How to make a game in Unity Engine for Nintendo Wii on Windows WITHOUT the SDK for newbies

Hey folks! A few days ago talking with the_digi_law we discovered that you can actually run custom made stuff on Wii (retail and emulator) without the need of the SDK and official Unity addon. This won't be as straight forward as it would be with them but it's better than nothing. This is why I bring this tutorial in case someone wants to make games for Nintendo Wii using Unity.

1759345199044.png

Okay, first let's provide some context (I don't want to bore you to death, so if you don't want to read it or not need it, you can skip ahead to the setup steps below):
It's worth mentioning that if we followed the usual workflow back in 2007-2010, it would be exactly as we do now compiling a game for any other platform, albeit with some nuances. The Nintendo Developer Interface (NDI) did not exist back in 2007-2008. That's why the RVL SDK (Revolution SDK, aka the Wii SDK) had to be obtained directly from Nintendo through WarioWorld, the old developer website. It was MANDATORY to have the Developer Kit (the development kit), i.e., the physical machine on which to test the software, in order to obtain the SDK. And this had a price tag of $15,000. Not cheap by today's standards (the Switch version, for example, costs $450)... Once we had the SDK installed on our PC and had a DevKit, we could ask Unity to send us the version of the editor to use with the Wii Addon already installed. Then we could do what we always did: develop the game > compile the WAD (in the case of WiiWare) or ISO (in the case of retail) and with the Unity libraries connected to the SDK, everything would be easy and simple. Unfortunately, none of the possible versions of the add-on have ever been leaked, and until now (with what I'm bringing you), there has never been ANY information on how to make a game made in Unity run on a Wii console or emulator.

So... What can we do now if neither Nintendo nor Unity are going to give us the add-on and it was never leaked? Well, while surfing the net, I came across a user named the_digi_law who mentioned that the Wii has PowerPC (PPC) architecture and that's why it used “CodeWarrior” as its compiler. What does that have to do with anything? Well, Unity 2.6.0 and 2.6.1 still exported to MacOS X, which in 2008 was ALSO PPC. And then, chatting about it privately, we said to ourselves... “What if we put the MacOS PPC files into an already compiled Wii game... will it work?” Let's see!


It should be noted that this tutorial is for exporting a basic scene that ends up compiling a functional ROM natively on both a retail console and an emulator (e.g. Dolphin Emulator). However, making a complex game will require knowledge of the engine and general programming/coding with C#, JavaScript or UnityScript, as making a game in a large engine has a non-skippable learning curve, especially in such an old version of the engine. This tutorial WON'T share any copyrighted file and everything you do is under your responsability.


Step 1. Prepare Unity 2.6.0f7:

  • We'll download Unity 2.6.0f7 directly from the official Unity website. Why this one and not a more modern one that also compiles for Wii? Because it is the latest functional version for MacOS PPC. Unity 3.x only compiled for Macs with Intel processors. You can also use Unity 2.3 to 2.6.1 versions but in my tests, the best results were obtained with 2.6.0f7 due to numerous bugs within the editor...
  • Double-click on the .exe and install it as usual.
  • When you run Unity 2.6.0f7, it will ask you for a license registration. Tell it that you want to activate it online, and it will take you to the official Unity licensing page that was used at the time and is still maintained: https://license.unity3d.com/
  • If you don't have a Unity account, you will have to create one, as it is required. If you already have one, skip to the next step.
  • Now that you have created your account, if you have a plus or pro license, you can link it here. If not, we can click on Personal License and it will give us a free license (the advantage of 2.6.0 is that it was the first version with a free personal license, which is great!).
  • After accepting, we return to Unity and see that the registration has been completed.
  • We close the installer and can open Unity for a couple more steps later.
Step 2 Prepare the Wii game where you want to “inject”: From RVL to ISO

Okay, at this point, you probably have an idea of what we're going to do: we're going to replace the files compiled by Unity with those from an existing ROM. To do this, you need to know of a game that uses Unity 2.x and runs on a Wii. Some of these are:

  • Jumpstart Pet Rescue (ISO/RVL)
  • Lead the Merkaats (WiiWare->WAD)
  • Tiger Woods PGA Tour Online (ISO/RVL)
  • El Chavo (ISO/RVL)

