Virtual Pro Wrestling 2 Complete RAM Map ---------------------------------------- Start-End Address| Description -------------------------------------------------------------------------------- 0x3CA90-? | 0x3DB48-0x3ECA0 | unknown [0x3EA8C.txt] ................................................................................ 0x3ED3C | screen type/used for loading overlays 0x3EFC4-? | 0x3FA0C-0x3FAB0 | Stables by ID2 [stables_id2.txt] 0x3FAB0-0x3FD44 | wrestler definition data [0x3FAB0.txt] ................................................................................ 0x3FD8C | Pointer to default appearances 0x3FD90 | Pointer to default movesets [WldFb] 0x3FD94 | Pointer to mempak wrestler appearances 0x3FD98 | Pointer to mempak wrestler movesets 0x3FDD0-0x3FDF8 | Positioning of body parts [arms connect.txt] ................................................................................ 0x405D4-0x46AD4 | Costume data [costume.txt] -----------------|-------------------------------------------------------------- 0x458CC ?????? 0x46828-0x46880 | Pointers to Mask texture set 0x46880-0x468AC | List of ripped mask textures ................................................................................ 0x46AD4-0x46B2C | Mask Default Colors table 0x46BDC-0x46C48 | Guardrail Data 1 [Arenas/Guardrails.txt] ==Arena related==|============================================================== 0x46C48-0x46CC4 | Arena Zero 0x46CC4-0x46F0C | AKI Hall 0x46F0C-0x471E8 | Budokan 0x471E8-0x47418 | Kawasaki 0x47418-0x47668 | Dome Road 0x47668-0x478B8 | Dome 0x478B8-0x478FC | Turnbuckle Polys/Textures 0x478FC-0x47942 | Guardrail Placement? 0x47944-0x479EC | Pointers to Guardrail Placements? 0x479EC-0x479F8 | Ring Mats (0 or 1) 0x479F8-0x47A28 | 2nd Ring Mat Pointers 0x47A28-0x47A34 | Number of Decoration Objects (Ring Apron, Scaffolding, Lights, etc.) (Note: Will crash if a lower value is assigned to a higher one.) [0006] - AKI Hall [000C] - Budokan [000B] - Kawasaki [0009] - Dome [0009] - Dome Road [0001] - Arena Zero 0x47A34-0x47A64 | Floor Object Pointers 0x47A64-0x47A70 | Number of Floor Objects (see note above) [0008] - AKI Hall [000C] - Budokan [0008] - Kawasaki [0011] - Dome [000C] - Dome Road [0001] - Arena Zero 0x47A70-0x47A88 | Object Count Pointers 0x47A88-0x47AA0 | Polygon Pointers 0x47AA0-0x47AB8 | Texture 1 Pointers 0x47AB8-0x47AD0 | Texture 2 Pointers 0x47AD0-0x47AE8 | Guardrails Section 1 Pointers 0x47AE8-0x47B00 | Guardrails Section 2 Pointers 0x47B00-0x47B1E | Light Effect Textures =================|============================================================== 0x4A6C0-0x4A738: "Edit:waza.pack" errors 0x4A738-0x4A9A8: more pointers to instructions =================|============================================================== everything below this point relies on certain code sections being loaded into RAM. ~~~~~~~~~~~~~~~~ 0x707C0: Pointer to Toki2 values 0x707C4: Pointer to Toki1 values 0x980D4-0x981B8: P1 moveset (in-match only) 0x9C3B0: moveset data, etc. (in-match; wldfb) ~~~~~~~~~~~~~~~~ 0xA35D0: ??? 0xA36A8: left thigh texture (menus) 0xA371C: right upper arm texture (menus) 0xA37A8: wristband texture + color (menus) 0xA3A84: P2's Ripped Mask Texture (in-match only) 0xA4054: Replay setting (0x00 = on) 0xA4055: Color/Black & White setting (0x00 = off) 0xA4059 Currently Selected Arena (menus) 00 - Budokan 01 - Dome 02 - AKI Hall 03 - Kawasaki 04 - Dome Road 05 - Arena Zero 0xA4510: Stable data [stables.txt] {0xA24C0} 0xA4AE0-0xB5CC8? Move damage? (in-match only) 0xD96A0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0x345B60 start of Toki2s?