A powerslam is a professional wrestling body slam move in which the wrestler performing the slam falls face-down on top of the opponent. The use of the term 'powerslam' usually refers to the front powerslam or the scoop powerslam Variations Emerald Flowsion. The wrestler lifts the opponent.
Virtual Pro-Wrestling 2 freem Edition is a ROM hack of AKI Corporation'sVirtual Pro-Wrestling 2, with a number of the default wrestlers swapped outfor other wrestlers (mostly from other AKI wrestling games). You can kind of think ofit as a 'best of' the AKI games, though I'd rather have every character from the firsteight VPW games implemented before I can say that. :)
Since this is a ROM hack, it will work on original hardware, as well as N64 emulators.This isn't exactly the first ROM hack of an AKI game... S.K. Stylez and Zoinkity did anEnglish translation of VPW2, which also runs on original hardware. WldFb used some ROMhacks for a WWF No Mercy hack named 'Back 2 Basics'. I can't recall if that hack usedemulator plugin texture replacement or not, however...
Also of note is the VPW2 freem Edition Character Guide, which providesdetails on all of the wrestlers in the hack... or it will, once it's done.
Changes in VPW2 freem Edition include the following:
This game is not licensed by AKI Corporation, Asmik Ace, Nintendo, or any of thefeatured wrestling organizations and wrestlers. For that reason, I request that youdo not sell reproduction cartridges of this hack. Making a reproductionfor personal use is OK, but the use of a re-flashable cart is recommended, since this hackwill be updated in the future.
Some screenshots in the manual are from previous development versions, and may lookdifferent in the current release. This will be fixed in due time, since it is anticipatedthat things will change further.
The most important thing to note is that this is (still) a work in progress release.Not everything will be 100% perfect or complete. Furthermore, the original game doesnot give me a lot of choice when it comes to replacing certain costume items.For example, there are only three available Elbow Pad designs. The amount of items thatcan be replaced is a large part of why some wrestlers don't have 100% accurate costumes yet.
Another thing to note is that this hack will accept Controller Pak saves fromVirtual Pro-Wrestling 2 (game code NA2J). This behavior is intentional, allowingyou to import your edit wrestlers and belts from your original VPW2 cartridge and/orsave file. Future versions of the hack will save Controller Pak data to a unique,non-VPW2 file. I will attempt to notify people well in advance when this happensvia updates to the website, manual, and changelog.
There is no known date for the Controller Pak changeover, but it is more likelyto happen when all of the costume items are finalized.
In order to play this game, you will need the following:
This game is not supported on PAL systems. If you manage to bypass the PAL lock,you will find that the game has not been 50fps optimized. I don't believe anyone haslooked into or documented what changes were made between NTSC and PAL regions of AKIgames yet.
The patch is provided in xdelta format, and is meant to be patched to anunmodified Virtual Pro-Wrestling 2 ROM in Z64 format. If yourROM is in a different format (e.g. V64 or N64), you will need a tool to convert it.DO NOT apply this patch to the S.K. Stylez English translation.It will not work. (This hack includes its own English translation.)
In case you do not have a Z64 format ROM, you will need to convert it. This isNOT as simple as changing the file extension, as the byte order isdifferent between various formats.
Some tools that can be used to convert ROMs to the correct format:
The easiest way to use uCON64 is the uCON64 frontend program. This needs to bedownloaded separately from the regular uCON64 download and put in the same directory.
Go to the N64 tab, and in the Conversion section, change the 'ROM to' drop-down boxto 'Z64', then hit the 'Convert' button. Select your VPW2 ROM and press 'OK'. Thefrontend will show a log of the conversion process, and the converted ROM should bein the same directory as the frontend executable.
Some people prefer to use the command line instead. Others don't really havea choice in the matter...
ucon64 --z64 path_to_rom.v64
(or .n64
if your ROM has that extension.)
Tool64 is a bit more user-friendly than uCON64, even with the frontend. However,the terminology used in the 'Change Byte Order' menu might be confusing when all I'vedone is tell you to 'convert to Z64 format'. Instead of worrying, just choose 'BigEndian' after highlighting your VPW2 ROM.
I do not know of any solutions for changing N64 ROM formats on mobile platforms(e.g. Android). The above programs only run on a computer.
Once your ROM is in the correct format, you're ready to patch the game.This should be a fairly straightforward process if you're using one of the xdeltafrontends/user interfaces.
Every time an update is released, you will have to re-patch the base/original VPW2 ROM.
Make sure the 'Apply Patch' tab is selected. There are three options;set them up as directed:
.xdelta
patch file..z64
extension.Once all three fields have been set, hit the Patch button.
xdelta
Command LineIf you need to use the command line/terminal version of xdelta, here is how to apply the patch:
xdelta -d -s (base_rom_file) (xdelta_patch) (output_rom_file)
90002501777e3237739f5ed9b0e349e2
82dd25a044689eab57ab362fe10c0da6388c217a
c8e882387c9fda5160002bb76f5b0285
1d3a57cecf9803e1961e3918472868645695abb7
Please do not skip this portion of the manual. If you skip it,it's likely the game won't actually save anything. When in doubt, try to find thesettings that unhacked Virtual Pro-Wrestling 2 uses, and use those.
Until the menu is updated with information for VPW2 freem Edition, pick the 256K SRAM option.
These instructions from BlueCanti should enable saving:
'On your everdrive 64 directory, click 'ED64' and there should be a txt filecalled 'save.db
'. Click on it and on the bottom type 'VF=3
'without the quotations, save document and try that, it should save data on the cartfrom now on.'
It's been so long since I've used them that I don't know if there's anythingspecial you need other than a cartridge with 256K SRAM.
Typically, N64 emulators are able to detect what save type is being used ontheir own. Some N64 emulators require you to manually set the save type andprovide the filename for saving/loading data. Consult your emulator's documentationfor more information.
Most people should never have to do this, but just in case, -s 3
sets the save type to SRAM 256K.You'll have to mess with the loading and dumping commands to save and load data, however...I haven't done this yet, so there's no information I can give you.
Only the abridged changes for the current version are shown here. To see the fullchangelog, please view changelog.txt
in the docs
directory.
2020/08/06 (August 6, 2020)
I'm not sure how to even start the update notes for this version, givenall of the events that have happened between the last release and this one.
Stay safe out there.
By my estimations, this release is about 40-45% complete.There's still lots to do, however.