For our example, we will use Jumpstart Pet Rescue. Since it is irrelevant, we will assume that we have all obtained our game legally and ripped it as a personal backup, rather than downloading it from the seven seas. The fact is that if we already have the game in ISO format, we can continue. The following steps are for if we have the game in RVL format:

  • Download the Wii and GameCube emulator “Dolphin” from its official website.
  • Install or unzip it wherever you want, depending on whether you are using the “archive” version. Open it by double-clicking on the .exe file.
  • Go to Options > Settings > Paths and set the folder where your RVL is currently located. It will appear in the list of games available to run.
  • Right-click on it and select “Convert File.” Make sure it is set to ISO type and accept. A file with the .iso format will be added to the same folder, which will be much larger than the original (since it is not encrypted or compressed).
  • Now we have the game, which we can unzip to extract its files.

Step 3 Prepare the Wii game to be “injected”: Unzip the ISO into files

To unzip an ISO and extract all its files, we will use one of the best Wii RomHacking tool for ISO: WIT Wimms Tools.

  • Go to the official WIT website and download the Windows version. In this case, version 3.05, which is the latest: https://wit.wiimm.de/download.html#vers-v3.05a
  • Unzip it into a folder that you will remember. In my case, it will be C:\Wit so that the executable we are going to use is in C:\Wit\bin\wit.exe.
  • We don't really need to add it to Environment Variables because in this tutorial we are going to launch everything from the command console (CMD) using global paths, but you can do so if you wish. In any case, open the command console by right-clicking > open terminal here, from Cortana > Command Console or Windows + R > cmd.
  • Use WIT to decompile the ROM using (replace my path with yours) “C:\Wit\bin\wit.exe” extract “path to the ISO” “Path where it is extracted”
  • When you press enter, it will take you to where we have defined the entire decompiled ROM. That will be our “final compilation place.” Remember where it is, as we will recompile the .ISO in the future.

Step 4 Prepare the game for injection

With Unity opened from Step 1, we are going to make a simple "game":

  • Create a scene with File > New Scene.
  • Add an object with the menu above GameObject > Create Empty (or press Control + Shift + N).
1759346029625.png
  • Leaving it selected > Components > Rendering > GUITexture.​
1759346097349.png

  • Drag an image from your PC to the “Project” tab.
  • Select the object with GUITexture > drag the newly imported image to the inspector where it says Texture. You will see it in the Game tab.

1759346129737.png

  • Go to File > Save Scene and save your scene as you would in any Unity project.
  • Open File > Build Settings and click “Add Current” to add it to the list of scenes. Important: in this step, select MacOS PPC (OS X) as the target platform.
1759346155201.png

  • We click Build and compile the game for MacOS X PPC. The folder will open at the end.
Step 5. Copy the files to the Wii ISO

Okay, from the folder where we had the ISO, let's go to DATA/files/unity/Data. We can delete EVERYTHING there because we don't need it. The only exception would be “unity default resources” because it already has the shaders ready for Wii. In any case, this is where we are going to copy our files, so leave this folder open in a separate window. Which files do we put? Only those from our game:

  • Go back to where the Mac game has been compiled and go inside .app/Contents and grab the files from:
    • Data: mainData and sharedassets0.assets. If we had several scenes and so on, we would take EVERYTHING from here (Levels, sharedAssets, bundles...).
    • Frameworks/Mono.framework: Boo.Lang.dll, mscorlib.dll, and UnityDomainLoad.exe.
    • Resources: UnityEngine.dll and unity default resources (this is not necessary if we keep the one that was already in the Wii game).
  • Go back to where you had the ISO unzipped into files and copy all the files to PathToIso/DATA/files/unity/Data.
  • You should end up with something like:

1759346279517.png


  • Our game is now ready to test.
Step 6. Encrypt the ROM back to an ISO

  • We are going to use Wit again, but now with “C:\Wit\bin\wit.exe” copy “path where we extracted the ROM” “path where we want the ISO to be placed.”
  • Once this is done, a ROM in .iso format will have been created. This will fail if there was previously an .ISO file with the same name, so make sure to delete it first.
  • Open Dolphin and you will see that it is listed even though it has the name Jumpstart Pet Rescue (you can change this by modifying the opening.bnr files).
  • Run the game and voilà! You have your Unity game on Nintendo Wii!

