Homebrew Creating Wii games

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Amul2004

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Hey! I am totally new to this field!
I wanted to make a game for Wii...
Which computer program should I use for coding Wii games??
 
Hey! I am totally new to this field!
I wanted to make a game for Wii...
Which computer program should I use for coding Wii games??

Do you have any previous programming experience? If not, I'd suggest taking baby steps first and learning a language and the fundamentals.
 
Just know C++
Some Python(well I know its not compatible with wii)

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DevKit Pro
C Language Knowledge
Libraries that I can't seem to find

What do you mean
"Libraries that I can't seem to find"???
 
Once you've installed DevKit Pro you need libraries to make your Wii project.
And the page I've found supposedly containing the libraries has a message that goes kinda like this: "The files no longer exists"
And that site is the only site you can get the libraries from.

I've honestly hadn't bothered with DevKit Pro as I find Godot much more fun and intuitive.
 
TO SUM UP.......
Without those libraries...
Its impossible to create a game for Wii...

So this is the end..
Am I right??
 
Apparently yes.

You can try searching for the libraries first.

I'm sure they're somewhere on the Internet, because some people are still making Homebrew Games for the Wii.


But like I said... I find Godot much more "affordable".
 
No of course not.

For Wii you need Devkit Pro.

For Godot you need nothing but GDScript, Python or C# (or C?)
 
You have 2 choice to start writing Wii homebrews and/or games.

1) You can use the RVL SDK that is the official WII proprietary SDK by Nintendo. BEWARE: even if this is easy to find due to the many leaks, it is still ILLEGAL to use. So I don't recommend this way.

2) Use the leagal devkitPPC SDK by the DevkitPro team.

You can install it following this easy guide: https://wiibrew.org/wiki/Devkitppc_setup_(Windows)
And here you can find some Wii code examples: https://github.com/devkitPro/wii-examples

Have fun!

And if I want to create for 3DS.. Then what all programs are available!

You have two choice here too:

1) Use the official CTR SDK by Nintendo. This time you can legally obtain it by registering (it is free) and signing an NDA to the nintendo dev network (ex warioworld.com) at https://developer.nintendo.com/
You can also get all the official documentation there.

2) Use the opensource devkitARM SDK by the DevkitPro team
You can install it following this easy guide: https://www.3dbrew.org/wiki/Setting_up_Development_Environment
and you can find some 3ds code examples here: https://github.com/devkitPro/3ds-examples

Hany fun :)
 
Last edited by Luca91,
You have 2 choice to start writing Wii homebrews and/or games.

1) You can use the RVL SDK that is the official WII proprietary SDK by Nintendo. BEWARE: even if this is easy to find due to the many leaks, it is still ILLEGAL to use. So I don't recommend this way.

2) Use the leagal devkitPPC SDK by the DevkitPro team.

You can install it following this easy guide: https://wiibrew.org/wiki/Devkitppc_setup_(Windows)
And here you can find some Wii code examples: https://github.com/devkitPro/wii-examples

Have fun!

EDIT: I'm just editing this post to add 3ds stuff, please wait
THANKS FOR THIS
 
I've edited my previous post adding the required 3ds infos.

FYI: devkitPro also support GBA, NDS, GC, SWITCH etc.

EDIT: I don't recommend to start with 3d stuff if you have no coding experience. Start with non-graphical applications first, then try to draw some 2d stuff, and so on.
 
Last edited by Luca91,
Isn't the CTR SDK paid??
It was for sure in the past. Now you can get it by signing on the official nintendo dev portal and signing the NDA.
I don't know if in order to publish your game to the eshop you need to buy the official hardware, but having it is an incredible advantage while debugging your own games.
 
It was for sure in the past. Now you can get it by signing on the official nintendo dev portal and signing the NDA.
I don't know if in order to publish your game to the eshop you need to buy the official hardware, but having it is an incredible advantage while debugging your own games.
And I think its much easier using the RVL SDK and the CTR SDK instead of devkit.

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And I think its much easier using the RVL SDK and the CTR SDK instead of devkit.
What do you think???
 
And I think its much easier using the RVL SDK and the CTR SDK instead of devkit.
Well, not in my opinion. DevkitPro give you access to a lot of libraries that is high-level and easier to use (SDL, MikMod etc), plus in some cases you can get high-level frameworks that are really easy to use: an example is GRRLib for Wii that I used 10 years ago to write some cool stuff for a local party/competition.
You can find it here: https://github.com/GRRLIB/GRRLIB

Official SDKs on the other hands usually tends to be more low-level. This isn't a bad thing per-se, but it might be more difficult to use for newbies.
 
Last edited by Luca91,
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Well, not in my opinion. DevkitPro give you access to a lot of libraries that is high-level and easier to use (SDL, MikMod etc), plus in some cases you can get high-level frameworks that are really easy to use: an example is GRRLib for Wii that I used 10 years ago to write some cool stuff for a local party/competition.
You can find it here: https://github.com/GRRLIB/GRRLIB

Official SDK on the other hands tends to be more low-level. This isn't a bad thing per-se, but it might be more difficult to use for newbies.

Thanks a lot, man!
Great research, overall!!
 
Thanks a lot, man!
Great research, overall!!
You are welcome.

As a suggestion: just start to write your game using wich sdk do you prefer, and split you game logic from your engine logic. In the engine wrap all the SDK apis with your own functions. Then in the future if you want to switch sdk, it will be easir, as all you need to is to change your wrapping functions with the new sdk apis, and some times it will be a 1:1 match :)
 
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