There are a few choices depending upon what you want to do.
If you are intending to make a save editor or something
Learn a few checksum algorithms (a basic parity, bytesum, basic CRC and then maybe one of the crypto or formerly crypto grade ones like MD5 or SHA1 should do). You can now follow through the game's save loading options and see what it is. Chances are it will be a minor variation on one of those, or indeed one of those but just over a small portion of the ROM. Assembly coding is slightly annoying to watch for maths in but it can be done easily enough.
https://www.youtube.com/user/eaterbc/videos?disable_polymer=1 has a few videos if you want to go that way.
I assume you have checked other regions or other games from the save dev as they often reuse code and if an editor or something exists for that and is open source or documented...
If you just want a single edit or can afford to take a bit of time for the edits you want to do.
Find where the game loads the save. Somewhere in that will be the algorithm as discussed above but at the end of that will be a if good then carry on with life if bad then goto the corrupt routine. Change this to ignore it instead and always go down the "is good" path and you can edit your save and load it. Bonus is the check above likely does not break the saving routine so if you load in the modded game, and save in said same the game will generate you the correct checksum you can use with hardware or an unmodded game.
A bit annoying to have a save checksum fixer that is tedious to use and possibly multiple gigabytes in size but if it gets the job done...
Such a modded ROM will also allow you an easier time to check what each part of the save does.
Both of those will require some knowledge of coding and debugging (assuming you don't stumble upon the checksum algo and find the area such that you can do it with a hex editor's checksum options). Such things make a decent introduction to it all though, maybe not the gentlest but not bad and if it is something that will hold your interest then I would skip the theoretically easier/gentler stuff any day for it.
Standard tracing methods would apply, don't know if we have a Wii specific tracing guide right now though. Either way I would probably dump the memory after the save is loaded, find where the data from the save ended up in memory (or what changed between immediately before and after the save) and then work backwards from there until you find the compare command for the checksum or the checksum algorithm itself.
If what you want to edit can be done as
cheats then do that. This tends to be more for levels unlocked, items in inventory or money, maybe levels for a game with stats, maybe character names if they were selectable at one point but not so much for times or high scores (though it can be an option in some cases -- if the game dumps the score table in memory and then back again afterwards).