1759346332345.png

This game is "fully" functional in retail hardware and emulator, so it could already be used for Fangaming or Homebrew. However, you may be wondering: What about the API for Wii-specific features such as Inputs, Saving, Language... those things come in the SDK. You're right! If we use DNSpy or ILSpy to check the C# DLLs of the original game, if we take a look at UnityEngine.dll you can find all the stuff required for those. You can handle them in one single file or separate them.

Here's a video of the Inputs working:



This way, the workflow would remain the same: make the game in Unity 2.6 > Compile for Mac > Copy the files > Encrypt the ISO > Test.

Suffice it to say that no one who still has the official SDK + Addon is going to publish it so for now this is the only and best way to get our Unity games running on Nintendo Wii...

And that's it!

Special thanks to The_Digi_Law (DigiSpace-Productions) for not only pointing in the right direction but spending time with me reverse engineering all this process!

Troubleshooting and limitations I discovered while battling with Unity and Wii:

  • You can't use asset bundles (for now) as they are compiled to .wii and .ures by the SDK. We could make something to manually create them but otherwise, you won't be able to load them. They are limited to Unity Pro so you also need an official serial key in order to handle them.
  • Normals seem completely off. It might be something with how the wii renders stuff:
1759346890174.png
  • When trying animations imported from an FBX (which also needs to be backported to FBX 2010 with autodesks tools), the model just disappears. No idea why (yet). I would recommend using DAE as it seems to be supported.
  • Audio is not working for me. Probably bc the wii only recognizes DSP or PCM and Unity 2.5 only wav (that can be converted).
  • I backported NGUI 2.7.0 (unity 3.5) to Unity 2.6.0 but it gives more troubles than solutions... So... no useful way to make user interface...

===========================
Compiling from Unity 3.5.6f4 for Nintendo Wii and replacing on Big Time Rush game makes it to work as well!



In order to use Unity 3.5.6, you need an official Unity Pro license (obtained by paying it) or hacking the editor through reverse engineering. Then, add the Wii option in the ulf license and make a custom playback engine with this structure:

WiiPlayer
├── BuildTools
├── Data
│ └── unity default resources
├── DVD
│ ├── HomeButton2
│ │ ├── config.txt
│ │ ├── homeBtn.arc
│ │ ├── homeBtn_CHN.arc
│ │ ├── homeBtn_ENG.arc
│ │ ├── homeBtn_FRA.arc
│ │ ├── homeBtn_GER.arc
│ │ ├── homeBtnIcon.tpl
│ │ ├── homeBtn_ITA.arc
│ │ ├── homeBtn_KOR.arc
│ │ ├── homeBtn_NED.arc
│ │ ├── homeBtn_SPA.arc
│ │ ├── HomeButtonSe.arc
│ │ ├── home.csv
│ │ ├── home_nosave.csv
│ │ └── SpeakerSe.arc
│ ├── Resources
│ │ └── unity default resources
│ ├── setup.bat
│ └── Strap
│ ├── 16_9_1.tpl
│ ├── 16_9_3.tpl
│ ├── 16_9_4.tpl
│ ├── 4_3_1.tpl
│ ├── 4_3_3.tpl
│ └── 4_3_4.tpl
├── Managed
│ └── UnityEngine.dll
└── unity-disk
├── opening.bnr
├── unity-disk.minimap
├── unity-disk.ddf
├── unity-disk.elf
└── unity-disk.map

Then you should be able to compile directly for wii and make the game as usual. Here you have a small minigame I made within that version:



You can follow Extintor's tutorial to see how to install the required editor + hacked license + custom playback engine:



=====================

Other games made in Unity you can try and their versions:

  • JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1)
  • JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1)
  • Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5)
  • Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5)
  • JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1)
  • JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1)
  • Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2)
  • Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version?
  • El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2)
  • My Animal Centre Wii (Disk) 2009 (Unity 2.1)
  • FroBot (Disk) 2010 (Unity 2.5)
  • Frogger: Hyper Arcade Edition (Unity 3.4.1f5, WiiWare)
  • Let’s Create! Pottery (version unknown, WiiWare)
  • Zombii Attack (version unknown, WiiWare)
  • Inkub (version unknown, WiiWare)
  • Anima: Ark of Sinners (version unknown, WiiWare)

Feel free to share your knowledge if you discover more stuff!
 

