danomac24681 Posted January 7, 2004 Posted January 7, 2004 Belt Name Modifiers (HEX) To those who know how to make name changes, these are the addresses with which to begin for titles. Again, just as Shut Your Mouth was, no additional hex offset, such as 000000F8 is required to begin working with these. All that is required is an offset of 10000000 for 16-bit format name modifications or 20000000 for 32-bit name modifications. Too, I don't know if I found all the belt names in the SLUS. If I'm missing the name of a title, just let me know, & I'll find it & add it to the list. Text Modifiers - Titles (HEX) 004586A0 (Women's Champion) 00458F40 (Women's Championship) 004585D0 (Champion) 00458E48 (Championship) 004585E0 (World Heavyweight Champion) 00458E60 (World Heavyweight Championship) 00458600 (Tag Champion) 00458E80 (Tag Championship) 004602D0 (Superstars who are Tag Team Champion) 00458610 (World Tag Champion) 00458EA0 (World Tag Championship) 00458680 (Hardcore Champion) 00458F20 (Hardcore Championship) 00458660 (Cruiserweight Champion) 00458F00 (Cruiserweight Championship) 00458650 (U.S. Champion) 00458EE0 (U.S. Championship) 00458630 (Intercontinental Champion) 00458EC0 (Intercontinental Championship) Values: Space = 20 0 = 30 1 = 31 2 = 32 3 = 33 4 = 34 5 = 35 6 = 36 7 = 37 8 = 38 9 = 39 a = 61 b = 62 c = 63 d = 64 e = 65 f = 66 g = 67 h = 68 i = 69 j = 6a k = 6b l = 6c m = 6d n = 6e o = 6f p = 70 q = 71 r = 72 s = 73 t = 74 u = 75 v = 76 w = 77 x = 78 y = 79 z = 7A A = 41 B = 42 C = 43 D = 44 E = 45 F = 46 G = 47 H = 48 I = 49 J = 4a K = 4b L = 4c M = 4d N = 4e O = 4f P = 50 Q = 51 R = 52 S = 53 T = 54 U = 55 V = 56 W = 57 X = 58 Y = 59 Z = 5a _ = 5f , = 2c ? = 3f : = 3a % = 25 ! = 21 ( = 28 ) = 29 + = 2b @ = 40 < = 20 > = 3e ' = 27 # = 23 " = 22 [ = 5b] = 5d $ = 24 - = 2d . = 2e / = 2f = = 3d Quote
HBKShawnMichaels Posted January 7, 2004 Posted January 7, 2004 Can any1 convert these into PAL AR2? Quote
danomac24681 Posted January 7, 2004 Author Posted January 7, 2004 Text Modifiers (Hex [PAL]) Although the below codes are in Hex (PAL), all the offsets required for text modifiers (e.g., 00000116: Name, 0000012C: Ring Name, etc.) have been added to them. For those who know how to make text modifiers, all that is left are the text values (which have of course been provided separately) & code-conversion(s). Please note that the Names only - not the Ring Names or Nicknames - of the characters are unable to be modified in 32-bit format; this method requires an ending address either to be 0, 4, 8 or C (such as 20000000 XXXXXXXX, 20000004 XXXXXXXX, 20000008 XXXXXXXX or 2000000C XXXXXXXX). Only in 8-bit & 16-bit format can the names of the characters be fully altered using text modifiers. Please also note that some of the addresses of the Titles, Arena Names, etc. have a +1 or +2 or +3 after them. To understand, the addresses for the names of the Titles, Arena Names, etc. are very close to one another in the game. Most of the game's items/places/things are unable to be given a modified name longer than its original. For example, if an item/place/thing such as the WWE Championship (Championship) has no +1 or +2 or +3 after its address, it then is unable to have a name longer than what is below described. Too, if an item/place/thing having no +1 or +2 or +3 after its address is given a name longer than its original, its modifications will affect the name of another item/place in