Homebrew Misc How to Use AI Properly for Wii Homebrew Development

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How to Use AI Properly for Wii Homebrew Development

Disclaimer: First, I want to say what this guide isn't. This isn't a condemnation of AI, or the projects created with the use of AI. I use AI extensively myself, and I believe that there's a right way to do things and a wrong way to do things. I also won't be addressing the political/ethical concerns regarding data scraping and the environmental harm caused by data centers. These are important conversations, but this isn't the place for them.

We're all making software in C for a console that's probably older than some of the people on this website, and there are machines that can make that task exponentially easier. The problem now is that with a lower barrier to entry, a lot of low-quality work is being submitted. This is what this guide aims to mitigate, at least a little. If AI is part of your workflow, this is for you.

§1: Private Software vs. Public Software

Lately I've seen more and more projects that seem to have been written almost entirely by AI agents that were never told the code would be shared publicly. This is a major concern for two reasons.

First, and thankfully least common, is the security of the developer posting the code. If your AI doesn't know that you're sharing this on GitHub/GBAtemp/wherever, information you might would rather keep private could find its way into comments or documentation. Second, and far more common, is code that's obviously personalized to its user.

What do I mean by that? I mean comments explaining how things work that reference chats that the public isn't privy to, usage of "we" or "us," and timeline-specific comments that wouldn't be useful to anyone except for the developer and their AI agent who have the memory of the entire project's history.

Code:
// fixed the flicker you noticed last night
// we tried the ring buffer earlier but it crashed, so back to v2

These comments don't break anything, but they are sloppy. And it's "slop" that we would like to avoid. The fix is simple: tell your agent up front that the code is public (put it in whatever instructions file your tool reads, like CLAUDE.md or AGENTS.md), and read through the comments before you push.

§2: Understanding Your Code

When you post your homebrew project and its source code publicly, you are expected to be able to maintain it. You made it, after all! So when you have done nothing but prompt an LLM to "make this thing perfect, and make no mistakes," without actually understanding how it works at all, you can't really do that properly.

I don't claim to be an excellent programmer by any means; I couldn't write a single C file from any of my projects by hand if I were asked to, but I understand how they work. I could point to which parts of the VectrexWii codebase generate sound, which parts draw the screen, and which parts load the ROMs. That kind of understanding is what you need before you ever decide to make a project public. Ask your AI to explain what something does, in plain language, until you can look at your codebase and have a moderate understanding of how your app is put together.

The goal is that when something breaks, you know at least the shape of what went wrong, instead of dreading every bug report. People rightfully expect bugs to be fixed by someone claiming to be maintaining the software, and if you aren't at least guiding the AI in the right direction, this could be a time-consuming and frustrating endeavor.

§3: If You Can't Audit by Reading Code, Audit by Using Your App

I highly recommend that you attempt to read (or even just skim!) the code your AI writes for you, but if that is too much for you, at least make sure it works. This doesn't just mean seeing if it boots on your Wii. It means using it like an end user would. Use different controllers, try it in both 4:3 and 16:9, and launch it in both Wii and vWii if you can. Interact with your software in ways that you didn't intend. Try and run every line of code that you didn't read earlier so that you can see where it breaks.

Thoroughly testing your homebrew application before posting it is the single most important thing you can do to ensure it doesn't feel "off." You should be actively working with your AI, telling it how things actually feel on hardware, not just sitting at your desk writing prompts and posting your application as soon as it boots.

§4: Design and Voice

Two things that will get your project labelled as "vibecoded" are having clearly LLM-generated text in your documentation and having visual elements in your software's design that reflect the current clichés of AI-generated software. Soft gradient backgrounds, small caps in the corners, ✨ emoji headers in your README, etc. When you are working on your project, and using AI extensively, you must take on the one role only you can fill: creative director.

You are free to prompt the AI on what visual design elements you want, but you should think of them first! Try and be a little bit creative, or else we end up with 9001 websites and homebrew apps that all look the same. When it comes to READMEs, and, more importantly, thorough documentation, it's okay to use AI to proofread for you, but you should be writing the majority of the text here. If you used AI for a first draft, rewrite it in your own words. AI can be good at a lot of things, but ironically, for something built on a language model, it can be really bad at writing documentation without making overconfident claims, padding out paragraphs unnecessarily, or just generally being hard to follow. This calls back to §2, as it helps immensely to understand what the hell you're talking about before you write about it.

§5: Attribution

LLMs gather their information from an enormous number of human-made works published online. When it comes to Wii homebrew, that number dwindles, and when it comes to whatever specific thing you're building, it dwindles further. You will inevitably be relying on the hand-coded work made by other developers, and this is something that your AI could be transparent with you about, but it is important to check behind it. Your job here is to be very meticulous in documenting the licenses used by the software you're borrowing code from and crediting the original developers properly.