The perpetual projects:
The not so simple one-offs:
Other stuff:
(This does not include the final 1% of work, which is a misleadinglysmall percentage for what needs to be done.)
I spent some time between releases writing an article related to the workrequired to change certain things in this project.
There have been requests for changes that are not relatively feasible withouta full decompilation of the game, and I wanted to try and explain that further.
The article is available here.
In order for the Default Costume changes to show up in an existing save file,please reset the Costume data for the following charactersin Edit Mode:
Wrestler | Costume(s) |
---|---|
Antonio Inoki | All |
Bret Hart | 1, 2, 3 |
Scott Hall | 1, 2 |
Kensuke Sasaki | 3 |
Kane | 3 |
Steven Regal | 4 |
Raven | 1, 4 |
DDP | All |
Hulk Hogan | 4 |
Undertaker | 2 |
Perry Saturn | All |
Chris Jericho | 1, 2, 4 |
HHH | All |
Jyushin Liger | 1, 2, 4 |
Scott Steiner | 1, 2, 4 |
Minoru Suzuki | 1, 4 |
Road Warriors | All |
Great Muta | 2 |
Raven | 2 |
This section contains changes to moves, parameters, and logic for the defaultwrestlers. You do not need to do anything to access these changes.
A few words on 'de-duplication':
In the original AKI games, wrestlers often had the same move for back grapple onboth the solo button press and button press with direction pad. This also manifestsitself with ports of wrestlers from World Tour, VPW64, and Revenge, where theLeft/Right grapple slots are the same as the no direction grapple.
In VPW2 freem Edition, this is seen as something to be fixed.
Where possible, moves that 'fit' the wrestler are used. If something seems off,or even outright wrong, please let me know.
Rikidozan was primarily updated to fix an issue with his Fighting Style.I had run into this issue with AKI man and Goldberg during the development ofthe last update, but those two were caught and fixed before release.Not so for Rikidozan. Oops.
I also reverted a previous move change, since the Flying Headscissors wasalready assigned to Front Weak Grapple B+Up. A 'proper' replacement has notyet been found.
Move Slot | Old Move | New Move |
---|---|---|
Front Strong Grapple A | Flying Headscissors | Repeated Chops |
Two small changes by freem:
Move Slot | Old Move | New Move |
---|---|---|
Ducking Strike | Lariat | Low Blow |
Back Reversal (Strong) | Back Grapple Reversal | Groin Kick |
Other suggestions from GameGenie720:
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike B+Direction | Heavyweight Dropkick | Knuckle Part |
Strong Running Strike B | Push Kick | Lariat (Right) |
Front Strong Grapple Down+A | Cradle Kneeling Tombstone | Jumping Piledriver |
Sitting Strike (Face Up) | Stalling Elbowdrop | Double Axe Handle |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Fixed the missing Turnbuckle to Ground attacks, finally.
Move Slot | Old Move | New Move |
---|---|---|
Turnbuckle Attack to Ground | (none) | Frog Splash |
Special Turnbuckle Attack to Ground | (none) | Firebird Splash |
Turnbuckle Attack to Outside Ground | (none) | Firebird Splash |
Some de-duplication suggestions from mrpopsicleman.
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike A+B | Orthodox Punch | Big Boot |
Strong Running Strike A+B | Original Ax Bomber | Jumping Kneebutt |
De-duplication suggestions from GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike A+B | Jumping Karate Kick | Jumping Heel Kick |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Some suggestions from GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike B+Direction | High Angle Dropkick | Side Dropkick |
Strong Strike A+B | High Angle Dropkick | Diving Lariat |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Small changes suggested by GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Front Strong Grapple A+Up | Step Front Suplex | Lift Up Shoulder Slam |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
A change suggested by Dboy37.
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike A+B | Low Dropkick | Reverse Rolling Elbow |
Some suggestions from GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Strong Strike B+Direction | Heavyweight Dropkick | Jaw Punch |
Downed Head Submission (Face Up) | Mounted Punches | Ultimate Punching |
Sitting Legs Submission (Face Down) | Reverse Achilles Hold | Deadlift German Suplex |
Implemented a suggestion from GameGenie720 based on the fact that the originalstrike wouldn't connect.
Move Slot | Old Move | New Move |
---|---|---|
Counter Punch | Counter Strong Attack B | Counter Strong Attack B+Direction |
Some suggestions from Smoke, and some re-arranging of other moves.
Move Slot | Old Move | New Move |
---|---|---|
Front Weak Grapple A+Left/Right | Two-handed Headbutt | Double Leg Tackle |
Front Weak Grapple A+Up | Club to Neck | Two-handed Headbutt |
Downed Legs Submission (Face Down) | Boston Crab | Half Boston Crab |
Turnbuckle Attack to Ground | Rounding Body Press | Moonsault Press |
Special Turnbuckle Attack to Ground | Moonsault Press | Diving Legdrop |
Turnbuckle Attack to Outside Ground | Rounding Body Press | Diving Legdrop |
A suggestion from KWG.
Move Slot | Old Move | New Move |
---|---|---|
Back Maximum Grapple | (none) | Repeating German Suplex |
Some suggestions from GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Special Turnbuckle Attack to Ground | (none) | Frog Splash |
Running Downed Strike (Face Up) | Stomping | Flipping Senton |
Running Downed Strike (Face Down) | Stomping | Legdrop |
Sitting Strike (Face Up) | Elbowdrop | Jumping Dropkick |
Running Sitting Strike (Face Down) | Stomping | Legdrop |
A suggestion from GameGenie720 to fix a move that I don't even remember changing!
Move Slot | Old Move | New Move |
---|---|---|
Irish Whip Special Grapple | Thesz Press with Punches | Spinebuster |
A suggestion from GameGenie720.
Move Slot | Old Move | New Move |
---|---|---|
Counter Punch | Counter Strong Attack B | Counter Strong Attack B+Direction |
Move Slot | Old Move | New Move |
---|---|---|
Weak Running Strike A+B | Kenka Kick | Running High Angle Dropkick |
Strong Running Strike A+B | Power Lariat | Flying Body Attack |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Some changes to downed strikes.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Some changes to downed strikes.