the game. As for the addresses with a +1 or +2 or +3 after them, the +1 represents an additional letter/number/sign value can be added to its name if altering it with text modifiers, whereas a +2 represents 2 additional letter/number/sign values can be added to its name if altering it with text modifiers, &, finally, +3 represents 3 additional letter/number/sign values can be added to its name if altering it with text modifiers. If you are unfamiliar with text modifiers &/or want to know how to use them, a walkthrough for text modifiers using 8-bit, 16-bit & 32-bit format can be found here. 8-BIT FORMAT Text Values: 20 = space 30 = 0 31 = 1 32 = 2 33 = 3 34 = 4 35 = 5 36 = 6 37 = 7 38 = 8 39 = 9 41 = A 42 = B 43 = C 44 = D 45 = E 46 = F 47 = G 48 = H 49 = I 4A = J 4B = K 4C = L 4D = M 4E = N 4F = O 50 = P 51 = Q 52 = R 53 = S 54 = T 55 = U 56 = V 57 = W 58 = X 59 = Y 5A = Z 61 = a 62 = b 63 = c 64 = d 65 = e 66 = f 67 = g 68 = h 69 = i 6A = j 6B = k 6C = l 6D = m 6E = n 6F = o 70 = p 71 = q 72 = r 73 = s 74 = t 75 = u 76 = v 77 = w 78 = x 79 = y 7A = z 21 = ! 22 = " 23 = # 24 = $ 25 = % 26 = & 27 = ' 28 = ( 29 = ) 2A = * 2B = + 2C = , 2D = - 2E = . 2F = / 3A = : 3B = ; 3C = < 3D = = 3E = > 3F = ? 40 = @ 5B = [ 5C = Quote
danomac24681 Posted January 7, 2004 Author Posted January 7, 2004 Although the below codes are in Hex (PAL), all the offsets required for text modifiers (e.g., 00000116: Name, 0000012C: Ring Name, etc.) have been added to them. For those who know how to make text modifiers, all that is left are the text values (which have of course been provided separately) & code-conversion(s). Please note that the Names only - not the Ring Names or Nicknames - of the characters are unable to be modified in 32-bit format; this method requires an ending address either to be 0, 4, 8 or C (such as 20000000 XXXXXXXX, 20000004 XXXXXXXX, 20000008 XXXXXXXX or 2000000C XXXXXXXX). Only in 8-bit & 16-bit format can the names of the characters be fully altered using text modifiers. Please also note that some of the addresses of the Titles, Arena Names, etc. have a +1 or +2 or +3 after them. To understand, the addresses for the names of the Titles, Arena Names, etc. are very close to one another in the game. Most of the game's items/places/things are unable to be given a modified name longer than its original. For example, if an item/place/thing such as the WWE Championship (Championship) has no +1 or +2 or +3 after its address, it then is unable to have a name longer than what is below described. Too, if an item/place/thing having no +1 or +2 or +3 after its address is given a name longer than its original, its modifications will affect the name of another item/place in the game. As for the addresses with a +1 or +2 or +3 after them, the +1 represents an additional letter/number/sign value can be added to its name if altering it with text modifiers, whereas a +2 represents 2 additional letter/number/sign values can be added to its name if altering it with text modifiers, &, finally, +3 represents 3 additional letter/number/sign values can be added to its name if altering it with text modifiers. If you are unfamiliar with text modifiers &/or want to know how to use them, a walkthrough for text modifiers using 8-bit, 16-bit & 32-bit format can be found here. 16-BIT FORMAT Text Values: 20 = space 30 = 0 31 = 1 32 = 2 33 = 3 34 = 4 35 = 5 36 = 6 37 = 7 38 = 8 39 = 9 41 = A 42 = B 43 = C 44 = D 45 = E 46 = F 47 = G 48 = H 49 = I 4A = J 4B = K 4C = L 4D = M 4E = N 4F = O 50 = P 51 = Q 52 = R 53 = S 54 = T 55 = U 56 = V 57 = W 58 = X 59 = Y 5A = Z 61 = a 62 = b 63 = c 64 = d 65 = e 66 = f 67 = g 68 = h 69 = i 6A = j 6B = k 6C = l 6D = m 6E = n 6F = o 70 = p 71 = q 72 = r 73 = s 74 = t 75 = u 76 = v 77 = w 78 = x 79 = y 7A = z 21 = ! 22 = " 23 = # 24 = $ 25 = % 26 = & 27 = ' 28 = ( 29 = ) 2A = * 2B = + 2C = , 2D = - 2E = . 2F = / 3A = : 3B = ; 3C = < 3D = = 3E = > 3F = ? 40 = @ 5B = [ 5C = Quote