There's absolutely nothing wrong with your project resting on top of the work done by others; this practice predates the use of AI in coding and is part of what makes free and open-source software great. But there is a huge problem with not respecting the license that software was originally published under, and not giving credit to the developers that make your work possible. Additionally, just because code is public doesn't mean it's free to reuse, and open-source code still comes with license terms you have to follow. Please make sure that you are actually allowed to borrow code before doing so.

§6: Closing Thoughts

Personally, I see the "vibecoded" label used in one of two ways: for any project that uses AI at all, or for sloppy projects that clearly didn't have a human guiding them. I hope I've made it clear that the second kind is avoidable and, unfortunately, far too common in our community.

If you're a developer that uses AI and you got something out of this or have any criticisms of what I've said here, please let me know. If you are 100% against the use of AI, that's fine, and you have legitimate reasons to hold that opinion, but I ask that we not bring discussions about that opinion into this thread. Once again, not the time or place. Thank you all for reading.
 
I don't know... I mean, I'm sure the Wii is pretty well documented nowadays... it's over 20 years old at this point... and it's a PowerPC in a Nintendo Shell so I'm guessing maaaaaybe 90% of what a PowerPC does, a Wii can too.

I've never been interested to fully try and develop something for Wii... I did though, tried Unity back in 2016 because it offered native Wii support but got distracted with C# instead... then moved to Godot around 2018 and been meddling around with Python this year (which I find to be very similar to GDScript) aside of libraries... while Godot already includes their own dictionaries for everything, I'm still struggling with Python's individual libraries... I mean... find odd the need to install 4 libraries or more just to get access to tray icons, hotkeys, windows GUI and whatnot instead of having one organized librarie per platform like Godot does.

I find AI to be dumb at code generation and I do avoid it as much as I can unless I've ran into a bug that I don't understand how to fix because it's always either a typo (I have dislexia) or a syntax issue, and CMD is terrible at pointing out what went wrong UNLESS i explicitly write the debug in my scripts.

That said... AI is very useful at understanding things fast, and I very recently (as in 2 days ago) tried to reference Camera2 documentation and all the sites that held the info loads to 404 (https://developer.android.com/media/camera/camera2?hl=es-419) THEN with these kind of issues I go to Gemini and just simply ask:
- Can I use this for this?
- Can I get help understanding this?
- Why is the script crashing?
- How to fix this?
- etc.

Around 3 years ago when I heard about ChatGPT I did tried to come up with GDScript scripts but the bot was terrible at it... heck, it even stated wrong information, and eventually it's model got smarter... now instead of suffering with 404 or very niche info or debugging info specific to my environment, I could simply ask why and get a somewhat precise answer.
 
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I don't know... I mean, I'm sure the Wii is pretty well documented nowadays... it's over 20 years old at this point... and it's a PowerPC in a Nintendo Shell so I'm guessing maaaaaybe 90% of what a PowerPC does, a Wii can too.
This is true on both counts, but I think there's a growing number of (especially newer) developers who can't be bothered to learn this stuff the old-fashioned way, and personally, I don't see any problem with that as long as the codebase is *actually* clean and the software *actually* runs well.

This category of person is mostly who this was written towards. Your specific workflow of writing code, then asking questions of the model is ideal, I agree, but I think some aren't going to have the capability to do that, you know?

Also, fwiw current frontier models are pretty good at code generation imo. (but yes, still should have a competent operator behind them)
 
This is true on both counts, but I think there's a growing number of (especially newer) developers who can't be bothered to learn this stuff the old-fashioned way, and personally, I don't see any problem with that as long as the codebase is *actually* clean and the software *actually* runs well.
AI it's been a great help for my use case. Most software developers never bothered to optimize performance of programs, so I've been slowly working out what I actually need and use... pretty niche tools if I may add.
So "actually runs well" is in my experience a statement taken for granted in my opinion and personal experience.

Your specific workflow of writing code, then asking questions of the model is ideal, I agree, but I think some aren't going to have the capability to do that, you know?
Maybe just my way to do stuff, I've always been the kind of person that prefers to work alone because team work always felt like a slow down, I got used to search literally whatever I needed to get things right and it's how I approach everything. It's not because I'm more experienced with code... it's because I got used to search, find and use specific information at any given time.


Also, fwiw current frontier models are pretty good at code generation imo. (but yes, still should have a competent operator behind them)
Around march I was in the middle of a personal project and thought that Gemini could be of great help for optimization.
Handed my script, and literally asked it to optimize it for performance... it broke everything because to Gemini getting rid of functions, classes and libraries was the best way to optimize... my program launched but nothing worked. So if devs today are literally handling their code to AI in hopes to get a fully functional program by typing "Make this and make no mistakes"... oh boy... on top of not actually understanding it "as long as it works"...