Attachments

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Last edited by Manurocker95,
is Unity 3.5.6f4, is it a specific version or did you rig something to activate it, if so how do I do it? I'm talking about the appearance of the Wii build setting
3.5.6 is the same version Big Time Rush used to export the game. That's why I chose that version. I used my own pro license and it got active, didn't do anything special. I had to patch UnityEditor.dll to avoid the calls to MiniMapCompiler.exe and add my own files to Playback Engine (WiiPlayer). In this case I took the ones from the game as I think they are version specific. if we had the original ones we could compare or make more for other versions.



However, you can still use 2.1-2.6 and compile for MacOS PPC and just replace files in Jumpstart game as I did for the tutorial. 4.2 should be able to export files for Wii as well. You can also use UniHacker for that one.
 
Last edited by Manurocker95,
and if I use unityhacker I should be able to activate the platform, or I have to pay unity pro, version 2.6 of jump start does not allow me to accept rigger character models it disappears in the compilation
 
and if I use unityhacker I should be able to activate the platform, or I have to pay unity pro, version 2.6 of jump start does not allow me to accept rigger character models it disappears in the compilation
UniHacker only works for 4.x and up. For the v2.x method you can use the free personal version as stated in the tutorial. Regarding the rigged characters I don't know if it's because jumpstart was made in 2.1, you should try a different game or move to unity 3.x with a pro license/cracked version if you find one. I can confirm rigged FBX work just fine as well as playing audios through AudioSource on 3.5.6f4.

If you want to try a different "host", the ones I found that were made in Unity are:

  • JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1)
  • JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1)
  • Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5)
  • Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5)
  • JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1)
  • JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1)
  • Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2)
  • Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version?
  • El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2)
  • My Animal Centre Wii (Disk) 2009 (Unity 2.1)
  • FroBot (Disk) 2010 (Unity 2.5)
 
at the time I tried with a similar version of 3.x with crack I have the build menu of the Wii but there is a message you must contact the publisher, if I find the crack version Unity 3.5.6f4, I will receive the message you must contact the publisher or it will work like you, because I have the files of the time could modify something in my old version
 
at the time I tried with a similar version of 3.x with crack I have the build menu of the Wii but there is a message you must contact the publisher, if I find the crack version Unity 3.5.6f4, I will receive the message you must contact the publisher or it will work like you, because I have the files of the time could modify something in my old version
If you can enable the platform but tells you that is because you don't have the playback engine or bc your license doesn't cover it (you just have to modify the .ulf). You need to make that in order for it to detect it.
 
the problem is that it's an .ilf file, I don't know what to modify, I opened it with text but I don't know how to modify anything
 
in which folder I am talking about the editor folder of the installation, I also checked in programData and nothing
 
Unity 3 licensing definitely only uses the ilf format. The ulf format wasn't used until Unity 4.
The license Unity 3 checks for is located at %ProgramData%/PACE Anti-Piracy/License Files/Unity_v3.x.ilf.
Meanwhile, the one Unity 4 checks for is at %ProgramData%/Unity/Unity_v4.x.ulf.

I also tried to put together a working barebones "WiiPlayer" folder as well, using the ELF from Big Time Rush as well as some other donor files put into the right places.
I tried to use the 4.0.0f7 editor, thinking there might be a slim chance of no major mismatches in serialized formats, and was able to successfully export a blank project from the Wii build settings and output a build folder effortlessly. The only manual edits I had to make were setting the version strings in the asset files (mainData, sharedassets0.assets, etc.) to 3.5.6f4.
But sadly, I guess these editor and runtime versions are obviously too different, as it just booted to a grey exception screen with OSReport logging a "serialization mismatch" warning for the PlayerSettings class. The out-of-memory is probably to do with that.