Move Slot | Old Move | New Move |
---|---|---|
Sitting Strike (Face Up) | Elbowdrop (Hansen) | Double Axe Handle |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Some changes to downed strikes. Also set Front Special Grapple as a Favorite move.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Small downed strike change.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Small downed strike change.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Small downed strike change.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Small downed strike changes.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Sitting Strike (Face Up) | Jumping Elbowdrop | Double Axe Handle |
Small downed strike changes.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Small downed strike changes.
Move Slot | Old Move | New Move |
---|---|---|
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Sitting Strike (Face Down) | Stomping | Angry Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Multiple people have requested non-trivial changes for Scott Hall's moveset.Changes are a combination of...
Move Slot | Old Move | New Move |
---|---|---|
Weak Punch B | Hammer Blow | Body Blow |
Weak Punch B+Direction | Body Blow | Elbow |
Strong Strike B | Orthodox Punch | Shake Punch (Rock) |
Strong Strike B+Direction | High Angle Dropkick | Discus Punch |
Strong Strike A+B | Low Dropkick | Diving Lariat |
Weak Running Strike A+B | Flying Shoulder Attack | Kitchen Sink |
Strong Running Strike A+B | Kitchen Sink | Flying Elbow |
Corner Running Strike B | Lariat (Right) | Jumping Elbow |
Corner Running Strike A+B | Back Elbow | Flying Elbow |
Irish Whip Attack | Thrust Kick | Rolling Elbow |
Counter Punch | Shoulder Arm Breaker | Counter Strong Strike B |
Counter Punch (Special) | Front Strong Grapple B | Front Grapple Special |
Front Weak Grapple A | Dynamic Kneelift | Eye Rake |
Front Weak Grapple A+Left/Right | Headlock Punch | European Uppercut |
Front Weak Grapple Up+A | Face Punch | Headlock Punch |
Front Weak Grapple B+Up | Shoulder Thrusts | Suplex |
Front Weak Grapple B+Down | Jawbreaker | Shoulder Thrusts |
Front Strong Grapple A | Manhattan Drop | Russian Leg Sweep |
Front Strong Grapple A+Left/Right | Neckbreaker | Ace Crusher |
Front Strong Grapple A+Up | Suplex | Snake Eyes |
Front Strong Grapple A+Down | Sidewalk Slam | Manhattan Drop |
Front Strong Grapple B+Left/Right | Snake Eyes | Waterwheel Drop |
Front Strong Grapple B+Up | Short Range Lariat | Nodowa Otoshi |
Front Strong Grapple B+Down | Nodowa Otoshi | Short Range Lariat |
Back Weak Grapple A+Direction | Pendulum Backbreaker | Back Rake |
Back Weak Grapple B+Direction | Knee Crusher | Atomic Drop |
Back Strong Grapple A | Sleeperhold | School Boy |
Back Strong Grapple B | Atomic Drop | Knee Crusher |
Back Strong Grapple B+Direction | German Suplex | Bulldog |
Back Special Grapple | High Speed German Suplex | Pumphandle Drop |
Back Reversal (Strong) | Groin Kick | Back Grapple Reversal |
Back Running Grapple | Face Crusher | Bulldog |
Irish Whip Weak Grapple A | Back Body Drop | Shoulder Toss (Side) |
Irish Whip Weak Grapple A+Direction | Hip Toss | Strong Powerslam |
Irish Whip Strong Grapple A | Sleeperhold | Abdominal Stretch |
Irish Whip Strong Grapple A+Direction | Samoan Drop | Manhattan Drop |
Corner Weak Grapple B | Ten Punch | DX Ten Punch |
Turnbuckle Grab Reversal (Front) | Pull ropes | Throw off |
Double Team Sandwich Grapple | Double Team Powerbomb | Hijack Piledriver |
Downed Strike (Face Up) | Stomping | Elbow Drop (Hansen) |
Downed Strike (Face Down) | Elbow Drop (Hansen) | Angry Stomping |
Running Downed Strike (Face Down) | Elbowdrop | Stomping |
Sitting Strike (Face Up) | Elbowdrop (Hansen) | Shin Kick |
Running Sitting Strike (Face Up) | Elbowdrop | Stomping |
Running Sitting Strike (Face Down) | Elbowdrop | Stomping |
Sitting Legs Submission (Face Up) | Headbutt to Groin | Achilles Hold |
Sitting Legs Submission (Face Down) | Knee Stomp | Boston Crab |
Special Turnbuckle Attack to Standing | (none) | Diving Elbow Attack |
Special Turnbuckle Attack to Ground | (none) | Diving Kneedrop |
Corner Splash Attack | Reverse Splash | Diving Elbowdrop |
No changes.
Turns out I had these values swapped from what they were in WWF No Mercy...
Category | Old Value | New Value |
---|---|---|
Downed Opponent Early | Submission | Pick Up |
Downed Opponent Late | Pick Up | Submission |
(Due to its length, the '[Default Costumes] Various fixes/updates to defaultcostume data' is not included in the manual. Please view changelog.txt
for the full details of costume changes.)
If you're playing this hack on original hardware, the controls should be easy toget used to. But if you're playing this on an emulator instead, you might not haveaccess to an N64 controller. Luckily, the VPW series started out on PlayStation,so it's possible to make a decent default control mapping for most modern controllers.
Action | N64 | Playstation | Xbox |
---|---|---|---|
Movement | D-Pad | D-Pad | D-Pad |
Grapple | A button | X button | A button |
Strike | B button | Circle button | B button |
Run/Dash | C-Down button | Triangle button | Y button |
Ring Interaction | C-Up button | Square button | X button |
Block | R button | R1 button | RB button |
Dodge | L button | L1 button | LB button |
Switch Focus | C-Right button | R2 button | Right trigger |
Flip | C-Left button | L2 button | Left trigger |
Does (mostly) nothing | Z button | Select button | Back button |
Make sure to map the Control Stick to one of the controller's analog sticks,so you can taunt and use Specials.
p.s. Press Z + C-Down while in a Battle Royal to switch control from human to computerand vice versa.
Just don't do this during a normal match as a second/managerand leave it on...
Once the game is up and running, there are a few changes you should make inthe Edit Mode before continuing. The reason these changes need to be donemanually is due to the way VPW2 handles default names.
In order to see the updated default costumes, you will need to either reset yoursave file (not recommended), or manually go to each wrestler with changes and resetthe costumes (tedious, but you get to keep the other data). The list of wrestlerswho need to be reset with each update is included in the changelog.
