WM2K docs archive: https://vpw.ajworld.net/wm2k/
All data is for Z64 format ROMs only.
Friendly Name | Product Code | Region | Revision | MD5 | SHA-1 | Internal Checksums |
---|---|---|---|---|---|---|
WWF WrestleMania 2000 (U) | NWXE | NTSC-U (North America) | 0 | d9030ca30e4d1af805acce1bfed988cc |
442d417a52ed672ca1a47e7261a5414debb1e27a |
90A59003 31089864 |
WWF WrestleMania 2000 (E) | NWXP | PAL (Europe, Australia) | 0 | b75149f87cc5f3a508643ac377f2fcc9 |
d37c4100d967cb8b71852993b947619467ffcaf7 |
C71353BE AA09A6EE |
WWF WrestleMania 2000 (J) | NWXJ | NTSC-J (Japan) | 0 | 11eee2f34bf8da05a1b8f4fb9fe9f74c |
e020c26dede0c349181cf08a3541816dc47f63a8 |
12737DA5 23969159 |
The Japanese version of WrestleMania 2000 is slightly different from the NTSC-U and PAL releases. All wrestlers are unlocked at the start, and a few system messages have been translated into Japanese (using textures instead of adding proper Japanese text support). The NTSC-J release also appears to have been a test-bed for some internal code updates, though this is not really visible to players.
WrestleMania 2000 is based on an earlier version of Virtual Pro-Wrestling 2. This is supported by GameShark codes that enable the use of a few VPW2 features: an incomplete version of the shootfighting style, and the Computer Intelligence menu in Edit Mode. Furthermore, older VPW2 graphics exist in the WM2K game data, including a set of numbers that match the graphical style seen in an old VPW2 preview video.
The FileTable database for the NTSC-J version of WrestleMania 2000 is not considered a priority at this time, as it is likely similar to the NTSC-U FileTable (minus some shifting for the additional Japanese messages).
This is the last game to use the special formatting for handling Short
and Long Wrestler Names. Future games store wrestler names in an AkiText
archive.
todo
MenuBackground
In WrestleMania 2000, MenuBackground
objects consist of multiple
320x24 slices of an image, making up 10 rows in total.
Game Variant → | NTSC-U | NTSC-J | PAL |
---|---|---|---|
Z64 ROM address | 0x69554 (strings)0x6A158 (pointer table) |
0x63CA4 (strings)0x64898 (pointer table) |
0x69574 (strings)0x6A178 (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 WrestleMania 2000, most of the global strings are ASCII encoded. There are a few unused Shift-JIS strings that you can safely ignore or re-purpose. Text control codes are supported, though some are of limited use.
Wrestler | ID2 | ID4 |
---|---|---|
Steve Austin | 01 | 0001 |
The Rock | 02 | 0002 |
Shawn Michaels | 03 | 0003 |
Dude Love | 04 | 0004 |
Cactus Jack | 05 | 0005 |
Undertaker | 06 | 0101 |
Triple H | 07 | 0102 |
Vince McMahon | 08 | 0103 |
Shane McMahon | 09 | 0104 |
Faarooq | 0A | 0105 |
Bradshaw | 0B | 0106 |
Big Boss Man | 0C | 0107 |
Viscera | 0D | 0108 |
Mideon | 0E | 0109 |
Paul Bearer | 0F | 010B |
Big Show | 10 | 0201 |
Mankind | 11 | 0202 |
Ken Shamrock | 12 | 0203 |
Test | 13 | 0204 |
Road Dogg | 14 | 0301 |
Billy Gunn | 15 | 0302 |
X-Pac | 16 | 0303 |
Kane | 17 | 0304 |
Val Venis | 18 | 0401 |
Godfather | 19 | 0402 |
Chris Jericho | 1A | 0403 |
Mark Henry | 1B | 0404 |
D'Lo Brown | 1C | 0405 |
Jeff Jarrett | 1D | 0406 |
Steve Blackman | 1E | 0502 |
Droz | 1F | 0503 |
Albert | 20 | 0504 |
Meat | 21 | 0505 |
Thrasher | 22 | 0506 |
Chaz | 23 | 0507 |
Edge | 24 | 0601 |
Gangrel | 25 | 0602 |
Christian | 26 | 0603 |
Al Snow | 27 | 0701 |
Hardcore Holly | 28 | 0702 |
The Blue Meanie | 29 | 0704 |
Brian Christopher | 2A | 0801 |
Scott Taylor | 2B | 0802 |
Jeff Hardy | 2C | 0803 |
Matt Hardy | 2D | 0804 |
Pat Patterson | 2E | 0901 |
Gerald Brisco | 2F | 0902 |
Michael Hayes | 30 | 0903 |
Jerry Lawler | 31 | 0904 |
Jim Ross | 32 | 0905 |
Original A | 33 | 0C01 |
... | ||
Original P | 42 | 0C10 |
Hos | 43 | 0A01 |
Terri Runnels | 44 | 0A02 |
Jacqueline | 45 | 0A03 |
Ivory | 46 | 0A04 |
Debra | 47 | 0A05 |
Tori | 48 | 0A06 |
Chyna | 49 | 0A07 |
Stephanie McMahon | 4A | 0A08 |
Dummy | 4B | 0A09 |
Entries with ID2 values from 43-4B are different from the other wrestlers. (todo: explain further)
"Dummy" is not normally playable, and represents the character used for move previews in Edit/Create-a-Wrestler Mode.
ID4 gaps can be partially explained through older text found in file ID 0097:
The identity of "Excalibar" is unknown, but a few theories have been considered:
Game Variant → | NTSC-U | NTSC-J | PAL |
---|---|---|---|
Z64 ROM address | 0x41DB0 |
0x3F850 |
0x41DB0 |
Profile data is stored in the ROM. This includes wrestler names, height/weight, music, and theme song values.
VPW Studio does not currently allow you to edit wrestler names, since WrestleMania 2000 stores them in a way that is not easy to work with.
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 exists in the ROM, and each wrestler's definition contains four pointers to their default costumes. Each default costume is 36 (decimal) bytes long, and all values are bytes.
Game Variant → | NTSC-U | NTSC-J | PAL |
---|---|---|---|
Z64 ROM address | 0x41EE0 |
0x3F980 |
0x41EE0 |
Stables in WWF WrestleMania 2000 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 0A63
(NTSC-U/PAL)
or 0A9D
(NTSC-J).