1762103135193.png
1762103908915.png

1762103196482.png
1762103271445.png


So in the end, as far as 3.x.x goes, the majority of us without a legitimate pro license are basically stuck unless an actual quality crack for 3.x.x emerges. As lyokohack points out, the existing "crack" may enable pro features, but it doesn't enable the console targets in the build settings which is the vital missing piece to all of this.
But you can't just modify the "feature" XML tags in the .ilf file without breaking the certificates/signatures. An effort would have to be made (outside of here) to disable the PACE Interlok protection which I assume is responsible.
I'm not sure what the deal is with that existing crack, but the license bundled with it seems to have legitimate certs/signatures while being able to be used universally across any PC somehow, which I find strange. Not sure how they could just casually make (or obtain?) something like that.
 
thank you I was able to get my hands on the .ilf file according to your message

according to your message it is "Feature" this is what this value looks like in the file and I don't know what to modify

Code:
  <LicenseTerms>
            <Features>
                <Feature>
                    <Value>0</Value>
                </Feature>
                <Feature>
                    <Value>1</Value>
                </Feature>
                <Feature>
                    <Value>2</Value>
                </Feature>
                <Feature>
                    <Value>13</Value>
                </Feature>

            </Features>
 
thank you I was able to get my hands on the .ilf file according to your message

according to your message it is "Feature" this is what this value looks like in the file and I don't know what to modify
You could just keep adding new values until the Wii platform finally becomes available in the build settings menu, but as I said earlier, making any modification like this at the moment will just break the integrity of the license and invalidate it. Even the existing crack will not help because it does not disable this integrity checking, it only allows the included pro license to be accepted and that's it.
 
3.5.6 is the same version Big Time Rush used to export the game. That's why I chose that version. I used my own pro license and it got active, didn't do anything special. I had to patch UnityEditor.dll to avoid the calls to MiniMapCompiler.exe and add my own files to Playback Engine (WiiPlayer). In this case I took the ones from the game as I think they are version specific. if we had the original ones we could compare or make more for other versions.



However, you can still use 2.1-2.6 and compile for MacOS PPC and just replace files in Jumpstart game as I did for the tutorial. 4.2 should be able to export files for Wii as well. You can also use UniHacker for that one.

I get no files in C:\Users\[USERNAME]\Documents\testu\Build, yes I copied the files from C:\Users\[USERNAME]\Downloads\base [Big Time Rush - Dance Party]\DATA\files to C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer

I have these pasted:
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\UnityWii.ddf
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\UnityWii.elf
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\UnityWii.map
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\Managed [UnityEngine.dll, mscorlib.dll]
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\Data\
C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\WiiPlayer\Resources [unity default resources]

Compile error:
!IsDirectoryCreated(targetFolder)
UnityEditor.HostView:OnGUI()

ArgumentException: The Assembly mscorlib is referenced by UnityEngine. But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache) (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/AssemblyHelper.cs:72)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch) (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/AssemblyHelper.cs:107)
UnityEditor.HostView:OnGUI()

Error building Player: Extracting referenced dlls failed.

1762141524650.png
 
Unity 3 licensing definitely only uses the ilf format. The ulf format wasn't used until Unity 4.
The license Unity 3 checks for is located at %ProgramData%/PACE Anti-Piracy/License Files/Unity_v3.x.ilf.
Meanwhile, the one Unity 4 checks for is at %ProgramData%/Unity/Unity_v4.x.ulf.

I also tried to put together a working barebones "WiiPlayer" folder as well, using the ELF from Big Time Rush as well as some other donor files put into the right places.
I tried to use the 4.0.0f7 editor, thinking there might be a slim chance of no major mismatches in serialized formats, and was able to successfully export a blank project from the Wii build settings and output a build folder effortlessly. The only manual edits I had to make were setting the version strings in the asset files (mainData, sharedassets0.assets, etc.) to 3.5.6f4.
But sadly, I guess these editor and runtime versions are obviously too different, as it just booted to a grey exception screen with OSReport logging a "serialization mismatch" warning for the PlayerSettings class. The out-of-memory is probably to do with that.

