Wave Race 64
Wave Race 64 |
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Developer: Nintendo This game has hidden development-related text. This game has a Data Crystal page |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
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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.
Contents
Debugging Text
All offsets are for a compressed Wave Race (J) ROM.
000AF150
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[0] %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
000AFFDC
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
000B02B0
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
000B06D4
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]
000B0889
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
000B1DA0
Error: number of buoy2 Error: number of buoy3
000B1F80
dolphin condition full at goal dolphin condition full rank value adjust simultaneously goal !!
000B2070
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
0x000B3D90
COURSE OUT %d BEST TIME BEST LAP LAP %d FINAL LAP TIME EXTEND %04d
0x001B8590
%s LOST %s WON %s WON %s LOST %s RETIRE %s RETIRE %s DRAW %s DRAW %s R %d %d %d %d-%d
0x001C1470
%s R %d %d %d %d-%d
0x001C3680
1P 2P - %d
0x001C96B0
> %d %d
0x001CA070
> %d
0x001CFA00
Feel Mie
0x001CFAC0
-'--@--- %d %d
Regional Differences
To do: Document the iQue Player differences. |
Title Screen
Japan | USA | Europe |
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- 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.
Course Names
Some names of the courses were changed between the Japanese, and International releases of the game.
International | Japan | Translation |
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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 |
Texture Changes
Japan | International |
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- The Japanese version featured Fanta ads which were replaced with Nintendo 64 ads in the international versions.
Other
- To make up for the timing differences between the PAL and NTSC formats, the times have all been raised.
Shindou Pak Taiou Version
To do: 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.
Revision Differences
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
To do:
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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 |
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- All of the Kawasaki banners were replaced with advertisements for the Wii, Nintendo DS and Nintendo 64.
Nintendo 64 | Wii Virtual Console |
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- All of the Kawasaki branding on the Jet Skis was removed.
The Wave Race series
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Nintendo 64 | Wave Race 64 |
GameCube | Wave Race: Blue Storm |
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