PokePark 2 Wiicompiled
PokePark 2 Wiicompiled is a native Windows and Android port of PokéPark 2: Wonders Beyond that runs the game's code natively with high resolutions and frame rates.
- Type: PC port
- Game: PokéPark 2: Wonders Beyond
- Runs on Windows and Android
- By MildRain479
- Latest release v0.1.0-beta, 2026-11-13
- Source: https://github.com/MildRain479/PokePark-2-Wiicompiled
README
PokePark 2 Wiicompiled
A native Windows and Android port of PokéPark 2: Wonders Beyond (USA, S2LE01). The game's PowerPC code is statically recompiled into C and runs natively, with the Wii's hardware replaced underneath it. There is no emulator: the game's own code runs, drawing with Vulkan or OpenGL at high resolutions and frame rates, played with a keyboard and mouse, a controller, or a touch screen.
This repository contains no game data. You need your own copy of the game. The program reads your disc image the first time it runs.
Beta. Please report problems in Issues. Say what you did and what happened, attach a screenshot if you can, and give your Windows version, graphics card and Renderer setting (Options > Display), or on Android your phone's model and Android version.
Playing on Windows
- Download the latest build from Releases and unzip it.
- Run
PokePark2.exe. - The first time, choose your disc image (ISO, RVZ, WBFS, WIA, CISO and
the like). It's checked against the original disc, then the game is set
up in an
S2LE01folder beside the program, and your saves are kept inS2LE01\nand.
Keep the prompts and tools folders beside PokePark2.exe.
Requirements: Windows 10 or 11 (64-bit) and a graphics card with Vulkan 1.3 or OpenGL 3.3.
Playing on Android
- Download the
.apkfrom Releases on your phone and install it (allow installing apps from your browser or file manager when asked). - Open PokePark 2.
- The first time, choose your disc image (RVZ, ISO, WBFS, WIA, CISO and the like) in the file picker. The game plays straight from it, so nothing is extracted; if you move the file, the app asks again.
Play with the touch controls drawn over the game (a stick on the left, the buttons on the right, - and + at the top left, drag elsewhere to turn the camera) or a controller. Settings are in Options, in the PokéPark Pad.
Dual-screen handhelds. On a handheld with a second built-in screen, such as the AYN Thor, the second screen shows the PokéPark Pad's pages: your friends list and the map. Options > Dual screen, shown only on these handhelds, turns it on or off, swaps the screens, and keeps the minimap on the game's screen too. The Retroid Dual Screen Add-On should work the same way, but hasn't been tested.
Requirements: Android 11 or later on a 64-bit (arm64) phone or handheld with Vulkan 1.3. Tested on the AYN Thor so far.
Playing on Steam Deck
There's no Linux version, but the Windows one should run through Proton, the Deck's built-in Windows compatibility layer. This hasn't been tested yet, so please report how it goes.
- In Desktop Mode, download the Windows build from Releases and unzip it somewhere on the Deck, along with your disc image.
- In Steam, choose Games > Add a Non-Steam Game to My Library and
pick
PokePark2.exe. - In that entry's Properties > Compatibility, tick Force the use of a specific Steam Play compatibility tool and choose the latest Proton.
- Start it. The first time, choose your disc image, as on Windows.
- In Options > Display, set Aspect ratio to 16:10 (the Deck's screen) and turn on Fullscreen.
The Deck's controls work as an Xbox controller. If something doesn't work, open an issue saying so, with your Proton version.
Bringing over a save from a Wii or Dolphin
The game keeps its saves where a Wii does, in the same files, so a save from your Wii or from Dolphin should carry on where you left off. This hasn't been tested with PokéPark 2 yet.
In the game. On the save files screen, open Options > Gameplay:
- Import Wii save takes a Wii's
data.binstraight from its SD card (no Dolphin needed; see step 1 below for making one), the files in Dolphin's save folder, or a zip of them. The game restarts with the imported save; the one it had is kept beside it, in adata before importfolder. - Export Wii save writes your save as a zip of its files, the way Dolphin keeps them. Import it on another phone or PC, or unzip it into Dolphin's save folder (below).
