I have not looked into Wii because that's a little too far out of my reach (homebrew, Wii emulation).
By disabling lots of graphics options and rendering at 0.375x size, I can get ~55 frames a second to play the GCN game at almost full speed. I don't want to bother somehow obtaining a Wii ISO because I'm targeting the GCN version for the rip I want to do, not the Wii one (GCN version has some things the Wii version had removed, Kingdoms/worlds were re-ordered, etc).
Some interesting news: as of a few hours before this post, I did some research on Super Mario Galaxy (the same people did DKJB) over at
hcs and I found a way to rip the nearly 2000 audio samples from the game,
...but the actual music and sound bank data is still buried somewhere else in DKJB's music files.
It's virtually impossible to decipher this crap, as
it's all proprietary binary data that Nintendo came up with.
I do know for certain that the music is sequenced like MIDI, and that there's probably a way to get BMS files converted into MIDIs, but it doesn't automatically play back the 100% correct music (as it's just a MIDI file). You have to screw around for months in FL Studio or something to get all the tracks, and there's no guarantee that we'd have a Platinum OST because of the
which-sample-goes-to-which-track uncertainty.
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On the other side of things, I've been searching for a music modifier code during my spare time (using Dolphin emulator), with only limited success. I do have something that changes the level start music (when DK is sitting and waiting for the first clap) to a booing crowd or random BG-SFX like winds or etc, but I suspect that a nearby value in memory might hold a key to getting the real music modifier code.
I don't have any memory debuggers or any memory viewers, only a very simple cheat search tool (that only works the first time you open the dialog - doing more than one search corrupts the program memory!).