see youtube working great on the wii again.


Disclaimer:
(Yes, I have multiple devices for Youtube and wii isn't really good for Youtube videos because of resolution and other limitations, but I think it would be just really cool to revive all of the original wiis functions, regardless how useless they could be these days)
 

TheOutGuy_2012

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So reverse engineering the swf and learning how it works is already very difficult, but adding any additional code (not just modifying the existing code) requires outrageous amounts of time and knowledge to pull it off.

I'm no expert on this, but I've got a suggestion, that seems to be more realistic, than injecting code into swf to run html5 or making some YouTube mirror server, which nobody would want to pay for.

YouTube API usually, if not always, requires providing Youtube API keys, that everybody would have to create themselves and add their own key to the app.

There's already an amazing application called youtube-dl, which allows for command line use of API, without all the hassle and trouble. It allows everybody to make use of youtube API, without having to learn the api and re-engineer the wheel from nothing, which I think some of You might have tried already.

To make it even better, there's a fork which is updated more often and usually works better, called yt-dlp:

(Can't post links until 5 posts)
github yt-dlp/yt-dlp

I think using yt-dlp as the backend and writing a new wii channel app for watching YouTube on wii is far more realistic to actually happen.

It requires absolutely no reverse engineering to pull this off with yt-dlp.

If the goal is to bring back the ORIGINAL youtube channel, then I'd suggest to reuse the old wii youtube assets and write the layout code to be the same as the original.

I really hope this helps somebody, I personally have no idea how to write anything for the Wii.

I know that writing a new youtube app from scratch should be very doable with yt-dlp.

Making the swf work with modern youtube by creating a webserver imitating the original or injecting swf code with youtube API calls, if not outright impossible, then it's at least 10-100 times harder to do than just writing an alternative based on yt-dlp. If we find that special somebody with godlike reverse engineering skills, it would still take 100x+ more time, reversing and injecting code into reversed app, instead of writing one from scratch, which still isn't a walk in a park, but doesn't require such outrageous amounts of time as reversing and getting the swf to work.

I saw the wii sdk somewhere, so if somebody really wants to invest time into this. It would be the recommended way to go IMO. As a bonus, if YouTube api has some breaking changes, yt-dlp team is very quick to update their application/library, so if such Youtube dlp homebrew for wii ever sees the light of day and the author makes it open source - even if the author abandons the yt homebrew for wii, it should be pretty easy to just update yt-dlp source part, if not too much of hard coding for wii is done to get it running.

Keep in mind that if Youtube Api or yt-dl/yt-dlp is used, each user would need to generate their own api key on Google site and then provide the api key to watch YouTube videos.

This would only have to be done once per console. Set and forget basically, but if developer provides his own key, it will quickly run out of free quota if hundreds of people use the same key, going back to having to create Your own Youtube API key.

As a bonus, with youtube-dl/yt-dlp, there's absolutely NO ADS and buffering isn't as heavily limited as in the web youtube.

Few minutes video can be downloaded in just seconds in it's entirety, but doesn't have to be fully downloaded.



Good luck guys, I really hope this helps somebody one day and we see youtube working great on the wii again.


Disclaimer:
(Yes, I have multiple devices for Youtube and wii isn't really good for Youtube videos because of resolution and other limitations, but I think it would be just really cool to revive all of the original wiis functions, regardless how useless they could be these days)
Well the original developer aka Gravitycoil828 is working on a web sever, I think that yt-dlp will help a lot! I think gravitycoil828 will see this, thanks for the info it will help a lot.
 

NewGBAXL

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I know you haven't responded to this thread in months but..
How did you inject it? Someone in the thread might get it right.

use CustomizeMii to extract .app from wad, then unpack .app, then swap the swf, then repack .app, then repack .wad from the .app files

I don't mind helping with development once we kinda know what we're doing
I got the tools to get it done
 

redfire_mrt

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Flash decompilers aren't that good. Imma only try the last Flash decompiler, another decompiler made by Trillix.
However, you have to pay if you want to actually probably get the full version of the software.

