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WWF WrestleMania 2000: Recompiled

WWF WrestleMania 2000: Recompiled is a project that uses N64Recomp to statically recompile the Nintendo 64 game WWF WrestleMania 2000 into a native PC port, running on the N64ModernRuntime with RT64 as the rendering engine. It is the third project in the AKI wrestling recompilation family, after WCW vs. nWo World Tour: Recompiled and WCW/nWo Revenge: Recompiled, sharing their runtime stack and conventions.

This repository and its releases do not contain game assets. The original game is required to build or run this project.

Status: beta. The game boots, renders at high resolution, plays music and sound effects, takes keyboard and gamepad input through the menus and matches, rumbles, and both the cart save and the Controller Pak persist automatically. See Known Issues for what's still rough.

In-ring gameplay rendered at high resolution
Title screen Wrestler select

Table of Contents

System Requirements

Currently a Windows build is provided; other operating systems may be supported later.

A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 is required. A CPU supporting the SSE4.1 instruction set is also required (Intel Core 2 Penryn series or AMD Bulldozer and newer).

If you have crashes on startup, make sure your graphics drivers are fully up to date.

Features

Plug and Play

Provide your copy of the game and start playing! The project loads assets directly from your ROM, so there is no separate extraction or build step.

Fully Intact N64 Effects

Rendering is hardware-accelerated through RT64 at high resolution, with the game's original visual effects intact — no emulator-style workarounds or hacks.

Widescreen Support

With Aspect Ratio set to Expand (the default), the 3D scene renders at your window's aspect ratio with a correctly widened field of view, while 2D interface elements stay at their original proportions.

Easy-to-Use Menus

Press Esc (or your gamepad's Back/Select button) during play to open the config menu: general settings, graphics settings, full input rebinding for keyboard and controller (two bindings per input), and audio settings. Menus can be used with mouse, keyboard, or controller.

Controls Tailored to This Game

Like the rest of the AKI wrestling family, WrestleMania 2000 moves on the N64 d-pad and taunts with the analog stick, so the default mappings are built for that: move on the left stick and d-pad, taunt on the right stick, and the defensive pair on mirrored triggers. Grapple = A, attack = X, run = B, climb/turnbuckle = Y, switch focus = bumpers. Keyboard: WASD moves, IJKL taunts, Space/Shift/Q/E/R for the face buttons. Everything is rebindable in the in-game menu.

Cart Saves, Controller Pak, and Rumble Together

WrestleMania 2000 saves game progress to the cartridge's battery-backed SRAM and uses a Controller Pak for extra created-wrestler storage — and on real hardware the pak occupies the same controller slot a Rumble Pak needs. The port emulates all three at once: the cart save and a virtual Controller Pak each persist to their own file automatically, and your gamepad rumbles during matches. No juggling.

Planned Features

  • High framerate support (frame interpolation) — see Known Issues
  • Linux support
  • Mod support

FAQ

What is static recompilation?

Static recompilation is the process of automatically translating an application from one platform to another — here, the game's original MIPS machine code is translated into C and compiled for modern PCs. For details, see N64Recomp. This is not an emulator and not a decompilation.

How is this related to a decompilation project?

It isn't — no public decompilation of WWF WrestleMania 2000 exists. Unlike most recompilation ports, which borrow symbol names from a decomp, this project generated its own symbol metadata from scratch via a splat disassembly (see disasm/ and syms/), transferring libultra identifications from its sister project WCW/nWo Revenge by machine-code fingerprinting.

Where is the savefile stored?

  • Windows: %LOCALAPPDATA%\Wm2kRecompiled\saves\

Both save files live there: the cart SRAM image (game progress, created wrestlers) and the virtual Controller Pak image. Configuration files and the log file live one level up in the same app folder. Save data is preserved across updates.

Can you run this project as a portable application?

Yes — place a file named portable.txt in the same folder as the executable and saves, config files, and the stored ROM will be kept next to the executable instead.

How do I choose a different ROM?

You don't. This project is only a port of WWF WrestleMania 2000, and it only accepts one specific ROM: the USA V1.2 release (SHA1 D7D1FAD473FEF9B61FE5F8273C975EE7C603A51B). Earlier USA revisions (V1.0/V1.1) and other regions are not accepted. It is not an emulator and it cannot run any arbitrary ROM.

You can't accidentally load the wrong file — the launcher validates the ROM before storing its own copy (so the original file can be moved or deleted afterwards). If the stored copy ever goes missing or gets corrupted, the launcher simply offers Load ROM again.

Known Issues

  • Frame interpolation is disabled (Framerate is locked to Original). Like its sister games, WrestleMania 2000 builds each visual frame from several RSP tasks and submits fully composed matrices, which defeats RT64's frame-interpolation heuristics — interpolated frames warp geometry. High-framerate support needs game-side matrix-group patches and is planned.
  • Multi-controller (2+ player) sessions are still being stabilized and can crash in certain modes.
  • Overlays such as MSI Afterburner and other software such as Wallpaper Engine can cause performance issues that prevent the game from rendering correctly. Disabling such software is recommended.

Building

Building is not required to play — grab a release instead. To build from source, see BUILDING.md.

Libraries Used and Projects Referenced

Special Thanks

  • Wiseguy and DarioSamo for creating N64Recomp and RT64.
  • RevoSucks and the Bomberman Hero: Recompiled project, the template for this port's sister projects and therefore for this one.
  • The Zelda64Recomp team for establishing the conventions the whole recomp ecosystem follows.
  • ethteck and the splat/spimdisasm contributors — the disassembly tooling that made a no-decomp recompilation possible.

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Native PC port of WWF WrestleMania 2000 (N64) via static recompilation. No game assets included - bring your own ROM.

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