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

WM2K docs archive: https://vpw.ajworld.net/wm2k/

Supported Versions/ROMs

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.


General Notes

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.


Notable File Types

todo

MenuBackground

In WrestleMania 2000, MenuBackground objects consist of multiple 320x24 slices of an image, making up 10 rows in total.


Global Text

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.


Default Wrestler IDs

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:

  1. It could be a code name for Chris Jericho, who had yet to debut when the game was in development. It's not out of the question to use a codename to prevent leaks. However, Chris Jericho would be re-located to ID4 0403 in the final game, replacing Goldust.
  2. It could represent Owen Hart, whose name also appears in file ID 0097, but not within the two lists of wrestlers the other possible ID4s were sourced from. An "Owen Hart 01" move (entry #674, likely representing a taunt) is found after "Val Venis 01" and before "Chyna 01", suggesting that Owen Hart was still in the game when Chyna was moved to the 0A00 region. (The same list has "Sable 01" (#679) and "Goldust 01" (#685) entries as well.)

Wrestler Data

Game Variant → NTSC-U NTSC-J PAL
Z64 ROM address 0x41DB0 0x3F850 0x41DB0

Profile

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

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 Costumes

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.

Data Format


Stable Data

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.


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 0A63 (NTSC-U/PAL) or 0A9D (NTSC-J).


Arena Data