Table of Contents

  1. Supported Versions/ROMs
  2. General Notes
  3. Notable File Types
  4. Global Text
  5. Default Wrestler IDs
  6. Wrestler Data
    1. Profile
    2. Moves and Parameters
    3. Default Costumes
  7. Stable Data
  8. Costume Data
  9. Arena Data

No Mercy docs archive: https://vpw.ajworld.net/nomercy/

Supported Versions/ROMs

All data is for Z64 format ROMs only.

Friendly Name Product Code Region Revision MD5 SHA-1 Internal Checksums
WWF No Mercy (U) v1.0 NW4E NTSC-U (North America) 0 04c492be7f89fc6f425238bd67629544 3566d9b5723291937582453ad0453ce517cfc358 4E4B0640
1B49BCFB
WWF No Mercy (U) v1.1/Rev A NW4E NTSC-U (North America) 1 66b8ec24557a50514a814f15429bd559 91cee3d096f4a76644d8b35b9aead6448909abd1 6C80F13B
427EDEAA
WWF No Mercy (E) v1.0 NW4P PAL (Europe, Australia) 0 f58f64a8ad952459b2ee37f07004272b cadbcd5361dffaf2aa17f0cb4c4cc799bdc8350a 6D8DF08E
D008C3CF
WWF No Mercy (E) v1.1/Rev A NW4P PAL (Europe, Australia) 1 685ba168af8b7d4a9d31b17a1b432405 f49217cb9039212d2d779acb00222fb73c454f56 8CDB94C2
CB46C6F0

Most of the modern No Mercy hacking community's efforts have been put towards NTSC-U v1.0, despite it having a major save-erasing glitch. There are a few reasons why this particular revision is the focus of hacking efforts:

  1. To obtain a bugfixed (v1.1/Rev A) version, you had to send in your WWF No Mercy cartridge to THQ. It's currently unknown how many people took THQ up on their offer.
  2. The No Mercy GameShark hacking community of the early 2000s focused their efforts on NTSC-U v1.0, which meant anyone who wanted to use the "cool" codes (e.g. Hell in a Cell match, among various others) needed to use the original/bugged revision. Codes for NTSC-U v1.0 do not work on NTSC-U v1.1, and vice versa.

VPW Studio attempts to support all known revisions of WWF No Mercy equally, though until all known information is ported over to v1.1, you are recommended to use v1.0 in order to take advantage of the community's existing knowledge base.

Prototype/Pre-Release Versions

Five prototype/pre-release versions of WWF No Mercy are known to exist. As of July 2024, four of them have been made publicly available.

Unlike the final versions, VPW Studio's support for the pre-release builds is read-only. I do not foresee anyone wanting to build a project off of an incomplete game, but having the ability to view and extract its contents is helpful.

As with the above table, all data is for Z64 ROMs (when available).

Friendly Name Notes MD5 SHA-1 Internal Checksums
June 2000 E3 development build Earliest known development build; largely built off of Virtual Pro-Wrestling 2. 44572b3ad9a45569331c3b29ba8433fc 665d1306c9c6f5f70d3daf97e77ec5891956b7ad 7BFEE838
AAC6603C
July 19, 2000 development build 42c33d518a4e8266720f1269b46d0a29 80645e8769d414cc2cdbffd415127da0dfaf2bf6 24784E97
E0D245DB
August 2000 development build de6304ba0a5b0fb0df7a54640d3aa14e 914f9409b0ee5e3709f9cd82567352981b19e5f7 24784E97
E0D245DB
September 11, 2000 development build Released by Forest of Illusion in late 2022
Close to final version; still missing some files in filetable
5ce490cf86cfeabf28c19b4c8afc3f24 1c2c5969f176a3a781cfc4d8a8e44daf3632ad64 8A0AE9D6
CE038A9D
PAL development build Possibly based off of NTSC-U final version?

General Notes

WWF No Mercy features multiple internal changes that make porting data between games a little tricky. This primarily concerns textures, as the character models were changed to allow more texture variety.

There is a hidden Game Boy Color championship path that can be unlocked with the use of a GameShark. Other Game Boy-related screens and data may still exist, but have yet to be fully found and/or restored.


Notable File Types

WWF No Mercy introduces a few new file types to deal with, and changes a few formats from previous games.