After getting through the first few screens, you're greeted with the Main Menu:
Here, you're free to fight in whatever match you want. Five match types are available:Singles Match (1v1), Tag Match (2v2), 3 Way Match (1v1v1), Battle Royal, and Elimination.
A match between two wrestlers. In this mode, you can fight under traditionalpro-wrestling rules, or a set of mixed martial arts rules.
Rules for regular wrestling matches consist of the following options:
The ruleset for Martial Arts matches is as follows:
A match between two teams of two wrestlers.
The rules of a Tag Match are similar to Wrestling rules in Singles Matches.The major difference is the 'Tag Cut Time' option, which determines how longwrestlers are able to stay in the ring after coming in. This can also be setto 'No Touch' for a Tornado Tag Match.
A match with three wrestlers fighting each other. The first person to wina fall wins the match.
The rules for 3 Way Matches are essentially the same as a Single Matchheld under Wrestling rules.
There are two types of Battle Royal matches: Random and Team Battle. Random is easy toset up; just pick the number of wrestlers, the first four participants, set the rules,and you're ready to go.
Team Battle, on the other hand, begins with setting the number of members oneach team.
Notice: Please do not give this screen psychopathic input.
For the most part, the Battle Royal rules consist of common options.Only the major differences from other modes will be explained.
Two teams of up to five wrestlers each fight until one side defeats the other.Probably better known in non-Japanese regions as the 'WCW vs. nWo' mode ofWCW vs. nWo World Tour, but without the roster limitations.
After selecting the number of wrestlers per team, and the wrestlers on each team,you are given the option to re-arrange the team's orders. Lower numbers will wrestlefirst, compared to higher numbers. Select a slot using the D-Pad, then press the A buttonto begin swapping. Choose the destination slot in the same way, and press the A buttonto swap. Once you are finished, choose 'Accept'.
In the original version of Virtual Pro-Wrestling 2, this mode was called '王道継承',which roughly translates to 'Royal Road Succession'. Other (earlier) names forthe mode include 'All Japan Mode' (based on an unused texture leftover in the ROM)and 'Champion Road' (from Asmik's website, circa 2000). That mode had you runthrough a year of All Japan Pro-Wrestling's schedule, with all the fun that goesalong with it. It was used as the primary way to unlock items (mainly wrestlers),but in a hack where everything is unlocked by default, it lacks purpose.
There are no confirmed plans for the Challenge mode at this time.
League mode allows you to hold a round robin league with 3 to 16 wrestlers (or tag teams).
Points are given based on the result of the match:
First, select the number of wrestlers (or teams) participating in the league.After picking the wrestlers, you are given the option to re-order the participants,as well as toggle the control between human and computer.
Tournament mode allows you to hold a single-elimination tournament with 3 to 16wrestlers (or tag teams).
Setting up a tournament involves picking the number of participants, then selectingthem. Once all wrestlers have been selected, you are given the option to re-order thebrackets, as well as set player or computer control.
The Event portion of the game lets you run a card of matches, to either watchor play. It's known as 'Pay Per View' in the WWF AKI games, as well as S.K. Stylez'sVPW2 English translation. In the unhacked version of VPW2, this mode played a smallrole in unlocking items. It's left in VPW2 freem Edition for fun, and because I don'tsee a good reason to remove it.
When creating a new event, the setup screen will appear. You can set the event'sname, date, start time, and the arena where it will be held.
2019/01/28 Note: Translating the Event Time portion is a pain, since the itemdefinitions also include a variable spacing amount.
In the meantime, pleaseread '時' as 'Hour' and '分' as 'Minute'.
Once the setup has completed, you are able to set up all the matches that willappear on the card.
Note: Any Battle Royal will be fixed to 40 wrestlers in random order.
2019/01/28 Note: The blank item is meant to have text that reads 'New Program'.However, both S.K. Stylez and myself have run into an issue where it isn't displayed.
After finalizing the card, you are able to run through the event. A small introductionwill play, followed by the event card screen.
You can either watch or play the match, or if you don't want to do either of those,you can let the computer simulate the result via the 'Skip Match' button.
Ranking mode tracks win/loss statistics for up to 16 profiles, and ranks allparticipants accordingly. (On a personal note, I've never really used this mode,nor do I know about people who use it. Please let me know if you actually useRanking mode and want to see it stay in the hack.)
Edit Mode was introduced by Human Entertainment in Fire Pro Wrestling 3:Legend Bout on the PC Engine. Pro wrestling games would never be the same again.The Edit Mode is further explained in its own chapter.
Various options can be changed in this menu.
The difficulties available are: Beginner, Easy, Normal, Hard, Expert.
Toggle the display of the Spirit Meter (as well as the Combo Meter).
Toggle the display of an animated referee. The referee only appears in Singles matches.
Name | Preview | Notes |
---|---|---|
Off | N/A | Disable referee display. |
Wada Kyohei | All Japan Pro-Wrestling's main referee. | |
Dandy K | Bowtie man. Will be replaced by Tiger Hattori in a future version. (Fun fact: Sprites are based off Earl Hebner's from WrestleMania 2000, or possibly the other way around.) | |
Johnny H | Counts slower than the other referees. |
Toggle the use of a three-angle replay for powerful moves. I recommend turningthis off, but I'm not going to force you to.
A unique option only found in VPW64 and VPW2. You can turn the match intoa monochrome broadcast. However, the Spirit and Combo Meters still retain their color.
Sound-related options live in this sub-menu.
This section allows you to change the game controls. Navigate to the controlyou want to change, and press the desired button. If you want to reset any changes,choose 'Default'.
The only controls that cannot be remapped are the D-Pad, the Control Stick,and the Z and Start buttons.
The Data Menu contains functionality related to wrestlers and belts. If you'relooking to use the Controller Pak for something, this is the place to go.
In this section, you can view, move, and delete any created title belts.
The Wrestler Data section allows you to view Edit Wrestler data on both thecartridge and the Controller Pak. Wrestlers can be moved or copied between theController Pak and cartridge.
The game keeps track of win/loss/draw records, which can be viewed in this section.The list can be sorted by Group, number of Matches, number of Wins, and Win Percentage.
The game also keeps track of the results of the last 25 matches played in Exhibitionmode for Singles, Tag, and 3 Way matches.
Unique to Virtual Pro-Wrestling 2 is the ability to say things before and aftera match. In this menu, you can modify each phrase. Each phrase is split into two parts.The left side is the first line displayed, while the right side is the second line.
