The first goal was deliberately small: get the supplied game’s actual character artwork out of its native containers and make it move on a test stage. That produced an asset pipeline and a playable HTML5 lab, rather than a claim that the original Wii game had been ported.

The complete player/game and player/near packs yielded 201 native animation resources, 1,763 source texture frames and 1,973 transparent PNG variants. Original resources and metadata were retained alongside the exports. Texture order, palettes, timing records and anchors gave the renderer a stronger starting point than a folder of unlabelled pictures.

A stage for testing interactions

The lab grew to include a red Bandinero, the native money-bag model animation and eleven move exercises. Players can test ordinary movement, carrying and throwing, Earthshake, ground pounds, swimming, climbing, bars and rope, transformations, and vehicle-inspired challenges. Browser gamepad support sits beside keyboard and touch controls.

The stage geometry, collision rules, camera and gameplay constants are new prototype code. A finite money-bag budget and the practice challenges are lab rules. Native item proportions were measured from textured geometry and occupied transparency, while the HD treasure-chest coins and diamond remain a separate artwork collection. Preserved material and authored experiments stay identifiable.