Author Topic: Virtual Pro Wrestling English Translation Beta  (Read 1769 times)

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Offline Kerr Avon

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #15 on: February 07, 2020, 08:39 PM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)

to the save file.  If that doesn't do it, you can replace

VP=3

with

NVPJ=3 (Virtual Pro Wrestling Original)

to force them to be separate.

Thanks. I've added the two lines to the save_db.txt thread at:

http://krikzz.com/forum/index.php?topic=6126.0

Offline nuu

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #16 on: February 08, 2020, 01:19 AM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)
I didn't know you could use the whole game code. That makes it useful for distinguishing between regional versions.

Offline ozidual

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #17 on: February 08, 2020, 03:08 AM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)
I didn't know you could use the whole game code. That makes it useful for distinguishing between regional versions.
Huh, I thought they were already in use.  I honestly have no idea.  I'll see if I can test it with Shiren.

EDIT: Just confirmed that the 4-letter name won't work.  Just the 2-letter or the CRC.  Sorry about the confusion.  So it'll have to be reverted to VP=3 and {the current CRC}=3
« Last Edit: February 08, 2020, 05:41 AM by ozidual »
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline nuu

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #18 on: February 10, 2020, 06:22 PM »
Oh well that's too bad. The CRC feature is more important though.

Offline Kerr Avon

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #19 on: February 10, 2020, 10:41 PM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)
I didn't know you could use the whole game code. That makes it useful for distinguishing between regional versions.
Huh, I thought they were already in use.  I honestly have no idea.  I'll see if I can test it with Shiren.

EDIT: Just confirmed that the 4-letter name won't work.  Just the 2-letter or the CRC.  Sorry about the confusion.  So it'll have to be reverted to VP=3 and {the current CRC}=3

OK. I've just altered the save_db.txt file, to use the CRC of them both, will that be OK? I'd imagine so, but knowing me I've probably overlooked something...

0xC130FFE8=3    (Virtual Pro Wrestling English Translation Beta v1.77)
0x045C08C4=3    (Virtual Pro Wrestling Original)


BTW, I would have thought that each game would have had an internal name, probably at the start of the game's rom memory. Is that not the case? If it is the case, then don't modders ever alter the name, to suit the edited rom?
« Last Edit: February 10, 2020, 10:43 PM by Kerr Avon »

Offline nuu

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #20 on: February 11, 2020, 01:29 AM »
The reason to use the CRC instead of the ID is so you can set multiple versions of the same game to different save types (even the slightest change of a file will change the CRC of the file). If both versions uses the same save type and same ID, you don't need to bother with the CRC.

Yes each game has an internal name and a 4-letter "game code" which each game is assigned by Nintendo when they grant the license. The first letter indicates media format. The next two letters is an abbreviation of the game title and the last letter is the destination code.

Known media format codes:
  "N" N64 cartridge
  "D" 64DD disk
  "C" part of expandable cartridge
  "E" 64DD expansion for cartridge
  "Z" Aleck64 cartridge

Some destination codes (there are many more):
 "J" Japan
 "E" North America
 "P" Europe (there are several variations of European)
 "B" Brazil
 "C" China

Game code examples:
"NSMJ" - Super Mario 64 (Japan)
"NFXP" - Lylat Wars (PAL, Europe)
"CFZE" - F-Zero X (USA)
"CZLJ" - Zelda no Densetsu: Toki no Ocarina (Japan)

You can easily see the game code of a game by opening it in a hex editor. You should probably see it right away. It's at offset HEX 3B.
The middle two letters is the ID that you can see in the ED64 menu if you pick rom info, and that is used with save_db.

Yes the rom hacker can of course change this to whatever he wants (unlike licensed developers that were forced to use the code Nintendo assigned to them). But doing that might not be a good idea since there are only a limited number of combinations of two letters, and just thoughtlessly using them all up might be bad.
If you make a game that uses say EEPROM4, you could just use the ID "SM" and ED64 will recognize it as Super Mario 64 which is set to EEPROM4 save type by default.

Offline Kerr Avon

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #21 on: February 11, 2020, 09:57 PM »
Thanks mate, that makes it all clear  :)

Offline alphadrum

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #22 on: February 13, 2020, 02:33 AM »
Will there be support for more characters/letters in the wrestler editor?

Offline startrinket

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #23 on: February 13, 2020, 07:16 AM »
Will there be support for more characters/letters in the wrestler editor?

It is something we can definitely look at adding in a future release. Although there are a few bugs that are currently a priority.

Offline alphadrum

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Re: Virtual Pro Wrestling English Translation Beta
« Reply #24 on: February 13, 2020, 07:46 AM »
Understandable, thanks for the translation. I was hoping Freem would finish his VPW64 translation from a couple years ago but said it was put on the back burner.