danomac24681 Posted January 7, 2004 Author Posted January 7, 2004 Although the below codes are in Hex (PAL), all the offsets required for text modifiers (e.g., 00000116: Name, 0000012C: Ring Name, etc.) have been added to them. For those who know how to make text modifiers, all that is left are the text values (which have of course been provided separately) & code-conversion(s). Please note that the Names only - not the Ring Names or Nicknames - of the characters are unable to be modified in 32-bit format; this method requires an ending address either to be 0, 4, 8 or C (such as 20000000 XXXXXXXX, 20000004 XXXXXXXX, 20000008 XXXXXXXX or 2000000C XXXXXXXX). Only in 8-bit & 16-bit format can the names of the characters be fully altered using text modifiers. Please also note that some of the addresses of the Titles, Arena Names, etc. have a +1 or +2 or +3 after them. To understand, the addresses for the names of the Titles, Arena Names, etc. are very close to one another in the game. Most of the game's items/places/things are unable to be given a modified name longer than its original. For example, if an item/place/thing such as the WWE Championship (Championship) has no +1 or +2 or +3 after its address, it then is unable to have a name longer than what is below described. Too, if an item/place/thing having no +1 or +2 or +3 after its address is given a name longer than its original, its modifications will affect the name of another item/place in the game. As for the addresses with a +1 or +2 or +3 after them, the +1 represents an additional letter/number/sign value can be added to its name if altering it with text modifiers, whereas a +2 represents 2 additional letter/number/sign values can be added to its name if altering it with text modifiers, &, finally, +3 represents 3 additional letter/number/sign values can be added to its name if altering it with text modifiers. If you are unfamiliar with text modifiers &/or want to know how to use them, a walkthrough for text modifiers using 8-bit, 16-bit & 32-bit format can be found here. 32-BIT FORMAT Text Values: 20 = space 30 = 0 31 = 1 32 = 2 33 = 3 34 = 4 35 = 5 36 = 6 37 = 7 38 = 8 39 = 9 41 = A 42 = B 43 = C 44 = D 45 = E 46 = F 47 = G 48 = H 49 = I 4A = J 4B = K 4C = L 4D = M 4E = N 4F = O 50 = P 51 = Q 52 = R 53 = S 54 = T 55 = U 56 = V 57 = W 58 = X 59 = Y 5A = Z 61 = a 62 = b 63 = c 64 = d 65 = e 66 = f 67 = g 68 = h 69 = i 6A = j 6B = k 6C = l 6D = m 6E = n 6F = o 70 = p 71 = q 72 = r 73 = s 74 = t 75 = u 76 = v 77 = w 78 = x 79 = y 7A = z 21 = ! 22 = " 23 = # 24 = $ 25 = % 26 = & 27 = ' 28 = ( 29 = ) 2A = * 2B = + 2C = , 2D = - 2E = . 2F = / 3A = : 3B = ; 3C = < 3D = = 3E = > 3F = ? 40 = @ 5B = [ 5C = Quote
HBKShawnMichaels Posted January 7, 2004 Posted January 7, 2004 Hey can u change me Fatal 4 way TLC into Ultimate X and Triple Threat into Ultimate X in PAL AR2 Quote
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