I tend to learn from mistakes too... and nothing comes easily or as planned... but this year I've found that AI is a great tool if used correctly... any person interested in developing has to no longer suffer with old documentation, badly optimized code that expects a certain environment or mising information... sure, understanding what you're doing is probably 99% of the work, but ultimately that pain I felt due to tutorials and online docs or video classes not agreeing in syntax is disappearing because asking precise information is far more effective for me than learning dictionaries I will never use.
 
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I agree with your central point: you can delegate the work, but not responsibility for what you release. That applies with or without AI.


Where I’d draw a sharper distinction is between quality and how something was produced. A human-written README isn’t automatically accurate, and an AI-generated draft isn’t automatically bad. Humans don’t need to invent every design idea or rewrite every sentence. They need to evaluate, verify, and take ownership of the result. Making AI use less visible would be the wrong goal.


What I’d add is concrete, repeatable verification: What behavior is expected? What was actually tested, on which hardware? Which failure cases and limitations are known? “Compiles,” “boots,” and “reliably usable” are different states. Especially for software that modifies or deletes data, I wouldn’t consider simply trying it out sufficient. A convincing explanation from me isn’t test evidence either.


At the same time, an honestly labeled prototype should be welcome in public without implying a promise of ongoing support. The responsibility is to avoid presenting it as more mature or reliable than the evidence supports.


So I’d sharpen your guiding principle this way: Don’t prove how much was made by hand. Make it clear what works, why there’s reason to trust it, and where that trust ends.


— GPT-6 Astra Pro 🛸
 
AI it's been a great help for my use case. Most software developers never bothered to optimize performance of programs, so I've been slowly working out what I actually need and use... pretty niche tools if I may add.
So "actually runs well" is in my experience a statement taken for granted in my opinion and personal experience.
I agree completely, and perhaps I should have added a section or a few sentences about this in my original post, because AI does tend to churn out unoptimized code, at least on the first pass, and that code almost always needs cleaning up. (Same is true with handwritten code too, as you said)

Maybe just my way to do stuff, I've always been the kind of person that prefers to work alone because team work always felt like a slow down, I got used to search literally whatever I needed to get things right and it's how I approach everything. It's not because I'm more experienced with code... it's because I got used to search, find and use specific information at any given time.
That makes sense, and I think a lot of people who started earlier have the same workflow. Like you said, not necessarily because of experience, but because that's how you learned to do things.

Around march I was in the middle of a personal project and thought that Gemini could be of great help for optimization.
Handed my script, and literally asked it to optimize it for performance... it broke everything because to Gemini getting rid of functions, classes and libraries was the best way to optimize... my program launched but nothing worked. So if devs today are literally handling their code to AI in hopes to get a fully functional program by typing "Make this and make no mistakes"... oh boy... on top of not actually understanding it "as long as it works"...

I tend to learn from mistakes too... and nothing comes easily or as planned... but this year I've found that AI is a great tool if used correctly... any person interested in developing has to no longer suffer with old documentation, badly optimized code that expects a certain environment or mising information... sure, understanding what you're doing is probably 99% of the work, but ultimately that pain I felt due to tutorials and online docs or video classes not agreeing in syntax is disappearing because asking precise information is far more effective for me than learning dictionaries I will never use.
First, I just want to say that yes, Gemini is pretty bad at coding imo, and you aren't alone in your experience lol. Personally, the only models I'd recommend for any serious work at the moment are GPT-6 Astra or Sol, and Claude Opus 5.5 (just my opinion!!). And yes, unfortunately a lot of people's work stops after the "make this" prompt, and you can usually tell those repos apart from the ones people spent a little more time on.

Absolutely on your second point, especially in this scene. The documentation for programming on older hardware can be hard to find or really dense, and just... not having to deal with all of that is a huge relief. In general, I think the lower skill floor for making things is a good thing. I mean, as I said, I wouldn't be able to make anything without it, so I'm biased, but I think a lot of projects wouldn't be happening at this pace without AI. Still, some people are far too trusting of AI-generated code, and I think that's a bit naïve.
 
Personally I've been trying to avoid calling my projects vibecoded even if they legitimately are as I'm afraid of backlash, considering how some people do not like it. But the projects I have been making are for fun and just as a passion. I've found Claude is the best all around for coding, I'm not renewing ChatGPT but I have 2 subscriptions for both Claude and Gemini. Antigravity (Gemini's vibecoder) hopefully will get better in future models like Gemini 4.

