VPW2 docs archive: https://vpw.ajworld.net/vpw2/
All data is for Z64 format ROMs only.
Friendly Name | Product Code | Region | Revision | MD5 | SHA-1 | Internal Checksums |
---|---|---|---|---|---|---|
Virtual-Pro Wrestling 2 - Ōdō Keishō バーチャル・プロレス2 〜王道継承〜 |
NA2J | NTSC-J (Japan) | 0 | 90002501777e3237739f5ed9b0e349e2 |
82dd25a044689eab57ab362fe10c0da6388c217a |
CD094235 88074B62 |
Work on Virtual Pro-Wrestling 2 appears to have started around the time WCW/nWo Revenge was completed, as preview screenshots on AKI's website showed AKI man and Executioner fighting in Nippon Budokan, as well as a daytime version of the stadium.
Virtual Pro-Wrestling 2 is probably the most supported game in VPW Studio, as a significant portion of its development is tied to the development of the VPW2 freem Edition hack.
Most text is in Shift-JIS encoding. A few items require the use of fullwidth alphanumeric characters:
Certain characters (e.g. the Roman numeral 2) do not get converted properly
in AkiText
archives. This is a VPW Studio-specific problem.
todo
MenuBackground
In Virtual Pro-Wrestling 2, MenuBackground
objects consist of
multiple 64x30 chunks of an image, with a total of 5 columns and 8 rows.
Z64 ROM address: 0x69650
(start of strings); 0x6A4E0
(start of pointers)
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 Virtual Pro-Wrestling 2, most of the global strings are Shift-JIS encoded. Text control codes are supported, though some are of limited use.
Internal wrestler ordering generally matches the stables, though exceptions are made for unlocked characters (and some other oddities). There are no obvious gaps in ordering, unlike previous games.
Wrestler | ID2 | ID4 |
---|---|---|
三沢光晴 Mitsuharu Misawa |
01 | 0001 |
小川良成 Yoshinari Ogawa |
02 | 0002 |
川田利明 Toshiaki Kawada |
03 | 0003 |
田上 明 Akira Taue |
04 | 0004 |
小橋健太 Kenta Kobashi |
05 | 0005 |
秋山 準 Jun Akiyama |
06 | 0006 |
馳 浩 Hiroshi Hase |
07 | 0007 |
マウナケア・モスマン Maunakea Mossman |
08 | 0008 |
高山善廣 Yoshihiro Takayama |
09 | 0009 |
垣原賢人 Masahito Kakihara |
0A | 000A |
ジャイアント馬場 Giant Baba |
0B | 000B |
ボンバー塚本 Bomber Tsukamoto (Jumbo Tsuruta) |
0C | 000C |
ダディ・ファング・Jr Daddy Fang Jr. (Dory Funk Jr.) |
0D | 000D |
スタン・ハンセン Stan Hansen |
0E | 0101 |
べイダー Vader |
0F | 0102 |
ジョニー・エース Johnny Ace |
10 | 0103 |
マイク・バートン Mike Barton |
11 | 0104 |
ジャイアント・キマラ Giant Kimala |
12 | 0105 |
泉田 純 | 13 | 0106 |
ゲーリー・オブライト Gary Albright |
14 | 0107 |
ジョニー・スミス Johnny Smith |
15 | 0108 |
キングコング・フレディ King Kong Freddy (Bruiser Brody) |
16 | 0109 |
テディ・バリー | 17 | 010A |
プロフェッサー・キル Professor Kill (Steve Williams) |
18 | 010B |
大森隆男 Takao Omori |
19 | 010C |
志賀賢太郎 Kentaro Shiga |
1A | 010D |
林 静夫 | 1B | 0201 |
舟越拓郎 | 1C | 0202 |
佐久間慶太 | 1D | 0203 |
矢島貫太郎 | 1E | 0204 |
源流成一郎 | 1F | 0205 |
小堀茂三 | 20 | 0206 |
仲本勇太 | 21 | 0207 |
長瀬正雄 | 22 | 0208 |
山田貴史 | 23 | 0209 |
大山仲道 | 24 | 020A |
アミーゴ稲村 | 25 | 020B |
千葉倫太郎 | 26 | 020C |
ゴードン・クライ | 27 | 020D |
千倉真樹夫 | 28 | 0301 |
寺田久雄 | 29 | 0302 |
村田健一 | 2A | 0303 |
古坂 悟 | 2B | 0304 |
ゴロー斉木 | 2C | 0305 |
スコッチ・バーボン Scotch Bourbon (Scott Norton) |
2D | 0306 |
クレイジー・ジョーカー Crazy Joker (Great Muta) |
2E | 0307 |
マスク・ド・デンジャー | 2F | 0401 |
ザ・デスグリーン | 30 | 0402 |
メンドー・コテ・メン | 31 | 0403 |
大河原忍 | 32 | 0404 |
谷口龍彦 | 33 | 0405 |
梶田小次郎 | 34 | 0406 |
ドクターJr. Doctor Jr. |
35 | 0407 |
