wiimake icon indicating copy to clipboard operation
wiimake copied to clipboard

wiimake is an automated tool for compiling, allocating, linking, and injecting C code into games for the Wii/Gamecube.

WiiMake 2.0.0

Introduction

WiiMake is a cross-platform command line tool for building Gamecube/Wii mods written in C. It manages the entire build process, from compiling the C files and arranging the code in the available memory regions of the game, to injecting the final code into the .iso file. It also comes with a utility for interacting directly with .iso files, to provide an easier workflow when developing mods.

For an example of this tool being used to build a real project, see the MeleeModdingLibrary Tutorials_ which show how to create a simple AI for Super Smash Bros Melee.

.. _MeleeModdingLibrary Tutorials: https://github.com/sherman5/MeleeModdingLibrary/wiki/Tutorial

Installation

If you have any trouble with the installation steps, feel free to ask a question in the MeleeModdingLibrary Discord_ on the #wiimake channel.

.. _MeleeModdingLibrary Discord: https://discord.gg/gJXR77v

Installing devkitPPC


WiiMake relies on the devkitPPC toolchain_. Follow the installation instructions here__. Make sure to add the toolchain to your PATH. You can try running :code:powerpc-eabi-gcc to see if everything was installed correctly. You should see

__ https://devkitpro.org/wiki/Getting_Started .. _devkitppc toolchain: https://wiibrew.org/wiki/DevkitPPC

::

$ powerpc-eabi-gcc

powerpc-eabi-gcc: fatal error: no input files

Installing Python


Before installing WiiMake, you must have a supported version of Python_ installed. You can see which version you currently have by running

.. _Python: https://www.python.org/downloads/

::

$ python --version

WiiMake works with Python versions 2.7, 3.4, 3.5, 3.6, 3.7, 3.8.

Installing WiiMake


The easiest way to install WiiMake is to use the package management tool pip_.

.. _pip: http://www.pip-installer.org/en/latest/

::

$ pip install wiimake

If the installation worked correctly, you should be able to run :code:wiimake in your terminal and see

::

$ wiimake

usage: wiimake [-h] [--version] [--save-temps] [--verbose]
  iso_file config_file
wiimake: error: the following arguments are required: iso_file, config_file

Using WiiMake

WiiMake has two required arguments, iso_file which is the path to the .iso file you want to modify and config_file which is the path to your WiiMake configuration .ini file. This configuration file contains all the neccesary information to build and inject your mod. See the WiiMake Configuration File_ section for more information. To build a mod, simply run

::

$ wiimake game.iso config.ini

This command will build and inject a mod into the :code:game.iso file based on the settings in the :code:config.ini file. Since this command overwrites the :code:game.iso file, it's usually a good idea to create a backup. WiiMake also comes with a tool for manipulating an .iso file directly, :code:wiimake-isotool. This lets you save the original state of the .iso file before overwriting it with your mod. If the configuration file changes significantly, it is usually a good idea to restore the .iso file to it's original state before building the mod again. A sample workflow might look like this:

::

$ wiimake-isotool game.iso --save original.out saving file state... done!

$ wiimake game.iso config.ini WiiMake version: 1.99.17 devkitPPC version: (devkitPPC release 35) 8.3.0 ...

... make some changes to the memory layout in the configuration file ...

$ wiimake-isotool game.iso --load original.out loading file state... done!

$ wiimake game.iso config.ini WiiMake version: 1.99.17 devkitPPC version: (devkitPPC release 35) 8.3.0 ...

There is also an option for calculating an MD5 checksum on the .iso file, which allows you to verify the state of your .iso.

::

$ wiimake-isotool game.iso --checksum 1dad5e2edeb630d7a3bc7b77902e5834 game.iso

$ wiimake-isotool game.iso --save original.out saving file state... done!

... make changes to the iso file ...

$ wiimake-isotool game.iso --load original.out loading file state... done!

$ wiimake-isotool game.iso --checksum 1dad5e2edeb630d7a3bc7b77902e5834 game.iso

In this example both checksums will be the same since we loaded the saved state of the original .iso file.

Additional Options


There are two additional options you can enable when running :code:wiimake,

::

wiimake game.iso config.ini --verbose

will print more information about what's happening during the build process.

::

wiimake game.iso config.ini --save-temps

will save all the temporary files that are created during the build process. This can sometimes be useful when debugging an issue with the mod. Note that injected_code.txt, which contains a full dump of all the injected code, is always saved and is the most useful reference for debugging.

