Tutorial  Updated

How to Make Flash Game WAD Injects

This is not an April Fool's joke!

People have made countless injects of Virtual Console games on the Wii. That means they take a Virtual Console game WAD, then use a program such as “autoinjectuwadinjector” to put any ROM they want into the game. This process is known as “injecting”. One little-known thing (until now) is that you can do the same thing with Adobe Flash games! A few WiiWare games and video-streaming Channels on the Wii actually run on a Flash applet.

For this tutorial, we will be injecting Flash games using a base of the European-exclusive WiiWare game by the name of “Back to Nature”. The game is terrible, and one thing to blame for that is that it’s entirely Flash-based! The swf can even be extracted from the game and be played on a computer. Despite the fact the game is garbage, it gave us a nice gift - the ability to inject whatever Flash game you want into the app. We turned the WAD into a template. Even though the Internet Channel can play Flash games, it’s a hassle for the webpage containing the Flash game to load, and Flash is at the end of life. It’s a good time to take advantage of packaging Flash games into WADs.


What you need:

  • Base WAD, can be found on a site called MarioCube in the folder WADs > Flash Injects > Flash > Base.
    • If you want to get the Flash WAD working on a USA region Wii, download the USA WAD, else if you want to get it working on a Europe region Wii, download the Europe WAD.
  • A tool to unpack and pack a WAD (ShowMiiWADs, WadMii in Wii.cs Tools, Sharpii...)
  • A tool to unpack and pack a U8 archive (ShowMiiWADs, U8Mii in Wii.cs Tools, Sharpii, wszst...)
  • A text editor (Notepad is fine)
  • Brlyt tool (You will need to install an framework called ActiveX for this to run. It's old, so I'm not sure if it's compatible with newer versions of Windows.)
  • A tool to extract the banner and modify the icons (CustomizeMii...)


Editing 00000002.app


We will replace the SWF file in the WAD and optionally make some changes to a fun configuration file. Unpack the WAD using a tool such as ShowMiiWADs, then you will see a set of .app files. Extract the 00000002.app with your preferred tool to unpack a U8 archive. Replace `content/menu.swf` with the SWF of the Flash game you want to inject.


OPTIONAL: Open config/config.common.pcf with your preferred text editor. You can make some fun changes to this, but the base WAD has all the preferred settings.

  • mouse - should be "on" if you want to use the Wii Remote cursor as a mouse, else "off"
  • midi - enables use for a soundfont in DLS format. Haven’t tested this, but if you want to play with it, set it to "on". Else, set it to "off".
  • dls_file - uncomment this line to use it (remove the "#" at the start of the line). Set it to a path to the DLS file you want to use.
  • shared_object_capability - determines whether or not to make a save file, haven’t done testing with it. In most cases, should be "off".
  • vff_cache_size - if you plan to make a save file, you can change the number of kilobytes. Default is "96".
  • strap_reminder - should be "none". Set to "normal" if you want to enable the wrist strap reminder, or "no_ex" if you want to remove the transitioning image on the strap screen about using an extension controller.
  • supported_devices - should be "core, freestyle, classic". Not sure how this works, but it seems to enable or disable controllers. Other types of comma-separated controllers that this can be set to are "balance_checker", "codetrain", "guitar", and "future".
  • hbm_no_save - should be "off". This option probably enables the “Anything not saved will be lost” message when you access the Wii Menu or Reset button on the HOME Menu.
  • quality - should be "high", but can also be "low" or "medium" if you want to use those qualities for some reason.
  • qwerty_keyboard - should be "on" if you want to use the keyboard, else "off"

When you made your changes, pack 00000002.app back up with your preferred tool and re-pack the WAD with all of it’s contents.


Changing the icons and names:


Change the display name of the channel to your name of choice, and change its ID to something unique (It’s not recommended to modify the first letter of the title ID). Using CustomizeMii, Modify the images “IconVCPic” and “VCPic” to match your game.


Now, extract the banner.brlyt file and put it somewhere. Do the following customization steps:

  • Change the name to the name you chose previously and press the “set all” button.

  • Change the year to match your game and press the “set all” button.

  • Change the players amount to match your game. (e.g. 1, 1-4, 2-4)

  • Select the banner.brlyt file

  • Keep everything else exactly as is and save changes.

You are all done, install the WAD file onto your Wii. Ensure you have BootMii or Priiloader installed on your Wii before installing the inject, or test with Dolphin, because things can go wrong if you are not careful enough. If it doesn't work and black screens, then the game might not be compatible with the Wii. If it works, great.

Credits to dhtdht020 for helping me write this guide.
 
Last edited by Larsenv,

dhtdht020

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It would be interesting if this can run flash better than https://gbatemp.net/threads/repurpose-the-youtube-channel-to-run-flash-applications.510608/

Everything I tried worked, but a few games showed wrong colors or missing images. (Shadow the Hedgehog, Ultimate Flash Sonic) Not having to rely on a usb keyboard is nice.

Regarding the missing images, you will likely experience it with this base as well.
The wii has memory limitations: assets that are either too big or games that have too many high res assets loaded at the same time, will have these issues because the wii can't have everything loaded at the same time.
 
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SuperrSonic

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That doesn't seem to be the case, Shadow is comprised of five SWFs with a total size of 1.91 MB
Back to Nature's SWF is 5.11 MB

Anyway it works:
shado.png
ytsh1.png

Even though I could move around with the dpad, I could not find the jump key.
Back to Nature isn't full screen for some reason.

