Does it help if I put these ?
https://github.com/LIJI32/superbomberman
The Disassembly of Super Bomberman is about half complete and it uses ca65 to build the retail worldwide ROM images
(It also exists for Knuckles Chaotix for 32x
https://github.com/sonicretro/Chaotix)
Disassemblies aren't particularly useful for porting purposes other than as an educational resource. Assembly language is specific to the CPU architecture it was written for, so that's 65C816 assembly for the SNES Super Bomberman, and some combination of SH-2 and 68000 assembly for the 32X's Chaotix. The Wii U's PowerPC CPU is unrelated to any of those architectures, so the assembly is of limited usefulness to anybody creating a Wii U project, functioning only as a reference--and that's assuming you can even follow the assembly, which is low-level and not something the average programmer needs to learn these days.
This is distinct from a decompilation, as has happened for Mario 64, the Grand Theft Auto games, Cave Story, Diablo and many others. These games were originally written in high-level, portable programming languages, meaning their decompilations are also high-level, portable code which can theoretically be compiled to run on any architecture. Unlike a disassembly, the majority of a decompilation's code can be used directly in a port, with the exception of system-specific libraries or similar.
Before the 32/64-bit era (Nintendo 64, PlayStation, Saturn), most games were written in assembly, meaning older games generally can't be decompiled because there's nothing to decompile to--the assembly code is as far back as you can go. Starting with that generation, it became more common to use high-level languages like C and C++. This
could mean something like Saturn Bomberman could be decompiled into something portable which could theoretically be ported to Wii U, but it's also entirely possible the game was written in straight SH-2 assembly for the Saturn. Even if it can be decompiled, that's a process that generally takes a team of reverse engineers years of hard work, and that's before the porting work even begins; the goal is just to get the project to compile back into a matching copy of the original game.
In short, it's a bigger undertaking than anything specific to the Wii U community and too large to really be something you can request--since it requires years of dedication to see results, you need people who are extremely passionate about the project and have the appropriate skillset and time availability to see it to completion. In terms of things that are more realistic as far as port requests, you might want to look into existing, completed decompilations. Unfortunately, I'm not aware of any existing decompilations of Bomberman games.