S.K. Stylez
Backstage Worker
- Joined
- Jun 2, 2011
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So, I have to thank super_joker for this. I wouldn't have discovered this if he hadn't asked me to try and convert WldFb's Use Mempak CAWs code to WM2000.
Basically, I've been able to add 100+ new Wrestlers into the game each with a unique ID starting from 0D01 - 0D73. Each new wrestler can have a unique appearance and moveset. As you can probably see with the Andre the Giant, the mini profile doesn't appear properly for wrestlers with an ID higher than 0D10. I've got it working properly on the select screen, during a match. No need for the split additional attires etc. The downside is that the additional wrestler's appearances and movesets all need to be hacked, so it means a shit load of coding. Plus side is, you have over 200 unique wrestlers with 4 attires each. I'll look into trying to add completely new stables too.
The first image is what it looks like with the stable modified to include the extra IDs (Mempak IDs) without any additional hacking.
The next image shows you what it's like with the pointers added for the appearance and moveset data. By default, IDs 0D01 - 0D10 will work.
The 3rd image shows when the ASM data is modified so the game can read more data. As you can see Andre now appears (ID is 0D61).
The final image shows what it's like when you change the appearance pointer to a different location. Even though I've changed it by 1, you have unique appearances.
Basically, I've been able to add 100+ new Wrestlers into the game each with a unique ID starting from 0D01 - 0D73. Each new wrestler can have a unique appearance and moveset. As you can probably see with the Andre the Giant, the mini profile doesn't appear properly for wrestlers with an ID higher than 0D10. I've got it working properly on the select screen, during a match. No need for the split additional attires etc. The downside is that the additional wrestler's appearances and movesets all need to be hacked, so it means a shit load of coding. Plus side is, you have over 200 unique wrestlers with 4 attires each. I'll look into trying to add completely new stables too.
The first image is what it looks like with the stable modified to include the extra IDs (Mempak IDs) without any additional hacking.

The next image shows you what it's like with the pointers added for the appearance and moveset data. By default, IDs 0D01 - 0D10 will work.

The 3rd image shows when the ASM data is modified so the game can read more data. As you can see Andre now appears (ID is 0D61).

The final image shows what it's like when you change the appearance pointer to a different location. Even though I've changed it by 1, you have unique appearances.
