Homebrew Project [RELEASE] FriishProduce - multiplatform WAD injector

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Maybe these games won't run in the Flash emulator on Wii.

You'll have to check if the game was made for a later Flash Player version other than 8 or earlier, and/or if the game was made using ActionScript 3.0 (AS3).

(PS: AS3 is NOT supported by the Wii's Flash Lite 3.1 emulator, which is a "shrunk" version of Flash Player 8)

To check the specs of a SWF file, go to Ruffle SWF Player (https://ruffle.rs/demo), click in "Select File" and select the SWF you want to check.
Once it loads, click in the "Info" View attachment 500191 button and you'll get a small screen with all the SWF info.

The most important specs you have to check is FP Version and ActionScript 3.

If ActionScript 3 says "true", then sorry, the SWF is NOT compatible with Wii.

View attachment 500190

Now, if ActionScript 3 says "false", check the FP Version. If the number is 9 or greater, then you'll need to modify a bit the SWF to change the needed Flash Player version.
This can be done using JPEXS Free Flash Decompiler (https://github.com/jindrapetrik/jpexs-decompiler/releases).

View attachment 500192

Again, the game MUST NOT be coded with AS3 (ActionScript 3 = false) and the game must expect maximum Flash Player 8 to be able to at least boot on Wii (FP Version = 8 or lower/earlier).

View attachment 500193

Hope this helps.
Flash Player 9 is the maximum version for ActionScript 1.0 and 2.0 for the Wii. Flash Player 9 does work on there pretty much.
 
Flash Player 9 is the maximum version for ActionScript 1.0 and 2.0 for the Wii. Flash Player 9 does work on there pretty much.
Good to know, does Flash 9 work via Flash Placeholder WAD tho? I’m sure it would, but I ought to know from you.

Edit: nvm, it works. Tested it myself... 😅
 
Last edited by ZodiaKGalXy,
I've been using this VC injector to try and get a decent version of Pokemon Stadium 1 & 2 but have run into some challenges and have some questions about some functions this tool has. I read through the entire thread and documentation on github.io and couldn't find exact answer for these so I'll ask them here:

- All of the online functions of this program produce a 404 error. Is there some configuration needed client side for this to work?

- What is the difference between ROMC0 and ROMC1? I also noticed some base wads only allow for ROMC1, or have some of the 'injection method' options disabled. Is it worth trying each compression method when trying to create a VC inject?

- What does "Allocate ROM size" do? Should this be enabled or not?

- How does "Fix Crashes" work, and is it OK to just keep that enabled with no repercussion?

- For games larger than 56MB, is there any solution to create a wad? Pokemon Stadium 2 is 64MB and creating a wad produces a size limit error. I saw on page 7 or so this is expected, but maybe there's an update in the future for it?

- Pokemon Snap is in the base wad list but when I use it via import I get this error: "The wad you have selected (title id: NAKE) is invalid." There's 3 possible reasons but I don't believe any of them hold true for the wad file I'm using, and I've tried 3 different sources.

- Are there file size and length limits for adding your own start up sound? I tried using a 12 second .wav, 1.2MB but it's not played on startup though it does work in the program when I use the 'test' function.

- Given the discovery in this post, https://gbatemp.net/threads/release-friishproduce-multiplatform-wad-injector.632028/post-10209240, it'd be a nice QoL change if the program informed the user of the same. Maybe asterisk the base wads that carry unique VC emulators so that we know to only try 3 - 4 base wads instead of trying all 12?

- I noticed for games that crash in Wii64 or Not64, this VC Injector can give them a second chance. For example Battle Tanx crashes in emulators but you can get it working using the VC Injector (though Home button didn't work), so that's nice to know.


Unfortunately I tried every which way to get Pokemon Stadium 1 to work but at best I'd get a working inject with texture issues. The Battle Tanx discovery was quite nice, and I've been using the forwarder function to great success for every game so far.

Side note - the compatibility chart here seems inaccurate: https://wiki.gbatemp.net/wiki/Wii_VC_Injections_Compatibility_List. It says Pokemon Stadium is pretty much good with "some minor graphical glitches" but (1) The texture bugs I see are not something anyone would really want to play with and (2) "Bomberman Hero" is recommended for a base wad but there's no audio when using that. I can't remember the result for using Ogre Battle but was similar to Bomberman Hero. Mario Party 2 is the best base wad as it has no audio issues, smooth gameplay, but does still have texture issues.
 
