Wiinject is a cross-platform tool for injecting ASM hacks into Wii games using Riivolution memory patches. Pass it a folder containing .s
PowerPC
assembly files (and, if you'd like, .c
C files) and a series of injection sites and it will assemble the files and give you a memory file and a
series of Riivolution XML memory patches.
Wiinject relies on the Keystone Engine to assemble code and devkitPro to compile C code.
Wiinject requires the following to run:
- The .NET 6.0 runtime
- devkitPro if compiling C code
-f|--folder
– The folder where your source files live-m|--dolphin-map|--map|--symbols
– A Dolphin symbols map for any built-in functions you want to reference by name-i|--injection-addresses
– The addresses to inject function code at, comma delimited. The code at these addresses should be safe to overwrite.-e|--injection-ends
– The addresses at which the above injection sites end (are no longer safe to overwrite), comma delimited. If the code is unable to fit in any of these injection sites, an error will be thrown.-o|--output-folder
– The folder to output the Riivolution patch.xml & assembled ASM bin file to.-n|--patch-name
– The name of the patch to output. The patch will be output to{output_folder}/Riivolution/{patch_name}.xml
and the ASM bin will be output to{output_folder}/{patch_name}/patch.bin
.-p|--input-patch
– The base Riivolution patch that will be modified by Wiinject to contain the memory patches. A blank base template will be created if this is not provided.d|devkitpro-path=
‐ The path to a devkitPro installation containing devkitPPC (e.g.C:\devkitPro
or/opt/devkitpro
)--console-output
– Rather than producing an ASM patch, simply output the XML to the console. This will still save the ASM bin, however.--emit-c
– Emits assembled C functions to the console so you can modify your assembly calls to those functions to work with the registries used by the compiler.
Wiinject expects the folder
where your source lives to have one subdirectory for each patch element you wish to generate. For example, if you'd like your final Riivolution patch
to contain one optional patch for translating the game and another for reducing monster spawns, name one subdirectory something like Translation
and the other ReduceMonsterSpawns
.
Then, place your source files relevant to those patches in those directories.
When preparing your input patch, make sure you set up the options yourself and ensure that the patch names in the options match the names of the subdirectories in your source folder
.
Finally, add any patch elements that have non-memory patches. Wiinject will automatically create patch elements that don't exist and append to ones that do.
If you've followed along, your input patch should look something like this:
<wiidisc version="1">
<id game="R42069" />
<options>
<section name="Translation">
<option name="Translation">
<choice name="Enabled">
<patch id="Translation" />
</choice>
</option>
</section>
<section name="Quality of Life">
<option name="Reduce Monster Spawns">
<choice name="Enabled">
<patch id="ReduceMonsterSpawns" />
</choice>
</option>
</section>
</options>
<patch id="Translation">
<folder external="/Game/files" recursive="true" disc="/" />
<folder external="/Game/files" />
</patch>
</wiidisc>
Wiinject uses the Keystone Engine to assemble standard PowerPC assembly. To write an assembly file that Wiinject can parse, however, you need to use special function names.
Here is a sample Wiinject-compatible assembly file:
hook_80017250:
start:
add 5,5,0
mr 26,3
cmpwi 5,3
beq end
li 5,2
end:
blr
hook_80017254:
mr 3,26
blr
repl_80017260:
mr 5,25
li 6,7
ref_801BBB38:
li 6,7
blr
The hook
s indicate which instructions to replace with a branch instruction to the function provided. The repl
indicates a location to start overwriting
instructions directly with the instructions provided. The ref
indicates a location to write a reference to the function provided (useful for hooking into functions
that use bctrl
, etc.).
Wiinject allows for a special notation to store and interact with variables. Variables can be defined anywhere in an ASM file with $variable:
, e.g. $array: .skip 16
.
You can then load that variable into memory with the lv
command. lv
is resolved to an lis
followed by an addi
in the assembling process.
Example:
$variable: .int 0
$array: .skip 16
hook_80017250:
lv 2,$variable
lv 3,$array
blr
For each ASM file, you may also provide a companion C file to compile and inject methods which may then be called from the ASM. In order to use this functionality, you must
install devkitPro and provide Wiinject with the path to the devkitPro installation (e.g. C:\devkitPro
or /opt/devkitpro
).
Injected C methods are called from the ASM via bl =method_name
. The assembly function caller will need to handle stack manipulation and inputs itself. You can expect
a compiled C method to accept inputs sequentially starting with r3
and to place its return value in r3
. However, in order to verify this, you can use the --emit-c
flag while
calling Wiinject to view the compiled C code's assembly so you can adjust your assembly caller appropriately.
Here is a sample Wiinject-compatible C file named font_hack.c:
int font_offset(char character)
{
switch (character)
{
case 'A':
return 0x180;
case 'I':
case 'i':
case 'l':
case '!':
return 0x48;
default:
return 0x90;
}
}
And here is its companion ASM file named font_hack.s:
hook_8001726C:
stwu 1,-24(1)
mflr 0
stw 0,20(1)
stw 31,16(1)
mr 31,1
stw 9,12(1)
stw 3,8(1)
mr 3,26
cmpwi 3,75
bl =font_offset
lwz 0,20(1)
mtlr 0
mr 0,3
lwz 9,12(1)
lwz 3,8(1)
addi 11,31,24
lwz 31,-4(11)
mr 1,11
blr
You can provide Wiinject with a Dolphin symbols map and use that to reference functions existing in the ASM in the same way you would reference C functions.
Map file:
.text section layout
80004000 00000050 80004000 0 memcpy
Assembly:
hook_8001726C:
stwu 1,-24(1)
mflr 0
stw 0,20(1)
bl =memcpy
lwz 0,20(1)
mtlr 0
addi 1,24
blr
- Wiinject only supports the
bl
command for C functions or functions defined in your Dolphin symbols map; functions defined in assembly cannot currently be branched to. - The paired single operators are not available.
Wiinject.sln can be opened in Visual Studio 2022 or (presumably) later and built from there. You can also build Wiinject.sln from the command line on any platform that
supports .NET 6.0 with dotnet build
in the root directory. If you're struggling to get Wiinject to run properly after compilation, try explicitly running with the RID
of the platform you're building for (e.g. dotnet build -r osx-64 Wiinject/Wiinject.csproj
).