The same can be done by hand:
From a Wii. A Wii copies saves to an SD card encrypted, so Dolphin (free, dolphin-emu.org) is used to unpack it:
- On the Wii, go to Wii Options > Data Management > Save Data > Wii,
choose PokéPark 2 and Copy it to an SD card. It's saved as
private\wii\title\S2LE\data.binon the card. - In Dolphin, choose Tools > Import Wii Save... and pick that
data.bin. - Carry on as from Dolphin, below.
From Dolphin.
-
In Dolphin, choose File > Open User Folder. The save is in
Wii\title\00010000\53324c45\datathere. -
Close the game if it's running, and keep a copy of its own save folder in case you want it back:
- Windows:
S2LE01\nand\title\00010000\53324c45\data, besidePokePark2.exe. - Android:
Android/data/io.github.pokeparkrecomp2/files/S2LE01/nand/title/00010000/53324c45/dataon the phone's storage. The phone's own Files app hides this folder, but other file managers, such as CX File Explorer, can open it (allow access to the folder when asked). Or connect the phone to a computer with a USB cable and choose File transfer, and it shows up there.
Start the game once first if that folder isn't there yet.
- Windows:
-
Copy everything in Dolphin's
datafolder into the game'sdatafolder, replacing what's there. -
Start the game; your save files are on the save files screen.
Saves go the other way too: copy the game's data folder into Dolphin's,
or unzip what Export Wii save writes there. On to a Wii from Dolphin,
right-click the game in Dolphin's list and choose Export Wii Save,
which writes a data.bin to copy to the SD card.
Improvements over the Wii version
Graphics
- Widescreen. The game runs in its native 16:9 mode at full horizontal resolution, rather than squeezed for a TV to stretch.
- High resolution. Renders at 1x to 6x the Wii's resolution, or to fit the window. 3x is pixel for pixel on a 1440p display.
- High frame rates. 30 fps (the game's own in the park), 60 fps, or 120, 144, 165 or 240 fps. Above 60, extra frames are interpolated between the game's, with every object, camera and light moving smoothly. The game still updates 60 times a second, so nothing speeds up.
- Anti-aliasing. 2x, 4x or 8x MSAA.
- Anisotropic filtering. 2x to 16x, for sharp ground and walls at an angle.
- Aspect ratio. 16:9 (the game's), its own 4:3, or 16:10 and 21:9 ultrawide, which show more of the world above and below or at the sides. The HUD and menus stay at 16:9 in the middle.
- Field of view. 80% to 150% of the game's, in the park.
- Movies. Shown as they were, sharpened, or AI upscaled. Hold + to skip one.
- Texture packs. Packs made for Dolphin work as they are: put the
pack's folder in a
texturesfolder beside the game (on Android, thetexturesfolder besideS2LE01). Options > Display > Texture pack turns it off and on. - Vulkan and OpenGL renderers. Vulkan is the default and the fastest. It falls back to OpenGL if Vulkan can't start.
- Fullscreen (borderless) or windowed, toggled with Alt+Enter.
Controls
- Keyboard and mouse, with a mouse-controlled camera that turns and tilts the player camera, even while running, kept inside walls and above the ground.
- Xbox-style controllers, with rumble (off, light, normal or strong), and movement in any direction with the left stick.
- Fully rebindable. Each Wii Remote button has two keyboard or mouse slots and two controller slots.
- Button prompts match your device. The game's on-screen Wii Remote icons are redrawn as the key or button they're bound to, in the menus' button bar, the bubble over Pikachu's head, the title screen's "Please Press" and the text, switching between keyboard and controller as you use them.
- Instructions for your controls. The attractions' How to Play pages, the partners' moves as each joins, the moves taught in the field, Iron Tail, Shake Sprint and the portals name your keys or buttons, instead of telling you to shake, tilt or point the remote.
- Motion controls mapped. Shaking, tilting and pointing are mapped to keys, the mouse and the sticks.
- Dance Inferno, made for keys. On the Wii any shake danced whatever move came up. Here each move has its own key, drawn on its icon along the bottom: press it as the move comes up and hold it to the end of its bar.
- Camera speed and inverted camera settings.
