Wave Race 64
|Wave Race 64|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Stuff from the partial source code in the 2020-07-25 Nintendo leak
Wave Race 64 is the sequel to the 1992 Game Boy Jet Ski racing game Wave Race. It was actually an impressive game for the time for its realistic water physics, which reportedly took up most of the system's processing power. It is also the first game (and one of the few first-party games) to use the Nintendo 64 Controller Pak, the system's memory card. However, it's only for transferring vehicle settings and time tables to other cartridges since the cartridge itself already has built-in EEPROM for saving. A memory manager can be accessed by holding Start during boot-up with a Controller Pak inserted.
All offsets are for a compressed Wave Race (J) ROM.
pitch %x: delaybytes %d : olddelay %d cont %x: delaybytes %d : olddelay %d Warning:Kill Note %x Kill Voice %d (ID %d) %d Warning: Running Sequence's data disappear! Heap OverFlow : Not Allocate %d! DataHeap Not Allocate StayHeap Not Allocate %d AutoHeap Not Allocate %d Status ID0 : %d ID1 : %d id 0 is Stopping id 0 is Stop id 1 is Stopping id 1 is Stop WARNING: NO FREE AUTOSEQ AREA. WARNING: NO STOP AUTO AREA. AND TRY FORCE TO STOP SIDE Check ID0 (seq ID %d) Useing ... Check ID1 (seq ID %d) Useing ... No Free Seq area. CH %d: ID %d TWO SIDES ARE LOADING... ALLOC CANCELED. WARNING: Before Area Overlaid After. WARNING: After Area Overlaid Before. MEMORY:SzHeapAlloc ERROR: sza->side %d MEMORY:StayHeap OVERFLOW. MEMORY:StayHeap OVERFLOW (REQ:%d) Auto Heap Unhit for ID %d %d %d Heap Reconstruct Start %x SFrame Sample %d %d %d AHPBASE %x AHPCUR %x HeapTop %x SynoutRate %d / %d FXSIZE %d FXCOMP %d FXDOWN %d WaveCacheLen: %d SpecChange Finished Romcopy %x -> %x ,size %x Romcopyend CAUTION:WAVE CACHE FULL %d BASE %x %x LOAD %x %x %x INSTTOP %x INSTMAP %x already flags %d ERR:SLOW BANK DMA BUSY ERR:SLOW DMA BUSY Check %d bank %d Cache Check NO BANK ERROR BANK %d LOADING START BANK %d LOAD MISS (NO MEMORY)! BANK %d ALREADY CACHED BANK LOAD MISS! FOR %d Seq %d Loading Start Heap Overflow Error SEQ %d ALREADY CACHED Ok,one bank slow load Start Sorry,too many %d bank is none.fast load Start Seq %d:Default Load Id is %d Seq Loading Start Error:Before Sequence-SlowDma remain. Cancel Seq Start. SEQ %d ALREADY CACHED Clear Workarea %x -%x size %x AudioHeap is %x Heap reset.Synth Change %x Heap %x %x %x Main Heap Initialize. ---------- Init Completed. ------------ Syndrv :[%6d] Seqdrv :[%6d] audiodata :[%6d] Audio: setvol: volume minus %f Audio: setvol: volume overflow %f Audio: setpitch: pitch minus %f Audio: voiceman: No bank error %d Audio: voiceman: progNo. overflow %d,%d Audio: voiceman: progNo. undefined %d,%d Audio: voiceman: BAD Voicepointer %x,%d,%d Audio: voiceman: Percussion Overflow %d,%d Audio: voiceman: Percpointer NULL %d,%d CAUTION:SUB IS SEPARATED FROM GROUP Error:Wait Track disappear Slow Release Batting Audio:Wavemem: Bad voiceno (%d) Audio: C-Alloc : Dealloc voice is NULL Alloc Error:Dim voice-Alloc %d Error:Same List Add Already Cut Audio: C-Alloc : lowerPrio is NULL Sub Limited Drop Voice Warning: Drop Voice Audio:Envp: overflow %f Audio:Track:Warning: No Free Notetrack SUBTRACK DIM Audio:Track: Warning SUBTRACK PARENT CHANGED GROUP 0: GROUP 1: SEQID %d,BANKID %d ERR:SUBTRACK %d NOT ALLOCATED Error:Same List Add Macro Level Over Error! WARNING: NPRG: cannot change %d Audio:Track:NOTE:UNDEFINED NOTE COM. %x Audio: Note:Velocity Error %d Error: Subtrack no prg. Error: Your assignchannel is stolen. Audio:Track :Call Macro Level Over Error! Audio:Track :Loops Macro Level Over Error! SUB:ERR:BANK %d NOT CACHED. Audio:Track: CTBLCALL Macro Level Over Error! [%2x] Err :Sub %x ,address %x:Undefined SubTrack Function %x Disappear Sequence or Bank %d Group:Undefine upper C0h command (%x) Group:Undefined Command
Delay AnnVoice Start: %d Audio:Camera Change %d Audio:Hericopter Auto Stopped. Audio:1st corner Ranking: %d Kyori %f -> Pow %d Audio:OrcaIn : Kyori %f -> Pow %f