The Github and the OP both say that it's possible to map controls for Flash games, but... I can't find the option. The closest things are checkboxes for Mouse and Keyboard. Nothing about mapping buttons to the Wii Remote. EDIT: Never mind. I was using the wrong version.

I am still having trouble, though. The wad that comes out returns an "Invalid read from 0x00000004, PC = 0x802ea814" error in Dolphin when injected over the Flash placeholder, and just a black screen when injected over YouTube. I'm not sure what's wrong, the game I'm trying to inject (Super Smash Flash 1) was released in August 2006, when Actionscript 3 was hardly even out let alone in use.

Here's the output from Ruffle's tester, as was linked a few posts ago:
Uncompressed Length: 24059Kb
SWF Version: 8
FP Version: 8
ActionScript 3: false
Total Frames: 2143
Frame Rate: 30
SWF Width: 700
SWF Height: 400
 
Last edited by Lendri,
I'm sorry to double post, but I don't know where else to ask. Information on Wii Flash games is extremely scarce, and this thread is the only thing even remotely resembling a community with any experience with it that I can find.
 
… the game I'm trying to inject (Super Smash Flash 1) was released in August 2006, when Actionscript 3 was hardly even out let alone in use.
Super Smash Flash 1’s reason to not working is still unknown. Based on RedFire’s testing, he has gotten the game to run, although it does suffer graphical glitches. This is if you use Dolphin, but yet it crashes on real Wii Hardware, hence the black screen.
 
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Super Smash Flash 1’s reason to not working is still unknown. Based on RedFire’s testing, he has gotten the game to run, although it does suffer graphical glitches. This is if you use Dolphin, but yet it crashes on real Wii Hardware, hence the black screen.
Ah, that's a shame. I honestly enjoy that game, it was my main reason for wanting to attempt Flash injection in the first place.
I found Redfire's video on the subject, and yeah, the results are pretty messed up. I wonder how they were at least able to get farther than I did, though. Wish there was some way to get debug logs so we could make sense out of what was going on.
 
Wish there was some way to get debug logs so we could make sense out of what was going on.
That’s actually a very good idea ngl. If it was possible, it’ll have to access the WAD while it plays on the Wii and then update anything on like a TXT file (or something like that). I’m not sure if anyone has attempted this though. 🤷‍♂️
 
That’s actually a very good idea ngl. If it was possible, it’ll have to access the WAD while it plays on the Wii and then update anything on like a TXT file (or something like that). I’m not sure if anyone has attempted this though. 🤷‍♂️
Would probably have to be done Dolphin-side if someone were to try it. Can't imagine the Wii VC has any function that would support it itself.
At any rate, I'll just have to dig through other Flash games to try in the meantime. Get used to the process and build up a library and all that jazz.

Also, while I'm here, is there any info on creating custom manuals? I'd heard they were simple HTML files, but there's no guide on the wiki. If I knew how to extract the manual from an existing VC title and inserting them into a new WAD, I could probably figure out the process of editing it to match the game.
 
Also, while I'm here, is there any info on creating custom manuals? I'd heard they were simple HTML files, but there's no guide on the wiki.
I’m currently in the works of a FriishProduce Video Tutorial, and a (tbd) Wii Download Assistant Editing tutorial. Unless someone implements this to FriishProduce, or if there are other sources available, I’ll try to make that another project.
 
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It doesnt gives me a option to export, its greyed out. Am i doing something wrong?
Screenshot 2025-09-25 213038.png
 
It doesnt gives me an option to export, its greyed out. Am i doing something wrong?
You forgot to add Virtual Console banner information. Just click on the banner box and then you should see banner details. Add the required information and it should be exportable.
 
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Well, why is there no way to change the Platform name? i want to make custom Gamecube forwarders...

Nvm I figured it out. The platform name is inside the banner.brlyt. Can be changed with any hex editor.
 
Last edited by cubes,
I have just released v1.1 preliminary version, this one now includes a project format similar to NSUI and custom VC manual support.




I've been considering adding such a thing, but I would most likely need to create a custom banner (brlyt + images) for GameCube games if it happens. I may look into it eventually though. Thank you for the suggestion
FriishProduce is almost perfect and obsoletes anything made before :grog:. But! Is there a way to use any or custom WAD SNES files? I want to use my custom ROMs, but the program doesn't allow me to use a base that isn't already baked in, with a window being thrown deeming it invalid.
 
Last edited by niuus,
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