View attachment 536642View attachment 536645
View attachment 536643View attachment 536644

So in the end, as far as 3.x.x goes, the majority of us without a legitimate pro license are basically stuck unless an actual quality crack for 3.x.x emerges. As lyokohack points out, the existing "crack" may enable pro features, but it doesn't enable the console targets in the build settings which is the vital missing piece to all of this.
But you can't just modify the "feature" XML tags in the .ilf file without breaking the certificates/signatures. An effort would have to be made (outside of here) to disable the PACE Interlok protection which I assume is responsible.
I'm not sure what the deal is with that existing crack, but the license bundled with it seems to have legitimate certs/signatures while being able to be used universally across any PC somehow, which I find strange. Not sure how they could just casually make (or obtain?) something like that.
If you are replacing files to original game, you should stick to the same version. In that case, you can still use 2.1 for Jumpstart game or test a 2.5 game from the list I provided. The tutorial with 2.6.0 still applies as it will launch just fine targeting MacOS PPC.

For unity 4.x we would need to create the full disk structure (probably the RVL SDK would do the trick here) in order to get it running.

Btw, I noticed Unity 3.4.2 has the Data/BuildTargetTools/WiiPlayer not present in othr versions. The MiniMapBuilder.exe (required to compile the minimap and map) and MonoWii are present here. I managed to compile with 3.4.2 but those files wont load either on BTR game, unfortunately.
 
If you are replacing files to original game, you should stick to the same version. In that case, you can still use 2.1 for Jumpstart game or test a 2.5 game from the list I provided. The tutorial with 2.6.0 still applies as it will launch just fine targeting MacOS PPC.
Yeah, I'm aware that same versions should be used where possible, but as I said, I only tried to use 4.0.0 because it's impossible for regular folk such as myself to use 3.x.x editors at all due to the insufficient crack available. That's basically what I was trying to highlight in my post.

I personally have no interest in 2.x.x because I don't feel it's worth not having access to skinning and audio, unlike in the 3.x.x runtimes. My interest lies solely in 3.x.x as it's the most stable and feature complete.

For unity 4.x we would need to create the full disk structure (probably the RVL SDK would do the trick here) in order to get it running.
How would you propose to do this when there are no games out there that use a 4.x.x runtime? The highest runtime version available seems to only be 3.5.6f4.

Btw, I noticed Unity 3.4.2 has the Data/BuildTargetTools/WiiPlayer not present in othr versions. The MiniMapBuilder.exe (required to compile the minimap and map) and MonoWii are present here. I managed to compile with 3.4.2 but those files wont load either on BTR game, unfortunately.
That checks out. I imagine BTR is only compatible with 3.5.x asset files, no higher and no lower. Your YT video shows that you can export through the 3.5.6 editor just fine though, so there's probably little reason to mess with lower versions.
 
How would you propose to do this when there are no games out there that use a 4.x.x runtime? The highest runtime version available seems to only be 3.5.6f4.
hmm, probably playing with RVL SDK makedisc and stuff. I tied to use 4.2 (latest version to support wii) but I only get crashes while opening and building. 3.5.6f4 crashes so often (1/3 times I try to open a project or compile) but at least works for "main usage". The guy from the spanish community told me he manually cracked 3.5.6f4 and he is gonna release his custom playback engine and modded editor at some point. So it's a matter of waiting.

That checks out. I imagine BTR is only compatible with 3.5.x asset files, no higher and no lower. Your YT video shows that you can export through the 3.5.6 editor just fine though, so there's probably little reason to mess with lower versions.
I also tried to use 3.4.2 on BTR and it fails on that one and El Chavo, so 3.5.6f4 is the best bet here for Wii. I also tried to get NGUI 2.7.0 running to have some user interface but I end up with what it seems to be AOT issues.

1762168793122.png
 
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I tried to modify the values, and it breaks the consistency the licence , and I go back to the default value and it works like the start, no activation of the Wii platform, simply said month or I have to modify

Code:
 <LicenseTerms>
            <Features>
                <Feature>
                    <Value>0</Value>
                </Feature>
                <Feature>
                    <Value>1</Value>
                </Feature>
                <Feature>
                    <Value>2</Value>
                </Feature>
                <Feature>
                    <Value>13</Value>
                </Feature>

            </Features>
 
Great news. Thanks to my impatience, I spent the day trying to manually unlock 3.5.6 properly myself, and after some intense x86 asm black magic, managed to achieve it :grog:

As expected, the output Data files work absolutely perfect in place of the Big Time Rush files. And as the video shows, skinning works nicely as well. Will definitely have a play around with this more in the near future.

1762233979318.png
 
Last edited by Voxel,

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