This will cause the Royal Rumble to start with two people. This code is meant to be used along with the two-minute intervals code; if you don't use that, then some strange things happen (such as the 3rd entrant entering twice).
There are still a few minor quirks, though, that I hope to fix in the future:
-When the match starts, you immediately see the "ELIMINATED" graphic.
-Initially, the number of remaining participants displayed at the top of the screen is one higher than what it should be; for example, if it's a 20-man Rumble, then it will display "021" instead of "020". This fixes itself, though, as soon as #3 enters.
-The elimination stats that get displayed after the match are wrong because they count #3 and 4 as having been eliminated twice - once at the start of the match and once at their actual elimination.
Hey everyone I'm back here with an Android port of Loco's WWE World Tour Mod from 2011. Links are down below along with a tutorial in case anyone's confused with how to install it. If you have any recommendations as to what mod I should port next, please PM me. Enjoy!
Hello!
Could somebody tell me how add normal Sting's face/Mask in normal non-modding wwf no mercy? ( texture replacement\ or maybe some cheatcodes) just integrate texture in rom like virtua pro FREEM
Posted by: KWG - 01-27-2021, 05:59 PM - Forum: OSR Central
- No Replies
Today, we're officially re-launching Old Skool Reunion. We've come and went, changed name, merged, unmerged, and here we are. This time, to stay.
If you're reading this, welcome to our family!
PLEASE READ AND RESPECT OUR RULES!
1. Be respectful to all members equally, discrimination will get you BANNED immediately. No slurs.* 2. The staff have the final say on everything. Respect your Admins and Moderators. 3. No Spam. 5. Use the right sections! NSFW content only on the correct channel, same for spoilers. 6. Use common sense. Do not act like a staff member, dont discuss bans, dont escalate tense situations, avoid requesting if you're a new member, etc.
There is a warning system. 3 offenses and you're gone. There are some exceptions, which includes spam bots and people who the staff deem to deserve an instant ban (see rules 1 and 2).
*Note: we might be lenient on some words depending on context and intention. For an instance, "gringo" might be seen as a slur in some places, but its also harmless in others. Please avoid some of the most obvious, heavy ones.
Note: This is an alternative to Rice Plugin which is constantly updated and properly maintained, therefore, it's advised you use Rice texture packs with this. You can find the download link HERE.
Patching Project 64 to allow more than 2GB:
1. First thing you wanna do, is remove one of Project 64's limitations by patching it. It is rather easy, you just download this software called "Large Address Aware", which you can find HERE.
2. After downloading and extracting, open up "Large Address Aware.exe" and find your "Project64.exe" in step 1.
3. Check the box to unlock the memory and save it.
Tutorial:
STEP ZERO (Project 64 1.7 onwards only)
0.Go to Settings (or press Ctrl + T), Options and disable "Hide Advanced Settings".
1. You have to copy the GLideN64.dll and GLideN64.ini files, into the "Plugin/GFX" folder (or "Plugin" for Project 64 1.6 and previous versions).
Project 64 1.7 -> Project 64 2.4
Project 64 1.6 and previous versions
2. To use textures for No Mercy, you first have to set up your emulator so that it can be loaded. Follow the following steps and then you are on your way to using textures. First open your emulator (this tutorial is obviously made with PJ64 in mind) and go into "Options" then click on "Configure Graphics Plugin".
3. Once there, you should go to the "Texture Enhancement" and then "Texture pack". There, you should select the proper directories, which should be, respectively:
4. Now go to the N64 Textures tab. There, you set the "Enhanced texture cache size" to an absurd number. For now, I can only get it to 999mb.
5. To install the textures go into the root directory of the emulator and go into the "Plugin/GFX" (PJ64 1.6: "Plugin") folder and create a folder called "hires_texture".
6. Once the folder "hires_texture" has been created open it and create another folder with the internal name of the game (in this example's case, WWF No Mercy).
7. Put all the textures that you want inside the "WWF No Mercy" folder and start up the rom.
Posted by: IGA - 01-10-2021, 02:21 PM - Forum: Help
- No Replies
Hello
There is still no some converter or method to transfer mod's cheats from Pj64 to android's Muppen or also from mupen64plus-fz for androids to Retroarch's Muppen64?
There are many wonderful mod-hacks and we can playing still only on window-pc them
( i have 3 version cheats of No mercy for Pj64, android and retroarch and they all have different strucrure) https://dropmefiles.com/NIQoS
This is a cleaned up, simpler version of my PCP tool designed for speed and less headaches.
Tutorial:
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PART 1: MOVESLOT EDITING/MOVESTACKING
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The first part of this tool will place moves into different moveslots, as well as stacking up to three moves into one slot.
Simply select the wrestler you want to edit, the moveslot you want to place the move, and then select the move and damage.
If you only use the yellow section of the tool (1 move), copy and paste all the codes generated in the yellow section of column 'T'.
For two moves (Yellow and Green sections), you must copy and paste not only the yellow and green sections in column 'T', but you must copy the code generated in column 'U'.
For three moves, simply repeat the process, but instead of copying and pasting the code in column 'U', use the codes generated in column 'V'
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PART 2: REPEATING ANIMATIONS
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If you want to place a repeating animation (submissions and pins), you must find the grapple slot. This is the only time you will have to use your debugger with this tool.
Simply go into your match, perform the repeating move, and when the pin/repeating submission animation begins (99% of the time it will glitch), pause your game.
Open your debugger and search the addy provided.
Underneath the 'Slot/Animation' cell, input the value you found. This value will be the same for all two/three moves that you stack.
And with that, you can now use repeating animations. Onto Flying attacks.
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PART 3: FLYING ATTACKS
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Flying attacks are implemented the same as other moves, but you will have to also add a code generated at column 'W' in order for them to work.
You will also have to assign the flying slot and direction you want your wrestler to face when performing the attack:
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PART 4: SITUATIONS
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The situations section adds activators to your code to make them only work at specific times such as when on special, when in certain corners or when located in certain area of the ring.
You must only fill in the slots you will be using.
More of these will be added in future releases.
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PART 5: DAMAGE PATCHING
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This is when you want 100% custom damage for your move instead of using the universal damage. If you use this section, the damage for the move you are using it with must be set to '0' at the top of the tool, so it won't generate the default damage section.
Simply select the damage slot (it will be the same as the moveslot), the move you want to edit the damage for, and then edit the damage parameter accordingly. There are dropdown guides/value lists to give you everything you need.
This will allow you to separate and assign gimmicks for your wrestlers, allowing further customizatio0n of movesets/parameters.
This tool is to be used with my "Face/Heel System" codes.
Assign each attire a gimmick.
Let's say attire 1 is Cactus Jack, and attire 2 is Dude Love. This tool will assign attire 1 as gimmick 1, and attire 2 as gimmick 2, ect. The codes for these are generated in column 'G'.
This is important because it will allow you to not edit if they are faces/heels, but will let you modify their movesets/parameters based on the gimmicks, themselves.
Once you have assigned gimmicks for every attire (if they only have 1 gimmick, simply use the "Single Gimmick Code" in column I), Assign each attire as a face/heel, which is generated in column 'H'.
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SHEET 3: PARAMETERS/ATTRIBUTES TOOL
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This will allow you to edit the AI and parameters based on Gimmick/location/broad action/special/move/match type (AKI Evo Only) and spirit tier (AKI Evo Only).
Simply select the wrestler and gimmick, and then edit the parameter you would like. Values can be found at the bottom in convenient drop-down menus.
If you USE the special situations, you must copy and past the "Context Code" instead of the regular code.
And that's how to use this entire thing. Easy Peasy.