You can set which lines are used by each wrestler in the Profile portion of Edit Mode.Then, by holding one of the C buttons at the end of your character's (or team's)introduction, or after the match is over, your character will say their lines.
This section assumes that you are using the default controls.
Virtual Pro-Wrestling 2 plays similar to the other AKI wrestling games.If you have experience with WCW vs. nWo - World Tour, WCW/nWo Revenge, WWF WrestleMania2000, or WWF No Mercy, then playing VPW2 (freem Edition or not) will be easy.
Important differences include the following:
If you don't have experience with a previous AKI Corporation wrestling game,the above section may look a little daunting. The good news is that the core gameplayis simple. The following section is not a complete overview of the game, but should beenough to get you started.
Move your character around with the D-Pad. The C-Down button makes your characterrun. During a run, you can press the R button to evade (roll or cartwheel), or the Lbutton to go around the other wrestler. Press the C-Up button while holding towards thering to enter/exit.
By default, the B button is used to throw strikes, such as kicks and punches.The B button can be tapped (Weak Strike) or held (Strong Strike) to produce differentstrikes. You can hold a direction on the D-Pad for another strike variation. There isalso a strike done by holding down the A and B buttons for a few seconds.
There are two main types of grapples. The Weak Grapple is performed by tapping theA button. The Strong Grapple is performed by holding the A button down for a second or two.Once the grapple connects, you can press the A or B button, along with holding a direction,to perform a move. To throw a wrestler, hold the D-Pad in the direction you want them to go,then press the C-Down button. Not all wrestlers can be thrown, however. When in a frontgrapple, pressing the L button will transition into a back grapple. If you wish to breaka grapple without doing a move, press the R button.
Various strikes can be done with the B button, including running strikes. Submissionsand other holds are performed with the A button, depending on how the opponent is facing,as well as if they're fully down or half down (sitting/on knees).
Hold the D-Pad direction of the corner you'd like to climb, then press and hold theC-Down button to either run towards it or climb it (depending on how close you are).Upon reaching the top rope, you have a few choices. To perform a move, let go of anyand all buttons. To stay on the top for a little bit, hold the A button. You are alsoable to taunt if you move the Control Stick (maximum of two taunts). Pressing theR button will cause you to dismount from the top rope without performing a move.
Other flying move situations include planchas (hold direction to outside and pressthe A button), running dives (hold A when running in the ring while the opponent is outside),apron dives (same controls as the plancha, but while on the ring apron), and runningapron dives (get on the apron, press C-Down, then press the A button).
To Block, hold the R button. Reversing strikes involves pressing the R button atthe right time. You can dodge backwards with the L button; pressing it at the right timeduring an opponent's grapple attempt can cause you to block it. Grapple attempts can alsobe reversed with a well timed press of the A button.
If a wrestler has 'Fighting' listed on their profile, the Strong Grapple B buttonmoves are replaced with a Combo system. Five strikes are available in a combo, andall are accessed with the combination of the B button and a direction on the D-Pad.You can also end the combo early by using a Grapple move.
If a wrestler has 'Shooting' listed on their profile, then the Weak Grapple B buttonmoves are replaced with the Combo system. On top of that, Strong Grapples producetakedowns, which act similar to the Combo system.
This section covers the five available arenas to fight in, as well as the beltdesigns you can choose from when creating a custom title.
The Budokan has largely stayed the same as the original game. The major differenceis that the ring mat and skirt emulate the mid-1990s All Japan-Pro Wrestling two-tonelook. Future versions of the hack may provide a better two-tone effect.
The USA Dome is a somewhat-changed version of the original rampless TKO Dome arena.More changes are likely to happen in the future, possibly importing some assets fromWrestleMania 2000 or No Mercy.
AKI Hall is based off of Korakuen Hall. The ring mat and skirt design is adaptedfrom the AKI ring in one of the Ultimate Muscle games.
One preview screenshot of VPW2 shows a banner hung in the balcony that is notused in the final version of the game, but remained in the ROM:
The banner reads 'EWAプロレス!', or 'EWA Pro Wrestling!' in English.
(EWA, full name'Empire Wrestling Association', was the name of the AJPW-like faction in Virtual Pro-Wrestling 64.)
A similar (yet different) banner has been added in the 2019/02/22 version.
Kawasaki Stadium, in the context of VPW2, is most famous for being previewed witha daytime setting:
In the final version of the game, Kawasaki is set at night. Originally, I hadplanned to recreate the daytime version, but realized that AKI probably changedit for a decent reason... (I'm assuming it has to do with the Battle Royal entrances.)Kawasaki is still set at night in this hack, but the ring mat and skirt havebeen replaced with a FMW-inspired design.
(Probably a little too close for Legal to approve, though...)
'Dome Road' is the Tokyo Dome with a ramp leading to the ring. As this design wasmeant to emulate mid-to-late 1990s New Japan Pro-Wrestling, the ring mat and skirttextures have been changed to match. (Yes, the 'V.P.W.' logo is upside-down fromhow it's meant to be.)
Pictured below is the original render of the Tokyo Dome with ramp from AKI's website.If you look closely, you'll notice the All Japan Pro Wrestling logo was already in place.Also shown are red and blue floor textures, which go unused in the final game, but remainin the ROM.
When creating a custom title, there are many belt designs you can choose from.
Currently, all belts have a mirrored texture. In the future, belts may becomeunmirrored (and redesigned to take advantage of this).
Name | Preview | Notes |
---|---|---|
PWF Heavyweight Championship | original VPW2 belt | |
NWA International Heavyweight Championship | original VPW2 belt | |
NWA United National Championship | original VPW2 belt | |
All-Asia Tag Team Championship | original VPW2 belt | |
Chainplate | designed by freem | |
IWGP Junior Heavyweight | original VPW2 belt | |
Ring | designed by freem | |
IWGP Heavyweight Tag | original VPW2 belt | |
Sport Accolade | adapted/designed by freem | |
Octaglobe | designed by freem | |
King of Pancrase | original VPW2 belt | |
Old NWA International Heavyweight Championship | original VPW2 belt | |
UFC Ultimate Ultimate | original VPW2 belt | |
NWA Heavyweight Championship 'Domed Globe' design | original VPW2 belt | |
WCW 'Big Gold Belt' | ported/adapted from WCW/nWo Revenge | |
nWo 'Big Gold Belt' | ported/adapted from WCW/nWo Revenge | |
WWF Winged Eagle | converted/adapted by freem | |
NEVER Openweight Championship | converted/adapted by freem | |
Universe/Saturn | designed by freem | |
PborgcrateZ | adapted/designed by freem | |
Diplomats/Unofficial VRTLPROS Championship | adapted/designed by freem | |
Triple Crown | original VPW2 belt | |
Double Tag | original VPW2 belt |
Everyone loves Edit Mode, the place where you can change details of the in-gamewrestlers, or come up with new wrestlers. Selecting a wrestler brings up the following menu:
While on the main wrestler edit menu, you can use the C-Left and C-Right buttons to switch theactive costume. This also works with the top L and R buttons.
