Wii homebrew
Write, build and run your own Wii apps in C or C++, powered by your own devkitPro install.
What you need
- devkitPro with the wii-dev group (devkitPPC and libogc). Revolution Editor doesn't bundle or download it.
- Dolphin to run what you build, or a real Wii with the Homebrew Channel.
Revolution Editor looks for devkitPro in /opt/devkitpro (the installer's default) or $DEVKITPRO. If yours lives elsewhere, choose it in Settings > Homebrew, which also shows whether the toolchain was found.
Create a project
- Choose File > New > Wii Homebrew Project….
- Name it, pick C or C++, and choose where to put it.
- Create. The project opens in the workbench with a standard devkitPPC
Makefile, asource/main.c(or.cpp) hello-world that draws text and exits on the HOME button, and a.gitignore.
Add more .c/.cpp files to source/ and headers to include/. Everything opens in the built-in code editor with syntax highlighting, Find and undo.
Build and run
When the open folder is a homebrew project, a Build & Run button (hammer) appears in the toolbar.
- Click it to build with
makeand boot the resulting.dolin Dolphin. - Use its menu to Build without running, or Clean.
- Compiler output streams into the Console. The finished
.doland.elfare written next to your sources.
/tmp and copies the result back. Your project can live anywhere.On a real Wii
Copy the built .dol to your SD card as apps/<name>/boot.dol, add a meta.xml if you want a title and icon in the Homebrew Channel, and launch it from there.
Visual apps
Instead of a plain console project, create one of the app templates:
- C: UI app (designer + nodes): lay out the screen in the UI designer and wire the logic in the Node editor. No code needed.
- Swift: UI app (designer + Swift): the same designer, with your logic written in Swift.
Either way you can also add hand-written C or C++ files to source/.
Work with an agent
Revolution Editor can hand a project to Claude Code, Codex or Antigravity. See Coding agents.