First: Good going on making an API! Can't wait to inject.Flash decompilers aren't that good. Imma only try the last Flash decompiler, another decompiler made by Trillix.
However, you have to pay if you want to actually probably get the full version of the software.
Or just use the virtual machine to test the cracked decompiler on the Windows 7 in your virtual machine.
There aren't any much cracked version of that Flash decompiler but only just dead links and the ones that doesn't really work on later versions of Windows. I could've at least use the virtual machine to test the cracked version of Trillix's Flash decompiler, but I might for one day.
I'm just in time for developing my own YouTube API and I was also thinking of recreating the YouTube (Wii) application.
But until I read your post here. This has got to be a very great suggestion.
Post automatically merged:
I can help you.
Post automatically merged:
Here's the font that y'all should use and fit in for this YouTube (Wii) project:
Second: Okay.
Not responding much now due to personal projects, but I'm still helping!
Post automatically merged:
You might've mentioned this or not because I'm a lazy reader but..So reverse engineering the swf and learning how it works is already very difficult, but adding any additional code (not just modifying the existing code) requires outrageous amounts of time and knowledge to pull it off.
I'm no expert on this, but I've got a suggestion, that seems to be more realistic, than injecting code into swf to run html5 or making some YouTube mirror server, which nobody would want to pay for.
YouTube API usually, if not always, requires providing Youtube API keys, that everybody would have to create themselves and add their own key to the app.
There's already an amazing application called youtube-dl, which allows for command line use of API, without all the hassle and trouble. It allows everybody to make use of youtube API, without having to learn the api and re-engineer the wheel from nothing, which I think some of You might have tried already.
To make it even better, there's a fork which is updated more often and usually works better, called yt-dlp:
(Can't post links until 5 posts)
github yt-dlp/yt-dlp
I think using yt-dlp as the backend and writing a new wii channel app for watching YouTube on wii is far more realistic to actually happen.
It requires absolutely no reverse engineering to pull this off with yt-dlp.
If the goal is to bring back the ORIGINAL youtube channel, then I'd suggest to reuse the old wii youtube assets and write the layout code to be the same as the original.
I really hope this helps somebody, I personally have no idea how to write anything for the Wii.
I know that writing a new youtube app from scratch should be very doable with yt-dlp.
Making the swf work with modern youtube by creating a webserver imitating the original or injecting swf code with youtube API calls, if not outright impossible, then it's at least 10-100 times harder to do than just writing an alternative based on yt-dlp. If we find that special somebody with godlike reverse engineering skills, it would still take 100x+ more time, reversing and injecting code into reversed app, instead of writing one from scratch, which still isn't a walk in a park, but doesn't require such outrageous amounts of time as reversing and getting the swf to work.
I saw the wii sdk somewhere, so if somebody really wants to invest time into this. It would be the recommended way to go IMO. As a bonus, if YouTube api has some breaking changes, yt-dlp team is very quick to update their application/library, so if such Youtube dlp homebrew for wii ever sees the light of day and the author makes it open source - even if the author abandons the yt homebrew for wii, it should be pretty easy to just update yt-dlp source part, if not too much of hard coding for wii is done to get it running.
Keep in mind that if Youtube Api or yt-dl/yt-dlp is used, each user would need to generate their own api key on Google site and then provide the api key to watch YouTube videos.
This would only have to be done once per console. Set and forget basically, but if developer provides his own key, it will quickly run out of free quota if hundreds of people use the same key, going back to having to create Your own Youtube API key.
As a bonus, with youtube-dl/yt-dlp, there's absolutely NO ADS and buffering isn't as heavily limited as in the web youtube.
Few minutes video can be downloaded in just seconds in it's entirety, but doesn't have to be fully downloaded.
Good luck guys, I really hope this helps somebody one day and we see youtube working great on the wii again.
Disclaimer:
(Yes, I have multiple devices for Youtube and wii isn't really good for Youtube videos because of resolution and other limitations, but I think it would be just really cool to revive all of the original wiis functions, regardless how useless they could be these days)
With the type of API yt-dlp uses, and that I read their bullet points near the end of the page, I'm a bit confused. Does it have ability to use YouTube accounts? Or is it just Sign-Out only?