The Profile section allows you to define a wrestler's basic data.
The Mic Appeal menu allows you to assign the phrases to the four C buttons.To assign a slot, select it with the D-Pad and press the desired C button.The phrases can be edited in the 'Mic Appeal' section of the Options menu.
In the main portion of the Costume menu, put the cursor on 'Head' and press leftor right on the D-Pad to switch your wrestler between masked and unmasked.
The Head (or Mask) section lets you change all the details that go intothe wrestler's head design.
The Costume section covers the main costume items, as well as the body type,entrance costume, and entrance weapon.
This section contains gloves, wristbands, elbow pads, knee pads, and boots/shoes.Elbow and knee pads can be copied from one side to the other with the C-Left button.
The wrestler's available moves can be changed here. The moves are split up intovarious categories, with an 'All Moves' option for showing the entire list.
Upon selecting a category, you will be shown the list of moves.
The Parameters portion of Edit Mode lets you set various wrestler properties.
Left Column items:
Right Column items:
The 'Offense' and 'Defense' buttons on the Parameters menu open up separate menusthat let you assign the offensive and defensive values for various move types. Thefive categories are Head, Body, Arms, Legs, and Flying.
Unlike the original VPW2, you are given 25 points to spend, meaning you can makea character with all 5s.
The Rivals/Second portion of the Parameters menu allows you to choose yourmanager/second/valet, along with up to three rivals.
The rivals only appear when Interference is enabled in the options. If bothwrestlers have a second/manager, the rivals will not appear. Rival 1 shows upmost of the time, Rival 2 shows up about half of the time, and Rival 3 shows upabout one fourth of the time. If any option is set to 'None', the computer willrandomly pick a wrestler to interfere.
The manager/second always uses the fourth costume.
The Logic section controls the computer's playing style when using a specificwrestler. It has only ever made an official appearance in Virtual Pro-Wrestling 2,but it is accessible in WrestleMania 2000 via a GameShark code.
In WrestleMania 2000, an extra option was available at the top of the menu,which allowed you to choose the wrestler's general style. The presence of helptext for this option in Virtual Pro-Wrestling 2 means AKI considered lettingplayers change it at one time. However, the option is absent from the final version...
I would love to bring this back in a future version of the hack, but I havenot looked into the details yet.
This section determines how the computer will attack when their opponent is standing.This can be set for both Early and Late match.
This section determines how the computer will attack when their opponent is downed.This can be set for both Early and Late match.
The Finishing Move is the primary move the wrestler uses to win matches.
The Attack Strategy determines the balance between striking and grappling.
Offensive Balance controls the balance between attacking and defending.
Strike Reaction determines how well the wrestler will react to an opponent's strike.This manifests itself in the frequency of strike reversals. 'Fast', 'Normal', and 'Slow'are the available options.
Grapple Reaction determines how well the wrestler will react to an opponent's grappleattempts. This manifests itself in the frequency of grapple reversals. 'Fast', 'Normal',and 'Slow' are the available options.
The Outside Strategy option controls how the wrestler deals with opponents outside of the ring.
Controls how often your wrestler taunts. The three available choices are 'Often','Normal', and 'None'. If 'None' is selected, the wrestler will not taunt when controlledby the computer, except to activate Special.
This option lets you clone data from one of the fighters in the game.
Upon selecting the option, you will be presented with the game's roster.Select a wrestler to copy data from using the A button, or press the B button to cancel.
After selecting a wrestler, you are able to pick and choose specific portions ofthe wrestler data to copy. This includes the Profile, Mask/Costume, Moves, Parameters,and Logic data. Choose 'Accept' to make the changes.
If you want to revert a wrestler back to the factory default data, you can usethis option. Each of the five categories (Profile, Mask/Costume, Moves, Parameters, and Logic)can be toggled, except for non-edit wrestlers (who can only have the Profile and Mask/Costume reset).
When the hack is updated, you will need to use this option to get the updated costumes.
Back in 2000, when Virtual Pro-Wrestling 2 was released, your options were limitedin terms of sharing save data with others. Typically, you'd just go over to your friend'shouse with a Controller Pak. There were options for dumping save data to PC, includingthe DexDrive, but these devices may be hard to come by nowadays. (Not to mention thedevice drivers coming on a 3.5' floppy disk and the device's 9-pin serial connector...)
In the 21st century, it's simpler to just dump data from an emulator or flash cart and upload itto the Internet. However, some care has to be taken when transferring data betweenemulators and the real console.
Controller Pak saves allow you to transfer up to 16 Edit Wrestlers and 8 Belts.The Virtual Pro-Wrestling 2 save takes 29 pages on the Controller Pak. Currently,VPW2 freem Edition uses the same data as regular VPW2, so you can transfer yourexisting characters and belts.
The 64drive is capable of backing up the Controller Pak contents through themain menu. Please consult the 64drive manual for more information on using thisfeature.
I am unsure of what support the Everdrive64 has for dealing with Controller Paksaves, as I only own a 64drive.
Emulators tend to store Controller Pak data in .mpk
files.Please consult your emulator's documentation for more information.
The game save data itself (which includes changes made to the default wrestlers,as well as match records and other saved items) can also be shared with others.
Flashcarts, such as the 64drive and Everdrive64, give the save file the same basename as the ROM it belongs to. If your VPW2 freem Edition ROM is named vpw2freem.z64
,for example, the save will be named vpw2freem.sra
.
Some emulators use the ROM's internal name (in our case, 'VPW2 freem
')for the save file. Other emulators may use the ROM's filename, internal game code ('NVFE'),or you may even have to declare the save file name when loading the emulator. Thefile extension may differ between emulators; I've seen .sra
and.srm
so far.