MenuBackground

In WWF No Mercy, MenuBackground objects consist of multiple 64x30 chunks of an image, with a total of 5 columns and 8 rows.

Ci4Background

A variant of Ci4Texture used for Smackdown Mall backgrounds. Image resolution is always 320x240, and the palette is stored in a separate file.

MenuItems_NoGroup

Defines a list of menu items that doesn't contain multiple groups. Primarily used for the Titantron and Theme Music lists in the wrestler profile editor.

MenuItems_Shop

Defines menu items for the Shop in the Smackdown Mall.


Global Text

Game Variant → NTSC-U v1.0 NTSC-U v1.1 PAL v1.0 PAL v1.1 June 2000 prototype July 19, 2000 prototype August 2000 prototype September 11, 2000 prototype
Z64 ROM address 0x703B0 (strings)
0x70CB0 (pointer table)
0x70340 (strings)
0x70C40 (pointer table)
0x703B0 (strings)
0x70CB0 (pointer table)
0x70240 (strings)
0x70B40 (pointer table)
0x5BF40 (strings)
0x5CDA8 (pointer table)
0x69CC0 (strings)
0x6AB78 (pointer table)
0x69CC0 (strings)
0x6AB78 (pointer table)
0x702A0 (strings)
0x70BA0 (pointer table)

While most of the strings are available in various AkiText archives, there are a few that are hardcoded in the ROM. freem calls this section "Global Text". Strings end with an 0x00 byte, though there may be extra padding for alignment purposes.

Global text strings are accessed via a pointer table found directly after the strings. (The truth is a bit more complicated than this; ignore it for now.) Making strings longer requires re-pointing the table, which is a very arduous task to take on manually. The recommended method is to use an assembler; information on this is beyond the scope of this manual.

In released versions of No Mercy, all of the global strings are ASCII encoded. Some are unused, and can be repurposed. Text control codes are supported, though some are of limited use.

Some prototype/pre-release versions of No Mercy also contain Shift-JIS encoded text.


Default Wrestler IDs

Note: These values are only valid for the released versions of the game. Prototype versions have different values.

Wrestler ID2 ID4
The Rock 01 0001
Steve Austin 02 0002
Undertaker 03 0003
Kane 04 0004
Steven Richards 05 0005
Mankind 06 0006
Cactus Jack 07 0007
Mick Foley 08 0008
Shawn Michaels 09 0009
Triple H 0A 0101
X-Pac 0B 0102
Mr. Ass 0C 0103
Road Dogg 0D 0104
Chris Benoit 0E 0201
Dean Malenko 0F 0202
Perry Saturn 10 0203
Eddie Guerrero 11 0204
Chris Jericho 12 0301
Kurt Angle 13 0302
Tazz 14 0303
Test 15 0304
Godfather 16 0305
D'Lo Brown 17 0306
Val Venis 18 0307
Ken Shamrock 19 0308
Rikishi 1A 0401
Grandmaster Sexay 1B 0402
Scotty 2 Hotty 1C 0403
Edge 1D 0404
Christian 1E 0405
Matt Hardy 1F 0406
Jeff Hardy 20 0407
Faarooq 21 0501
Bradshaw 22 0502
D-Von Dudley 23 0503
Buh Buh Ray Dudley 24 0504
Hardcore Holly 25 0505
Crash Holly 26 0506
Big Boss Man 27 0507
Albert 28 0508
Al Snow 29 0601
Steve Blackman 2A 0602
British Bulldog 2B 0603
Mark Henry 2C 0604
Viscera 2D 0605
Andre the Giant 2E 0606
Bull Buchanan 2F 0607
Essa Rios 30 0608
TAKA Michinoku/Funaki 31 0609
Chyna 32 0701
Stephanie McMahon 33 0702
Tori 34 0703
Terri/Debra 35 0704
Trish Stratus 36 0705
Lita 37 0706
Ivory/Jacqueline 38 0801
Linda McMahon 39 0802
The Kat 3A 0803
Mae Young/Fabulous Moolah 3B 0804
Ho 3C 0805
Vince McMahon 3D 0901
Shane McMahon 3E 0902
Earl Hebner/Howard Finkel/Paul Bearer/Michael Cole 3F 0903
Jim Ross/Jerry Lawler/Pat Patterson/Gerald Brisco 40 0904
Edit Slot 01 41 0A01
...
Edit Slot 18 52 0A12
Game Boy Color Championship Mode Wrestler 53 0C00
Controller Pak Edit Slot 01 54 0B01
...
Controller Pak Edit Slot 18 65 0B12

A few of these entries require further explanation.

