GameCube codes on Wii (version 2)

Guide created by Cubed Cinder; thanks go out to Link and many others for their help

Welcome to a brand new guide to running GameCube cheat codes (such as SSBM's Mushroom Stacker) on your Wii console, especially those of you who have found this page through search engines like Google.

If you have any problems at any point of this guide, stop at wherever you're at (so you don't cause any damage) and let me know.

You'll need at least version 1.0.7 of the Homebrew Channel installed and, obviously, a Wii model that supports backwards compatibility with GameCube games.

Step 1: Install Nintendont
You only need to download one set of files to play GameCube with GeckoOS/WiiRd/Ocarina style cheat codes on your Wii console, and that's the stuff belonging to the Nintendont app. Nintendont was primarily designed to let you play GameCube ISOs (ones you've non-pirated) on later models of the Wii, including the Wii U, that removed backwards compatibility with GameCube games. However, you can still run it on an original Wii system and get all the benefits of the app while still using your physical GameCube game discs and memory cards. Best of all, unlike the older method, Nintendont is ready to go out of the box. No more risky IOS installing or MIOS patching!

First off, download Nintendont from this link. VGGTS World cannot host Nintendont directly due to it constantly being updated. The files you need to download and the instructions to install them on your SD card are at the very bottom of that link. Make sure you follow those instructions!

Step 2: Create games and codes folders
While you still have your SD card plugged into your computer, you'll need to create two additional folders on the root folder of your card (basically the same location of your 'apps' and 'private' folders). By creating the games folder, this will stop Nintendont from crashing upon startup due to lack of such a folder. The codes folder is where you'll be storing the GCT files you eventually create. For more info on how to make GCT files, see here under 'How to install codes.'

Stop at Step 4 of that guide when you get there (as the rest of that guide only applies to Wii games) and then come back to this page.

Step 3: Configuring Nintendont
Now insert your SD card back into the Wii. At this point, you'll also want to get your GameCube game ready by inserting it into the drive as well as plugging in your GameCube memory card(s) and controller(s). Launch Homebrew Channel, and then launch Nintendont. When Nintendont is up and running, make sure there is an arrow pointing at SD (instead of USB) and then press A on your Wii Remote. You should next see an option entitled 'Boot GC Disc in Drive [DISC01]' highlighed with an arrow, but instead hit B.

This is where you can change numerous settings regarding Nintendont. The ONLY option you need to worry about just for this guide is Cheats (you can try some of the other options there such as Force Widescreen if you're feeling adventurous, but I would just leave everything else alone). Hit the A button with it highlighted to switch it ON. That's it! Hit the B button to go back and then hit A to select 'Boot GC Disc in Drive [DISC01]'. If all went according to plan, you'll be using cheats in your GameCube games!

Converting existing Action Replay codes to WiiRd (from Link)

It is possible to use EXISTING Action Replay codes. You basically need two additional programs though.

One is GCNCrypt, the other is AR to WiiRD CodeType Converter. GCNCrypt is available here at VGGTS World:

Download GCNCrypt

AR to WiiRd is availible at,121.0.html ( Note that AR to WiiRd is a Java application so you'll require the Sun JRE to run it (

The way to use it is as follows in short steps:

-get to codejunkies/gscentral/whereever and get Gamecube codes. In most cases they are encrypted and have a 4-4-5 structure (like UKXF-GD2T-17DGC) - if they have an 8 8 structure (023A4C14 00001C1C) then they are unencrypted but this is rare!

-if they are encrypted open GCNCrypt, paste them on the left side and click "Decrypt" - on the right hand side (Output) you'll see the decrypted codes in an 8 8 form - please note: when you continue using them REMOVE(!!!!) the first line of them, the first line of Action Replay codes is a so-called verifier line which provides information about the length of the code, which game it is for and such (maybe you already got the error "Code is for a different game"). If you get an unencrypted code from a webpage such as GSCentral, they do not have a verfication line so do not remove the first line on those! (Star Fox Adventures PAL being used as example)

-now take the decrypted codes and enter them into AR to WiiRd. Then click "Convert CodeTypes >>" - in the right hand side the convered codes should appear carrying a warning that if you post these codes on a forum you should not take credit for them as they are indeed only Action Replay codes in a different format!

You will notice that quite often, converted codes will become very long. Technically it would be possible to shorten them, however GCN AR to WiiRd CodeType converter for most is a simple line by line converter and quite often GC codes need to be represented by multiple lines in the Gecko format - technically Gecko codes could (in many cases) be shorter than Gamecube codes but notice that this application is really just a helper. On the other side the Action replay for most crashed your game if you used more than 40 lines of code at once while Gecko should allow around 250 lines (this is one of the reaons why hackers like to do these very long codes for Wii - simply many of those codes would crash the Gamecube Action Replay, on Wii they are possible so they do them) of code which should prevent any problems.