Engine2 Start Retire Drop player %d Uso Boost(First) Player %d Eng Boost(Start) Player %d Break Ice Audio:Crash player %d Dolphin In Dolphin Out Dolphin Cry Error : Queue is not empty ( %x ) specchg error End SpecChange AudioSyncFadeO: Now %d -> %d AudioSceneSetup: Now %d -> %d Audio: Scene : Title Audio: Scene : M-Select (%d) Audio: Scene : C-Select (%d) Audio: Scene : Demo Audio: Scene : Result (RANK %d) Audio: Scene : Retire Audio: Scene : Game Over Audio: Scene : Tour (%d) Audio: Scene : VS (%d) Audio: Scene : TimeAttack (%d) Audio: Scene : ScoreAttack (%d) Audio: Scene : Mode-undefined[%d] Audio : ATTACK or SCORE : NEW RECORD. Audio : ATTACK : NORMAL RECORD. Audio Nice! You got dolphin. Audio:VSGOAL: 1P rank %d,2P rank %d Audio:VSGOAL: 1P miss %d,2P miss %d Audio: Scene : Goal (%d) Audio: Scene : ENDING Audio: Scene : Scene-undefined [%d] Audio: Voice %d is ejected by Voice %d:(prio %d) Audio: Voice Start %d (prio %d, time %d) NiceAction rand=%d NiceJump rand=%d
Audio:TimeAttack Fastest Lap!! Audio:TimeAttack Faster than BestTime!! NA_RANDOM %d,Nums %d,rand %d Audio:VS:Final Lap!! Audio:Tour:Final Lap!! Final & Fastest Lap!! Fastest Lap!! Turbo Down!! voice=%d Audio NearLap: (VS only) Audio: VsVoice Cancel Audio: VsVoice Start Audio: DemoScene : Tour (%d) Audio: DemoScene : VS (%d) Audio: DemoScene : ScoreAttack (%d) Audio: DemoScene : Mode-undefined[%d]
AC:Lost 1 Frame. DMA: Request queue over.( %d ) Audio:now-max tasklen is %d / %d Audio:Warning:ABI Tasklist length over (%d) AudioSend: %d -> %d (%d) Undefined Port Command %d
Error: number of buoy2 Error: number of buoy3
dolphin condition full at goal dolphin condition full rank value adjust simultaneously goal !!
EEPROM read error 1 (%d) EEPROM check code error 1 EEPROM check sum error %d %d EEPROM write error 1 (%d) no EEPROM PfsisPlug: %02x %d no PFS in controller 1 PFS corrupted bad PFS %d PFS find file PFS file not exists PFS find file error %d PFS free size %d PFS check free error %d file_no: %d PFS check sum error %d %d PFS read error PFS no data making PFS data full PFS allocate file error %d PFS write file error %d PFS read error (write) PFS check code error PFS write error PFS no delete file PFS delete error %d
COURSE OUT %d BEST TIME BEST LAP LAP %d FINAL LAP TIME EXTEND %04d
%s LOST %s WON %s WON %s LOST %s RETIRE %s RETIRE %s DRAW %s DRAW %s R %d %d %d %d-%d
%s R %d %d %d %d-%d
1P 2P - %d
> %d %d
-'--@--- %d %d
Document the iQue Player differences.
- The Kawasaki trademark statement on the title screen is absent from the Japanese version. This was added to the international versions which resulted in the Nintendo copyright being moved up slightly.
- The "Kawasaki JetSki" banner on the title screen was removed from the European version.
- The game's title call is different in the Japanese version.
Some names of the courses were changed between the Japanese, and International releases of the game.
|Dolphin Park||ドルフィン パーク||Dolphin Park|
|Sunny Beach||サンディービチ||Sandy Beach|
|Sunset Bay||サンセット ベイ||Sunset Bay|
|Drake Lake||ミルキーレイク||Milky Lake|
|Marine Fortress||マリン フォートレス||Marine Fortress|
|Port Blue||ポート パイレーツ||Port Pirate|
|Twilight City||キャッスル シティ||Castle City|
|Glacier Coast||クール ウェーブ||Cool Wave|
|Southern Island||サザン アエランド||Southern Island|
- The Japanese version featured Fanta ads which were replaced with Nintendo 64 ads in the international versions.
- To make up for the timing differences between PAL and NTSC consoles, the times have all been raised.
Shindou Pak Taiou Version
Rip the audio.
Similar to Super Mario 64, some changes took place with the Shindou Pak Taiou Version. Aside from adding rumble pak support...
- The in-game announcer has re-recorded dialogue.
- Ghosts are now present in Time Trial mode, with the ghosts being represented as dolphins.
- The songs for Sunny/Sandy Beach, Port Pirates, and Southern Island got new mixes.
- Some sound effects were changed.
- Menu confirm sound.
- Splash sound when you select "END" in the name entry.
- Passing a buoy correctly.
JP Version 1.1
- The movement of the AI for Sunset Bay changed in Expert difficulty.
- Fixed a bug regarding the displayed race time being off by 0.001 seconds.
Virtual Console Differences
The Nintendo 64 version featured product placement for Kawasaki jet skis in the form of banners throughout the game. Because the license expired long ago, the Wii Virtual Console version replaces these with advertisements for the Wii and Nintendo DS. The license was renewed in time for the Wii U version, where the Kawasaki ad placements are back. However, the Fanta ads were replaced with Nintendo 64 logos in all regions.
|Nintendo 64||Wii Virtual Console|
- All of the Kawasaki banners were replaced with advertisements for the Wii, Nintendo DS and Nintendo 64.
|Nintendo 64||Wii Virtual Console|
- All of the Kawasaki branding on the Jet Skis was removed.
The Wave Race series
|Nintendo 64||Wave Race 64|
|GameCube||Wave Race: Blue Storm|