Post-Match Celebrations

Some slots (signified in the above table with a light orange background color) have post-match celebrations tied to them. It is important to keep them in mind when creating a hack, if you don't plan on removing post-match celebrations entirely. (todo: how?)

Controller Pak Edit Slot

These wrestlers are not normally available for use in matches. By default, they are only loaded when visiting the "Data" section of the Smackdown Mall, and are unloaded upon exiting.

Game Boy Color Championship Mode Wrestler

This slot is the most complex and interesting of all, as it is tied to the removed GBC Championship Mode. If the Game Boy Color version of WWF No Mercy had been completed and released, you would have been able to bring your GBC character over to the N64 game via the Transfer Pak. There is an unused Championship path that can be accessed via GameShark codes, and upon completing it, the character you used becomes a permanent member of the roster under this slot. (And yes, even though it appears before the Controller Pak Edit slots in the normal/ID2 ordering, it has a higher ID4 value.)


Wrestler Data

Game Variant → NTSC-U v1.0 NTSC-U v1.1 PAL v1.0 PAL v1.1
Z64 ROM address 0x46658 0x465B8 0x46658 0x464B8

Profile

(todo: explain ROM profile data)

Most Profile data is stored in the ROM, but wrestler names are stored in the FileTable as an AkiText archive (file ID 0002).

Wrestler names are stored in the following order:

  1. Long Name (max length 20 characters)
  2. Short Name (max length 10 characters)
  3. Nickname/Alias (max length 16 characters)

VPW Studio does not currently enforce name length limits, so you will have to manually ensure all strings fit.

Make sure the first three entries in the Wrestler Name AkiText archive remain blank. If you need to change a wrestler's Profile Index value, remember that the index should be a multiple of 3.

Portraits

When creating a No Mercy hack, it is very important to deal with both sets of portrait graphics. There are Ci4Texture/Ci4Palette and AkiTexture versions of the portraits. The Ci4Texture version is used in the Smackdown Mall/Edit Mode, and the AkiTexture version is used during the main wrestler selection.

Moves and Parameters

Moves and Parameters are found in the FileTable, and are mapped to wrestlers via data in the ROM ("Moveset Index" and "Params Index" in the Wrestlers dialog). The data formats are not fully understood, but you can make a wrestler in Edit Mode (Smackdown Mall) and export the Moves and Parameters in the formats required.

Default Costumes

Default costume data is also stored in the FileTable (file ID 0001), and can be edited via the Wrestlers dialog. The "Appearance Index" in the Wrestler dialog maps to the entries in the default costume data.

Data Format

(todo: Copy/Paste uses format from offsets 80297250 and 8029728F (SmackDown Mall, NTSC-U v1.0); clipboard data can be pasted at the latter address)


Stable Data

Game Variant → NTSC-U v1.0 NTSC-U v1.1 PAL v1.0 PAL v1.1 June 2000 Prototype
Z64 ROM address 0x48424 0x48384 0x48424 0x48284 0x3CA1C

Each stable entry consists of two values:

(Note: The following paragraphs describe the released versions. The June 2000 prototype differs slightly from the below description, only offering 8 wrestlers maximum in a stable (like VPW2). Stable names come from a different AkiText file (file ID 006C).)

Wrestler definitions are given as a list of ID2 values. Stables in WWF No Mercy hold up to 9 wrestlers maximum. As this is an odd number of values, three padding bytes (0x00) are always written after the last entry to ensure the next set of data falls on a four byte boundary.

Default stable names are found in the same AkiText archive that holds the default character names (file ID 0002). The stable names start at entry number 295 by default. The two blank entries after each stable name should not be touched. (That's what happens when the original developers use the same file for multiple purposes.)


Costume Data

This section describes the data for the available costume parts. If you are looking to edit the default wrestler costumes, please see the "Default Costumes" section.

Costume Colors

Costume colors in Edit Mode are defined in file ID 10F5.


Arena Data