ザ・ジャッカル The Jackal (Tiger Mask) |
36 | 0408 |
パイソンTOKIO Python TOKIO (Magnum TOKYO) |
37 | 0409 |
シーザー・マサカド | 38 | 040A |
ハヤテ Hayate (Hayabusa) |
39 | 0501 |
風吹春道 | 3A | 0502 |
我狼 | 3B | 0503 |
下狼 | 3C | 0504 |
ミキサー鍛冶郎 | 3D | 0505 |
竹中雅史 | 3E | 0506 |
ザ・ラジエター The Radiator (The Gladiator) |
3F | 0507 |
ミニ・ドラグーン Mini Dragon (Dragon Kid) |
40 | 0508 |
仁王田剛 | 41 | 0509 |
テディ・ファング Teddy Fang (Terry Funk) |
42 | 050A |
忍者タスケ Ninja Tasuke (Great Sasuke) |
43 | 0601 |
薪谷一世 | 44 | 0602 |
スペース・エルウィン Space Elwin (Super Delfin) |
45 | 0603 |
無乱難波 | 46 | 0604 |
MICHIたかもく | 47 | 0605 |
エル・マスカレード | 48 | 0606 |
エイソン猪下 | 49 | 0607 |
納村仁志 | 4A | 0701 |
高中恒彦 | 4B | 0702 |
グルジャン・タムウェル | 4C | 0703 |
ウォルフ・マン Wolf Man (Volk Han) |
4D | 0704 |
松長飛鳥 | 4E | 0705 |
カサンドラ・ガリレイ | 4F | 0706 |
石塚有司 | 50 | 0801 |
カサンドラ鬼塚 | 51 | 0802 |
池波大吾 | 52 | 0803 |
竹中 充 | 53 | 0804 |
辻原嘉幸 | 54 | 0805 |
斎藤ナルミ | 55 | 0806 |
浦木利克 | 56 | 0901 |
滝橋芳信 | 57 | 0902 |
須崎ひかる | 58 | 0903 |
ラガー綿内 | 59 | 0904 |
ボウ・ラッセン Bo Rassen (Bas Rutten) |
5A | 0905 |
セイラ・シュミット | 5B | 0906 |
高間宣弘 | 5C | 0A01 |
笹木場一成 | 5D | 0A02 |
マイク・ケアンズ | 5E | 0A03 |
ニクソン・ブレイシー | 5F | 0A04 |
アンディ・ザ・ギガント | 60 | 0B01 |
アステカ・ドラグーン Azteca Dragon (Ultimo Dragon) |
61 | 0B02 |
アブダラ・ザ・ボッチャー | 62 | 0B03 |
オリジナルA Original A |
63 | 0C01 |
... | ||
オリジナルP Original P |
72 | 0C10 |
Controller Pak Original A | 73 | 0D01 |
... | ||
Controller Pak Original P | 82 | 0D10 |
The Controller Pak edit wrestler slots are not normally available for use in matches. By default, they are only loaded when visiting the Wrestler section of the Data menu in the Options.
Nobody's particularly sure why Enson Inoue is hanging out with the Michinoku Pro dudes (at ID4 0607), but given that Mil Mascaras is right before him in ID4 ordering (0606), his slot probably originally belonged to Dos Caras.
As for identities of people who could have been in the game, that's a lot less obvious. All we have to go by is how AKI supposedly named the files for moveset/parameters, as those seem to get added to the file table in alphabetical order.
Z64 ROM address: 0x3FBE4
Most Profile data is stored in the ROM, but wrestler names are stored in the
FileTable as an AkiText
archive (file ID 006C
).
All names are using Shift-JIS encoding, so full-width characters will need to be used when renaming characters. Japanese IME support is recommended, but you can also look for the relevant characters using the Character Map program provided with Windows. Search for "fullwidth" to find the correct characters.
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 and export the Moves and Parameters in the formats required.
Default costume data is also stored in the FileTable (file ID 006B
),
and can be edited via the Wrestlers dialog. The "Appearance Index" in the Wrestler
dialog maps to the entries in the default costume data.
(todo: Copy/Paste uses format from offsets 8024DE80
and 8024DEBE
(Edit Mode); clipboard data can be pasted at the latter address)
Z64 ROM address: 0x408BC
Stables in Virtual Pro-Wrestling 2 hold up to 8 wrestlers maximum. If all eight slots are used, a terminating value (four bytes of 0x00) must be written to separate the stables. VPW Studio does not always handle this case correctly.
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 in Edit Mode are defined in file ID 0E50
.