When converting save files from emulators to flashcarts (64drive, Everdrive64)and vice versa, you will need to byteswap the save data (using the same instructionsgiven in the Patching section, but selecting the save fileinstead). Some emulators may not require this; full details are not yet known.
Virtual Pro-Wrestling 2 (even without hacks) has a few bugs that you should beaware of when playing. These may or may not be fixed in future versions of this hack.
There is a somewhat major bug in Battle Royal matches related to a Shootfighter'sability to win a match/eliminate a wrestler via repeated ground pounding. When youeliminate a wrestler via this method, the elimination counts twice.
This can cause various unintended and unwanted behavior, including the computersending out a default-looking character that has already been 'eliminated'.If this happens, you have no choice but to restart or quit the match, as thiswrestler can not be eliminated.
WldFb successfully fixed this via a GameShark code:
D110C76C 3442
8110C76E 0000
This bugfix has been applied for 2019/02/22 and later versions.
A patch for the original VPW2 ROM that fixes this issue will be made availablein the future for those who do not want the other changes made in VPW2 freem Edition.
If you end a 1 on 1 match with a player controlling a manager, the game will freezeon a white screen. Only VPW2 has this problem. Doing the same thing in Revenge, WM2K,or No Mercy won't crash the game.
The cause of this problem has not been found, and therefore, no fix is currently known.
This bug exists in WrestleMania 2000, VPW2, and WWF No Mercy. Select a TeamBattle Royal/Royal Rumble, and continue to the screen where you allocate thenumber of wrestlers per team. This glitch seems easiest to perform with fourcontrollers, but may be possible with less. Hold left on the D-Pad of each controller,then hold right once you reach 1 wrestler. If done correctly, you will be ableto add wrestlers past the usual limit. After the limit is passed in-match, the gamewill freeze, since it is trying to introduce a wrestler that hasn't been loaded?
As this glitch exists in multiple games, I have no plans on fixing it at the moment.
These bugs are not related to gameplay, and as a result, are less serious.They are included for informational purposes.
Hilariously enough, I only noticed this in 2018... Instead of showing '???' fora height or weight, the wrestler selection menu will show the maximum value plus anamount equivalent to the '???' value (for weight, this is 301kg; height starts at 251(first '???') and goes up to 253 (last '???')).
Due to a simple typo, the move names for the Nagata Lock and Nagata Lock IIshow up as '&207ローク' and '&207ロークⅡ' if used to win a match. This has been fixedin VPW2 freem Edition, at the cost of the roman numeral 2... That particular errorcomes from VPW Studio not knowing how to handle the 'Ⅱ' character.
If you have a color modifier on and you move past color 0 to the left, it willreset. passing 31 to the right will keep it. This doesn't happen in WrestleMania 2000(cursor can't wrap) or No Mercy (wrapping works perfectly).
This is another recent (December 2018) discovery... When you change the move in theTurnbuckle Strong Grapple B slot, the Turnbuckle Stolen Special slot changes. This ismost likely unintended, especially since the move index is not corrected for the additionalmoves in the Turnbuckle Special/Stolen Special slots.
Unlike the 'Errata' section, this section covers known issues with the freem Editionhack only.
Not sure why this happens. Also occurs in the S.K. Stylez VPW2 English translation.
Most visibly manifests itself with the old Yuji Nagata trunks from Revenge, but canalso be seen with other imported textures. This is due to changes made to modelsbetween WCW/nWo Revenge and Virtual Pro-Wrestling 2. If the models in question werechanged to make the Revenge textures look correct, all of the native VPW2 textures wouldchange as well, messing them up... The perils of porting.
The Kurt Angle singlet still has issues with tattoos on the stomach area. The issueis related to how VPW2 expects transparency to work for singlets and tanktops.The Bret Hart tanktop used to exhibit the same issue, but it (along with the chestportion of Kurt Angle's singlet) was fixed in the 2020/08/06 release.
Due to how the game handles facial hair palettes, a number of wrestlers are notable to have their proper facial hair. This includes Hulk Hogan and Scott Steiner.
Another set of face-related palette issues happens with the facepaint and accessorylayers. This is the reason that Dr. Frank's facepaint was changed to white/gray,along with Rick Steiner's headgear being a different color.
Despite changing the animation data for the Women's stance, the game special casesa running animation (among various others). This has not yet been worked around.
There's no Angle/Olympic Slam or Tazmission yet (as well as other moves that haven'tbeen in an AKI wrestling game before). Porting and creating moves has been low on mypriority list, as it's not as 'easy' as the Gameshark way of doing things.
Again, this is one of the things that ended up being low priority when it came tomaking a preview release. For example, L.A. Park needs custom mask models. Part ofthe problem with this is creating different versions of the models for the differentpossible head and body types.
Really, it's just the one (Macho Man). I haven't decided which voice is going toget replaced yet, nor does VPW Studio support changing the audio yet. (Yes, othertools can be used, but I'd like VPW Studio to support it eventually.)
Only a few questions have come in during development so far, so I can't reallycall them 'Frequently Asked Questions'.
Questions regarding specific characters and the overall character selectionprocess can be found in the Character Guide. The two character-related questionsin this section are general enough to be in the main manual.
This question was in the original FAQ, but removed before release.Clearly that was the wrong move.
No, I will not send you a patched ROM or unpatched base ROM.
This largely boils down to personal preference, plus Virtual Pro-Wrestling 2contains features that the other AKI wrestling games don't. Specifically,I appreciate the depth of having three fighting styles (Wrestling, Martial Arts/'Fighting',and Shootfighting). I will concede that No Mercy's weapon system is the best,the 'Losing It' state is interesting, and that the ground Special move slots area good addition.
The only known way to get women into Virtual Pro-Wrestling 2 is to import theirmodel wholesale. Since I prefer a solution that lets you properly edit the womencharacters, a la No Mercy, this was not a good compromise.
VPW2 does not seem to contain code for the Boxing and/or Kickboxing styles,aside from a single unused string in Edit Mode. I'm of the opinion that the abilityto have Boxing and Kickboxing styles in the early N64 AKI games was a result of adifferent moveset data format. The later games seem more rigid in their setup bycomparison. Otherwise, you'd better believe a slot would be reserved for Joe Bruiser.
