For the most part this is a "if you have to ask" type of thing then it is not going to happen.
Still this is a closed source game for a fairly modern setup as far as I am aware.
To that end you are not going to have source code, not going to have easy to work with assets and probably will not be able to emulate it either (if it was an old DOS game then you start looking at things like dosbox, likewise if it was ported to a console of the day* then you might be able to emulate that instead).
*obviously I assume we are ignoring handhelds and for the sims I imagine you will tell me the console ports were lame and have aged worse -- several friends with sisters were booted off the family PC to play it back in the day despite perfectly good consoles they would normally otherwise play on so that probably says it all. Still you might consider some of the console stuff for assets.
Nobody has presumably done one of those remake projects (
https://osgameclones.com/ only mentions projects for online and the first game, did not check to see what state they are in either).
Source code wise you have two main approaches (I assume EA is not going to be giving up the code any time soon).
1) You see what modern decompilation is doing these days. 2004 for the original release means reasonably modern stuff as far as protections and packing goes, though also 15+ years to defeat them. If this is your first reverse engineering project then while not the absolute hardest (that would be the modern stuff) it is still jumping in at the deep end.
Curiously 2005 saw a port to mac, and at this point they were just still using powerpc processors (not the same as the wii but closer than x86) so that might be something to investigate. You might also get luckier and find whatever protections, executable packing and whatever else the porting house did for mac were less than the PC original.
2) You recreate from either play analysis or more limited debugging and subsequent recreation (the latter not being "clean room" reverse engineering so be aware of that if it is something you care for). If this sounds long winded and incredibly complex it is. I would hate to do it for a simple 80s arcade game let alone something wanting 2GHz of my Pentium 4. It can be done, and you need not recreate everything as it is (so called bug for bug compatible) as much as a suitable facsimile. You can also build things up
On top of all this you would get to learn Wii coding, which is harder than simply learning to code on a PC as you have more limited resources and options for doing things. You likely will not find too many people to help with the Wii aspect either as the Wii is largely dead.
There was a gamecube version too. This has two main possibilities beyond just mod your wii to play GC games.
1) Given the Wii is an overclocked gamecube for most intents and purposes you could possibly port things up to to the Wii. In some ways it would be even harder than the things mentioned above, but if you can gain the required knowledge and skills I could see it being quicker (though still tedious)
1a) might be you do something like the gamecube running homebrew but for this and do some fun things with it to give you some more options.
2) You use the assets from the GC version to help with this -- they are presumably all already in a format the Wii will like after all. Such things will be harder when it comes to expansion packs if you want them though.