Or just use the virtual machine to test the cracked decompiler on the Windows 7 in your virtual machine.

There aren't any much cracked version of that Flash decompiler but only just dead links and the ones that doesn't really work on later versions of Windows. I could've at least use the virtual machine to test the cracked version of Trillix's Flash decompiler, but I might for one day.

I'm just in time for developing my own YouTube API and I was also thinking of recreating the YouTube (Wii) application.

But until I read your post here. This has got to be a very great suggestion.
So reverse engineering the swf and learning how it works is already very difficult, but adding any additional code (not just modifying the existing code) requires outrageous amounts of time and knowledge to pull it off.

I'm no expert on this, but I've got a suggestion, that seems to be more realistic, than injecting code into swf to run html5 or making some YouTube mirror server, which nobody would want to pay for.

YouTube API usually, if not always, requires providing Youtube API keys, that everybody would have to create themselves and add their own key to the app.

There's already an amazing application called youtube-dl, which allows for command line use of API, without all the hassle and trouble. It allows everybody to make use of youtube API, without having to learn the api and re-engineer the wheel from nothing, which I think some of You might have tried already.

To make it even better, there's a fork which is updated more often and usually works better, called yt-dlp:

(Can't post links until 5 posts)
github yt-dlp/yt-dlp

I think using yt-dlp as the backend and writing a new wii channel app for watching YouTube on wii is far more realistic to actually happen.

It requires absolutely no reverse engineering to pull this off with yt-dlp.

If the goal is to bring back the ORIGINAL youtube channel, then I'd suggest to reuse the old wii youtube assets and write the layout code to be the same as the original.

I really hope this helps somebody, I personally have no idea how to write anything for the Wii.

I know that writing a new youtube app from scratch should be very doable with yt-dlp.

Making the swf work with modern youtube by creating a webserver imitating the original or injecting swf code with youtube API calls, if not outright impossible, then it's at least 10-100 times harder to do than just writing an alternative based on yt-dlp. If we find that special somebody with godlike reverse engineering skills, it would still take 100x+ more time, reversing and injecting code into reversed app, instead of writing one from scratch, which still isn't a walk in a park, but doesn't require such outrageous amounts of time as reversing and getting the swf to work.

I saw the wii sdk somewhere, so if somebody really wants to invest time into this. It would be the recommended way to go IMO. As a bonus, if YouTube api has some breaking changes, yt-dlp team is very quick to update their application/library, so if such Youtube dlp homebrew for wii ever sees the light of day and the author makes it open source - even if the author abandons the yt homebrew for wii, it should be pretty easy to just update yt-dlp source part, if not too much of hard coding for wii is done to get it running.

Keep in mind that if Youtube Api or yt-dl/yt-dlp is used, each user would need to generate their own api key on Google site and then provide the api key to watch YouTube videos.

This would only have to be done once per console. Set and forget basically, but if developer provides his own key, it will quickly run out of free quota if hundreds of people use the same key, going back to having to create Your own Youtube API key.

As a bonus, with youtube-dl/yt-dlp, there's absolutely NO ADS and buffering isn't as heavily limited as in the web youtube.

Few minutes video can be downloaded in just seconds in it's entirety, but doesn't have to be fully downloaded.



Good luck guys, I really hope this helps somebody one day and we see youtube working great on the wii again.


Disclaimer:
(Yes, I have multiple devices for Youtube and wii isn't really good for Youtube videos because of resolution and other limitations, but I think it would be just really cool to revive all of the original wiis functions, regardless how useless they could be these days)
Post automatically merged:

Once I figure out how to inject, yes. For now: No.
I can help you.
Post automatically merged:

Here's the font that y'all should use and fit in for this YouTube (Wii) project:
 

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