Unlike WrestleMania 2000 and No Mercy, there are only a few themes in VPW2.Also unlike those two games, the theme songs in VPW2 use a higher sampling rate.In order to fit more songs in, I would have to 1) Lower the sampling rate of theexisting songs and 2) Figure out where the song list is stored, make the edits, etc.
Small note: theme songs allow for varying wait times in the locker room.Let Giant Baba's theme play out during his entrance to see.
Some of this is explained in the answer to the previous question, but there'sslightly more to it than that. A number of wrestlers should have their theme inthe game, but with only one slot open, picking it is tough. As mentioned above, thewaiting time is theme-dependent, and I haven't exactly figured out where those valuesare.
Some wrestler theme songs are very dependent on waiting times (e.g. Minoru Suzuki'Kaze Ni Nare', Katsuyori Shibata 'Takeover') and I'm too much of a perfectionistto just wing it, even for a preview release. (Yes, even with all of the cornersI've cut to get these preview releases out on time.)
This was planned to be fixed in the 2020/08/06 release, but I ran into issues.I am putting this off indefinitely (aside from thinking it'll be done 'before 99%').
I'm not sure yet. At the bare minimum, it'll be an edit of the existingRoyal Road Succession data.
I'm not sure about this either; I don't even know of anyone who uses this mode.In an ideal world, I would reclaim the space used by Ranking mode for storingmore Edit Wrestlers. However, it's easier said than done.
Even if I do remove Ranking Mode, I'll have to edit the main menu to not includeit, unless it's replaced with something else.
A long while ago, I was asked if I could remove the Records feature (presumablyso the space it takes up could be used for more Edit Wrestlers)... I have no ideahow to go about doing this, either.
No, all 98 default wrestler slots are taken. Adding other wrestlers would requirere-pointing the ROM, and I really don't want to do that without a full disassembly ofthe game.
Unfortunately, it's not that simple to import a stage into VPW2, since there are sofew slots. Here are the known 'stage' items in VPW2:
So on top of there not being enough stages in the first place, you only get twochoices when it comes to 'real' stages. It's not happening without a lot of work,and that's work I don't care to do at the moment.
If actual arenas were implied instead, you only get five slots there, andmuch like changing the stages, a lot of work is required to add new arenas.
Highly unlikely. If I do, I'm not going to tackle a project ofVPW2 freem Edition's size.
The amount of work that would have to be done in order for No Mercy to beenjoyable for me is too much, which includes (but is not limited to):
And remember, I want to do all of this WITHOUT GameShark codes.
No. There are a lot of other projects I still need to complete (e.g. VPW Studio),and asking me to work on your pet project(s) is a bad idea.
To the person who inspired this question and answer: please stop telling me (andothers) to work on other projects based on ideas you have.
Extended credits are available in credits.txt
in the docs
folder.
freem
freem
freem (VPW Studio)
S.K. Stylez (Animation Editor, Move Porter, etc.)
Zoinkity ('offsetter', 'Midwaydec', 'generic.py')
S.K. Stylez (VPW2 English translation, used as reference)
WldFb (Various value and address finding; a large help)
LIGHTNING/jordyad
Various other hackers I can't remember at the moment (Essentially, most everyone in the AKI wrestling game hacking scene.)
freem
brick9mm
freem
RagDas
BeBetterGamer
freem
freem
RagDas
KWG/Saga
freem
RagDas
freem
RagDas
AshVPW
freem
RagDas
freem
randymanfoo
B. Reed
BeBetterGamer
ProwresHero
RagDas
BeBetterGamer
brick9mm
C-Drive
DJKM
fullMETAL
Geta-san
Han Zo Mon
KWG/Saga
Lord Mo
Phil Parent
ProwresHero
RagDas
S.K. Stylez
WldFb
Zoinkity
AKI Corporation YOU ARE #1
There were a several announcements at last weeks VMworld US Conference, but one of the most exciting piece of news in my opinion was from Alan Renouf, Product Manager for all things API/SDK/CLI at VMware. During Alan's What's New PowerCLI session, he announced that PowerCLI is finally coming to both Mac OS X as well as Linux! As you can imagine, the news was very well received from customers and partners. In fact, after I had tweeted the update here & here, I literally had folks pinging/IM'ing/DM'ing me non-stop about when they could get access 🙂
UPDATE (10/18/16) – PowerCLI Multi-Platform (MP) for Linux and Mac OS X has now been released as a VMware Fling. Please find the download here and provide any feedback in the comments section.
This exciting update was only possible with the help of our friends over at Microsoft who had recently open sourced both .NET Core & PowerShell. Once that news broke, Alan and the PowerCLI Engineering team have been working hard on porting over the existing PowerCLI code which uses the Windows .NET library over to the new .NET Core which is now open sourced. I have been very impressed at how fast the PowerCLI team have already made available many of the default cmdlets as well as the Get View cmdlet which exposes the entire functionality of the vSphere API.
Now, before you get too excited, this new version of PowerCLI is currently not available yet. As Alan mentioned in his session, we plan to release an early Tech Preview of PowerCLI for both Mac OS X and Linux as a VMware Fling shortly after VMworld. It is also very important to note that Microsoft PowerShell for Mac OS X & Linux which PowerCLI uses is just at an Alpha release milestone. There is still much work to do on both sides but I am really looking forward to enabling our customers with the choice of platform when it comes to consuming PowerCLI.
A few of us have been quite fortunate to have been involved in the early development of this new version of PowerCLI. In fact, we even built a simple Docker Container for PowerCLI which will allow you to easily access PowerCLI from any system that can run Docker. Here is a quick screenshot of spinning up a PowerCLI Docker Container which will also be part of the Fling release.
Lastly, we want customers to be able to quickly and securely set up a persistent PowerCLI environment in which they can use to manage and configure their VMware-based products that support PowerCLI. With that, we have also built a PowerShell package for Photon OS which is VMware's minimal Linux container host distribution. Not only is it free to download and use, but it literally takes a few seconds to install (tdnf -y install powershell) and even less time to boot up and import the PowerCLI module. This was literally done the week before VMworld by the Photon team and huge kudos for their support! As you can see, not only do we want to provide choice for our customers but also simplifying how you might consume PowerCLI whether its natively on Windows, Mac OS X, Linux, Docker Container or running on top of VMware Photon OS. I hope you are excited as I am and stay tuned for more details on the Fling release!
If you have any feedback or what you are most excited regarding this news, please leave a comment and I will make sure it makes it way back to our Product Manager.