Virtual Pro Wrestling

jazz

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:toast: Thanks JC for explaining the slot question, and thanks to everyone for their comments too.

I'll follow up: basically what I ran into with trying to add more slots was that there wasn't any room in memory to add more stables. However, there are still 8 unused slots within the existing stables that you can assign new wrestlers to by creating new Wrestler IDs. So as far as adding more wrestlers slots, 8 seems to be the max.

How do you create new Wrestler IDs? That's something the great WldFb developed a few years ago:
http://z3.invisionfree.com/WldFb_Archive_Forum/index.php?showtopic=8
This allows you to create an entirely new set of wrestler data (moves, appearance) that's not hardcoded anywhere, but is only activated when you've selected this wrestler in a match.
Now, WldFb's original code required that you manually activate the code in the VS screen, but I found a clever way to activate it via the actual select screen menu by messing around with the data pointer that tells you which wrestler/attire is loaded. It's a bit difficult to explain but it's something like this:
<blockquote class='quote\\_blockquote'><dl><dt>Quote:</dt><dd> </dd></dl><div>
D00AAAB7 0000
D12BE832 0001
D12BE830 3001
812BE832 0002
D12BE832 0002
D12BE830 3002
812BE832 0003
D12BE832 0003
D12BE830 3003
812BE832 0004
D12BE832 0004
D12BE830 3000
812BE832 0005
D12BE832 0005
D12BE830 3001
812BE832 0006
D12BE832 0006
D12BE830 3002
812BE832 0D01
D12BE832 0D01
D12BE830 3003
812BE832 0001
[/quote]
Just select the Rock (this is using a default save), and scroll through his attires using the C-right button. You will notice several other wrestlers are loaded, and if you select them in match, they will still have their proper appearance and moves. Also, with any of the wrestlers selected, if you scroll C-Left you can select their alt attires. The NO DATA wrestler that appears at the end is a wrestler I created by assigning a new Wrestler ID via WldFb's method (not included with this code, so don't select it!). The next part would be to assign the appearance/name data in the menu itself (I didn't include this part, as this was only my test code).

So using this method pretty much allows you to create as many wrestlers as you'd like by assigning them to the existing slots, but it's still requires quite a lot of coding work-- creating the moveset, adding activators, converting it for all 4 players, assigning it in the menu, editing the menu to show the proper appearance. Easily a 15-part code, or somewhere in the neighborhood. :yes:

<blockquote class='quote\\_blockquote'><dl><dt>Quote:</dt><dd> </dd></dl><div> I gotta ask, where can the wrestlers all walk around to? It looks like there is a ton of space for them to move around![/quote]
I haven't quite decided yet on properties-- the arena looks quite empty now, but it'll look a lot less empty when I add the floor crowd. I've been toying with the idea of allowing you to brawl through at least part of the arena, but there's some camera and transparency issues that make it look a little goofy. The reason why one wrestler is way out of the ring area is that I needed to access some camera angles that you couldn't normally access within the ring area so I could align stuff (staggered crowds: lot of work to make sure the bottom part of each row of crowd is set at the proper height so as not to create a floating glitch by intersecting the stands).








 
D

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I'm trying this tonight when I get done with my errands.

If no one sees me in the next few days, I'm probably dead due to my mind being blown out of my skull. :)
 

CalvTheHedgehog

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This will easily be the greatest No Mercy save ever. Like, I actually need to go to the bathroom right now because of that.
 

NMCM

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This is beyond amazing Jazz. The work that you, Jcsix, and Loco have been putting in is admirable. I'm always browsing to see if there were any updates. Today was that day. Can't wait to see more progress. I love seeing this game being expanded, its what I love about modding :D
 

jazz

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NMCM said:
This is beyond amazing Jazz. The work that you, Jcsix, and Loco have been putting in is admirable. I'm always browsing to see if there were any updates. Today was that day. Can't wait to see more progress. I love seeing this game being expanded, its what I love about modding :D
Thanks for the comment! Just gotta point out that it's all JC and I, with some additional help from WldFb; Loco's not involved with this save.
Well, you should see more frequent updates now that both JC and I have more free time in the coming months and now have a fully functioning emulator we can work with (PJ64 2.1) :)
 

jazz

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<blockquote class='quote\\_blockquote'><dl><dt>The Lord Of Dorkness</dt><dd>May 20 2013, 09:57:31 PM</dd></dl><div>
jazz said:
(PJ64 2.1)
that doesn't exist jazz, quit lying.... lol jk

What's the difference from 1.7?[/quote] ^o) oh believe me, it exists! We had some issues with 1.7, we tested at least 4-5 different versions, couldn't get things working until 2.1 was released a few weeks ago. I was glued to the PJ64 project forums all this time because it was frustrating trying to work with the lag!

The main difference is that 2.1 runs at the normal framerate that No Mercy is supposed to run at (60 V/Is), whereas different versions of 1.7 seemed to lag a bit and run at ~52-53 V/Is, especially once you ran the emulator with a lot of cheat codes activated. There seems to be some issues with savestates at the moment (the saving function has a bug with the "Save As" option, and there's another bug where if you load a savestate, sometimes the sound is disabled).
 

jcsix

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Don't see why not :) I have a gaming PC and I only got 52-53 V/Is on 1.7 when the sync audio option was enabled or if that was disabled and alot of cheats where enabled.
 

The NekoMancer

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I do now... it works fine... but it looks stretchy... like with these black portions when you watch a movie
 

jcsix

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Its all in the settings :) (Stretch I think its called).

And check if you have sync game audio ticked or not. If its ticked, that will also make it go slower (52/53 fps). If its not ticked, you will get the normal 58/60 fps with stupidly fast sound.
 

jcsix

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Yes and no.

If you want to keep the shadows, you have to re-dump. The textures are slightly darker but that only matters for AKI modding.

If you want it like 1.6. Use the 1.6 plug in.
 

jazz

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Yep! I'm very eager to test how things run once you get past the 500 mark and having more than 300 codes active at the same time, but hopefully there aren't any issues. I'm at cheat code #384 now ans have only added minimal arena codes so far, so once I get to 500+ I will report back if I notice any problems.

The one issue about 2.1 so far (besides savestates) is that you have to uncheck the 'protect memory' option or some codes won't work. The drawback to this is that you can't use WldFb's load MPK wrestlers code.
 
D

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Hate to keep asking about 2.1, but can I just swap my old cht. file?
 
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