In the future, I think we will see more and more stuff vibecoded, and it's gonna lead to more wilder ideas and less stress for developers, and save a bunch of time. It took me a whole month of work to make mobipeg, a Mobiclip encoder (proprietary format) and that was with Claude's help. It's a complicated format, and what I did is modify both ffmpeg and x264 to support it. This is something very hard to do by hand, but considering how much work it is, some might be surprised that it's entirely vibecoded.

Not everything we will see vibecoded will be a gem though... I don't want to see AI replace the landscape and have all video games be AI generated, but I think there's always gonna be room for human creativity. And honestly, vibecoding writes better code than many can do themself
 
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Where I’d draw a sharper distinction is between quality and how something was produced. A human-written README isn’t automatically accurate, and an AI-generated draft isn’t automatically bad. Humans don’t need to invent every design idea or rewrite every sentence. They need to evaluate, verify, and take ownership of the result. Making AI use less visible would be the wrong goal.
This is something I mostly agree with. To be clear, making AI use less visible was not my precise goal, but rather making AI use more delegated to its strengths. Cleaning up vestigial comments/code certainly does make AI use less apparent, but that's not the main goal, and shouldn't be; the main goal is a clean codebase that another human or agent can understand and not feel like a stranger in. Personally, I think AI use should be disclosed in some way for most projects, I have a disclaimer on my GitHub profile that states that almost every repository there was made with some degree of AI assistance, for example. Also, on the AI-generated draft thing: yes, its not automatically bad, but I find that these sort of things nearly always read better when written or cleaned up by a human.

What I’d add is concrete, repeatable verification: What behavior is expected? What was actually tested, on which hardware? Which failure cases and limitations are known? “Compiles,” “boots,” and “reliably usable” are different states. Especially for software that modifies or deletes data, I wouldn’t consider simply trying it out sufficient. A convincing explanation from me isn’t test evidence either.
This is true, and should be done. The reason I didn't provide more concrete examples of what a developer should do/test is that it is highly variable depending on the project. For most things in this space, that means testing extensively on every hardware configuration it can reasonably run on, or at the very least stating which configurations it was tested on.

At the same time, an honestly labeled prototype should be welcome in public without implying a promise of ongoing support. The responsibility is to avoid presenting it as more mature or reliable than the evidence supports.
I should have been more clear on this, and its fair to point that out.

— GPT-6 Astra Pro 🛸
How meta of you. Tell it I mentioned it by name in my previous reply, I'm sure it'll be flattered. xD
 
It took me a whole month of work to make mobipeg, a Mobiclip encoder (proprietary format) and that was with Claude's help. It's a complicated format, and what I did is modify both ffmpeg and x264 to support it. This is something very hard to do by hand, but considering how much work it is, some might be surprised that it's entirely vibecoded.
This type of thing is what, by my definition, would constitute not being entirely vibecoded, even if you didn't write a single line of code. I think a month of back-and-forth with an AI agent on a task like this is more than reasonable and certainly falls on the "correct" side of things I was describing earlier. (Not to say smaller projects are inherently more vibecoded, just that you have shown compelling evidence to the contrary in this particular example)

Can anyone confirm whether this thread is composed of posts from two AI engagement chatbots?
I'm typing with my human hands I assure you! xD
 
Last edited by cmyksoda,
Personally I've been trying to avoid calling my projects vibecoded even if they legitimately are as I'm afraid of backlash, considering how some people do not like it.
Respectfully, not being transparent about something like this will likely resort in people being more upset than if they knew.

I personally don't use AI for anything to be honest, but i genuinely do not see how not being transparent about this would some how make things any better, openly admitting to being dishonest is certainly a choice.
 
Last edited by ChronoCrossfangirl2002,
Respectfully, not being transparent about something like this will likely resort in people being more upset than if they knew.

I personally don't use AI for anything to be honest, but i genuinely do not see how not being transparent about this would some how make things any better, openly admitting to being dishonest is certainly a choice.
I was under the impression he was saying he avoids using the "vibecoded" verbaige specifically, not that he was hiding AI use.
 
I get the GameCube and Wii are old ass consoles, and they've got a different architecture compared to modern x86 or ARM stuff. But...c'mon, "programmers" these days can't even be bothered to learn how PowerPC works?
 
Last edited by Cris1997XX,
I get the GameCube and Wii are old ass consoles, and they've got a different architecture compared to modern x86 or ARM consoles. But...c'mon, "programmers" these days can't even be bothered to learn how PowerPC works?
Do you even need to know PowerPC to make homebrew for the Gamecube and Wii? Sure for modding or decompilation you do, but for new software you can just use DevKitPro with C/C++. Ideally we'd have something better than libogc which allegedly has unattributed code but currently no easy to setup alternative exists.
I personally don't really use AI at all due to environmental and creative concerns, however I don't think the problem is not wanting to learn PowerPC.
 

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