If you look at memory at 0x80385F20 you'll find a list of possible values for keymap.ini
KEY_LEFT
KEY_RIGHT
KEY_HOME
KEY_END
KEY_INSERT
KEY_DELETE
KEY_BACKSPACE
KEY_SELECT
KEY_UP
KEY_DOWN
KEY_PAGEUP
KEY_PAGEDOWN
KEY_FORWARD
KEY_BACKWARD
KEY_ESCAPE
KEY_ENTER
KEY_TAB
KEY_CAPS
KEY_SHIFT
KEY_CTRL
KEY_BUTTON_LEFT
KEY_BUTTON_RIGHT
KEY_BUTTON_DOWN
KEY_BUTTON_UP
KEY_BUTTON_A
KEY_BUTTON_B
KEY_BUTTON_HOME
KEY_BUTTON_PLUS
KEY_BUTTON_MINUS
KEY_BUTTON_1
KEY_BUTTON_2
KEY_BUTTON_Z
KEY_BUTTON_C
KEY_CL_BUTTON_UP
KEY_CL_BUTTON_LEFT
KEY_CL_TRIGGER_ZR
KEY_CL_BUTTON_X
KEY_CL_BUTTON_A
KEY_CL_BUTTON_Y
KEY_CL_BUTTON_B
KEY_CL_TRIGGER_ZL
KEY_CL_RESERVED
KEY_CL_TRIGGER_R
KEY_CL_BUTTON_PLUS
KEY_CL_BUTTON_HOME
KEY_CL_BUTTON_MINUS
KEY_CL_TRIGGER_L
KEY_CL_BUTTON_DOWN
KEY_CL_BUTTON_RIGHT
If you map KEY_BUTTON_2 to KEY_BACKSPACE and rotate the arrow keys you should get a playable game.
 

Devnol

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Nice guide but I can't seem to find the banner.brlyt file. You say extract the banner.brlyt file. Where is that?
 

markehmus

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That doesn't seem to be the case, Shadow is comprised of five SWFs with a total size of 1.91 MB
Back to Nature's SWF is 5.11 MB

Anyway it works:

Even though I could move around with the dpad, I could not find the jump key.
Back to Nature isn't full screen for some reason.

If you look at memory at 0x80385F20 you'll find a list of possible values for keymap.ini
KEY_LEFT
KEY_RIGHT
KEY_HOME
KEY_END
KEY_INSERT
KEY_DELETE
KEY_BACKSPACE
KEY_SELECT
KEY_UP
KEY_DOWN
KEY_PAGEUP
KEY_PAGEDOWN
KEY_FORWARD
KEY_BACKWARD
KEY_ESCAPE
KEY_ENTER
KEY_TAB
KEY_CAPS
KEY_SHIFT
KEY_CTRL
KEY_BUTTON_LEFT
KEY_BUTTON_RIGHT
KEY_BUTTON_DOWN
KEY_BUTTON_UP
KEY_BUTTON_A
KEY_BUTTON_B
KEY_BUTTON_HOME
KEY_BUTTON_PLUS
KEY_BUTTON_MINUS
KEY_BUTTON_1
KEY_BUTTON_2
KEY_BUTTON_Z
KEY_BUTTON_C
KEY_CL_BUTTON_UP
KEY_CL_BUTTON_LEFT
KEY_CL_TRIGGER_ZR
KEY_CL_BUTTON_X
KEY_CL_BUTTON_A
KEY_CL_BUTTON_Y
KEY_CL_BUTTON_B
KEY_CL_TRIGGER_ZL
KEY_CL_RESERVED
KEY_CL_TRIGGER_R
KEY_CL_BUTTON_PLUS
KEY_CL_BUTTON_HOME
KEY_CL_BUTTON_MINUS
KEY_CL_TRIGGER_L
KEY_CL_BUTTON_DOWN
KEY_CL_BUTTON_RIGHT
If you map KEY_BUTTON_2 to KEY_BACKSPACE and rotate the arrow keys you should get a playable game.
i see you have done youtube channel loading ,wad creation, this is a nice idea i never thought of before ... is it true the original photo channel plays them too ?
Screenshot_15.png

http://forum.wiibrew.org/read.php?14,5238


wad is indead the fanciest idea , but i didnt know the photo channel played them :wacko:
 

Hambrew

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This is not an April Fool's joke!

People have made countless injects of Virtual Console games on the Wii. That means they take a Virtual Console game WAD, then use a program such as “autoinjectuwadinjector” to put any ROM they want into the game. This process is known as “injecting”. One little-known thing (until now) is that you can do the same thing with Adobe Flash games! A few WiiWare games and video-streaming Channels on the Wii actually run on a Flash applet.

For this tutorial, we will be injecting Flash games using a base of the European-exclusive WiiWare game by the name of “Back to Nature”. The game is terrible, and one thing to blame for that is that it’s entirely Flash-based! The swf can even be extracted from the game and be played on a computer. Despite the fact the game is garbage, it gave us a nice gift - the ability to inject whatever Flash game you want into the app. We turned the WAD into a template. Even though the Internet Channel can play Flash games, it’s a hassle for the webpage containing the Flash game to load, and Flash is at the end of life. It’s a good time to take advantage of packaging Flash games into WADs.

Credits to dhtdht020 for helping me write this guide.
oh hell yeah, time to flex htwins.net games like BFDIA 5b or GTTATINT
 
Last edited by Hambrew,
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yuyuyup

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So does this mean flash games running natively from the wii for the first time? (rather than just playing from a browser) Could the flash-based game Alien Homid for the GC reveal any more clues about flash on GC/Wii?
 

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