WiiMake Configuration File

The configuration file contains all information needed to create a mod. The format for this file is the standard .ini format where the ';' character starts a comment and the '=' denotes a variable. Lines wrapped in '[]' are section headers and are treated the same way as comments. There are several variables that WiiMake looks for in the configuration file. Each of them is described here and at the end of this section you can find some example configuration files.

SOURCES

::

SOURCES = file1.c file2.c file3.c subfolder/file1.c

This variable tells WiiMake which C files are part of this mod. WiiMake will compile these files and inject the resuling code into the game .iso file.

REGIONS

::

REGIONS = 80393a5c-80393c0c 803fa3e8-803fc2e8

This variable specifies the regions in the game memory that are available to be overwritten. After all the code has been compiled, WiiMake will find an arrangement of the code so that it fits in these regions. All addresses in these regions must be able to be overwritten without affecting the game. To test if a region if viable, you can use

::

$ wiimake-isotool game.iso --zero-out 0x80393a5c 0x80393c0c

which will write zeros to every address in the given range. If the game is still playable like this, then it is likely that this region is safe to overwrite.

Note: the regions must have the format of start_address-end_address with no spaces.

ENTRY_POINTS

::

ENTRY_POINTS = _main 80377998 7ee3bb78 foo 801a633c 60000000 bar 801b15cc 38800000

When your code is injected into the available memory regions, it is completely separated from the running game code. There needs to be a point where the game code branches into your code in order for your mod to do anything. This variable specifies the functions in your C files which will serve as entry points to your code. The first value is the name of the function you want as an entry point. The second value is the address where a branch to this function will be inserted. This address depends on what the purpose of your function is. If it is a function that should be called every frame, then you need to find an address in the main game loop. If it is a function that should be called whenever a certain event happens, then you need to find an address in the code that handles that event. The third value is the instruction that is originally at that address in memory. Since this code is part of the actively running game, it can't be overwritten without any consideration for what the original instruction was doing. To see the value of an instruction at any memory address, use

::

$ wiimake-isotool game.iso --read 0x801a633c interpreting 0x801a633c as a memory address 0x7c7f1b78

If you want the game to run as normal you should provide the same value read from the original disc. However, you can also choose to ignore the original instruction by replacing it with a :code:nop (60000000). This will effectively make your function overwrite whatever instruction was originally at that address.

Before the code branches to an entry point, all the registers are preserved on the stack. Thus, these functions can take input from the game registers, but any return values will be discarded when the registers are restored. If you are unfamiliar with registers and how they are used to pass values to a function, it is always safe to have all entry points have a signature like :code:void foo().

INCLUDE_PATHS and LIBRARIES

::

LIBRARIES = lib1.a lib2.a INCLUDE_PATHS = path/to/dir1 path/to/dir2

Often, you will want to include external libraries in your C code. You can use these variables to specify the include paths you want to be able to use, as well as the path to any static libraries (.a files) you want to link with your code.

COMPILER_FLAGS and LINKER_FLAGS

::

COMPILER_FLAGS = -flag1 -flag2 LINKER_FLAGS = -flag1 -flag2

WiiMake also allows you to pass flags to the underlying calls to :code:powerpc-eabi-gcc and :code:powerpc-eabi-ld during the compiling and linking stages, respectively. This can be especially useful if your code is too large to fit in the available memory regions. Using the :code:-O optimization flags allow for a significant reduction in size for your compiled code, but sometimes can introduce bugs that are difficult to fix.

Static Overwrites


In addition to named variables, WiiMake also looks for lines of the form

::

801648c8 = 38a007ff

These lines are interpreted as a static overwrite, where the value on the right hand side of the "=" will be written to the specified address on the left hand side. This happens directly in the .iso file, so if this address is updated at runtime, your overwrite will be lost.

Examples


Here are a few examples of configuration files being used for modding Super Smash Bros Melee in the MeleeModdingLibrary_ tutorials. Example 1, Example 2, Example 3__.

__ https://github.com/sherman5/MeleeModdingLibrary/blob/master/tutorials/SimpleProgram/SimpleProgram.ini __ https://github.com/sherman5/MeleeModdingLibrary/blob/master/tutorials/DashDancing/DashDancing.ini __ https://github.com/sherman5/MeleeModdingLibrary/blob/master/tutorials/DefensiveAI/DefensiveAI.ini .. _MeleeModdingLibrary: https://github.com/sherman5/MeleeModdingLibrary/