Gameplay options
Optional changes to the game's balance, all off (100%) by default:
| Setting | Choices |
|---|---|
| Text speed | 1x (the game's), 2x, 3x, or a page at once |
| Berries collected | 50% to 300% |
| Prices | free, 50%, 100% or 200% |
| Damage dealt | 50% to 300% |
| Damage taken | none, 50% to 300% |
| Chase speed | 50% to 150% of the speed of the Pokémon you chase |
Quality of life
- Faster start-up. The wrist strap screen is cut short.
- An in-game Options menu. It's in the PokéPark Pad (pause menu) and
on the save files screen, in the game's own style, with a way to close
the game. Changes apply immediately and are saved in
settings.ini. - Save photos anywhere. Copying photos to the SD card asks for a folder, and the photos are saved there as JPEGs.
- Autosave. With Options > Gameplay > Autosave on, the game saves itself, as the PokéPark Pad's Save does, whenever you make a friend or enter another area. It's off by default.
- Update check. At start it asks GitHub whether a newer release is out. If one is, the save files screen says so, and Options > Display > Updates opens its download page. Nothing is downloaded by itself, and the Updates setting turns the check off.
- Runs at 60 Hz to match PC displays (the Wii runs at 59.94 Hz).
Default controls
| Wii Remote | In the park | Keyboard and mouse | Controller |
|---|---|---|---|
| D-pad | Move | WASD / arrow keys | D-pad / left stick |
| 2 | Jump | Space / X | A |
| 1 | Dash; held, then let go, a move | Left click / Z | X |
| A | Call | Right click / Enter | B |
| B | Look around (held) | V / Left Ctrl | Y / right trigger |
| Turn camera | Mouse | Right stick | |
| + | PokéPark Pad | P | Start |
| - | Photo | M | Back |
| Shake | Iron Tail, the partners' moves, Shake Sprint, portals (held) | Q, Left Shift or E | LB or RB |
While the window has focus, the mouse is captured for the camera. Esc releases it, and a click captures it again.
Attraction controls
| Attraction | Keyboard and mouse | Controller |
|---|---|---|
| Cake Contraption | Aim: mouse. Shoot: right click | Aim: right stick. Shoot: B |
| Dance Inferno | Each move's key, shown on its icon: W A S D, E, Space | D-pad, RB, A |
| Power Bash | Swing: Q and E by turns. Drop a bomb: right click | LB and RB by turns. B |
| Flight of Fancy | Steer: WASD. Faster: Space | Left stick. A |
Known gaps
- Graphics: a few rare effects may still be wrong.
- Sound: the Wii Remote speaker is silent.
- Input: no Wii Remote pointer or Nunchuk. The game is played sideways, so neither is needed.
- Android: no rumble yet.
- It has been tested on one PC and the AYN Thor, so problems on other hardware are likely: please report them.
Building
Needs Windows 10 or 11, Visual Studio 2022 (C++ desktop workload), Python 3 and, for the Vulkan renderer, the Vulkan SDK. Without the SDK, only OpenGL is built.
- Extract your disc image into
orig/S2LE01with decomp-toolkit (dtk disc extract "<your disc image>" orig/S2LE01), so thatorig/S2LE01/sys/main.dolexists. - Recompile and build:
python tools/recomp/recomp.py python tools/recomp/build.py --run test python tools/recomp/build.py --public--publicputs a release build inReleases_S2LE01/. Without it you get a development build atbuild/recomp_S2LE01/boot.exe, which also has a debug settings menu (Backspace, or Back+Start on a controller) that can start any minigame.
The Android app is built with python tools/recomp/build.py --android,
which needs the Android SDK and NDK and Rust; see
recomp/README.md.
How it works, and the environment variables for testing, are described in recomp/README.md.
Credits
- Built on PokePark Wiicompiled,
the first game's port, which grew out of the
PokePark Wii decompilation
by Seph De Busser and contributors. Many function names
(
config/S2LE01/symbols_ported.txt) are carried over from it. - Disc images are read with
decomp-toolkit on
Windows and nod on Android, both by
Luke Street and contributors (MIT or Apache-2.0; licenses in
recomp/assets). - The disc check follows SparkPark by Dvrkie13 (CC0).
- Button icons by Icons8.
PokéPark 2: Wonders Beyond is © Nintendo, Creatures Inc., GAME FREAK inc. and The Pokémon Company. This project is not affiliated with or endorsed by them.
Released under CC0 1.0 (see LICENSE).