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11-15-18 01:27:28 AM

Jul - The Cutting Room Floor - Classic Mortal Kombat New poll - New thread - New reply
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MathUser
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Posted on 02-26-13 09:15:50 AM Link | Quote
For those of you that don't pay attention to the recent changes section of the wiki. I posted unused sprites found by someone else onto the wiki:

http://tcrf.net/Mortal_Kombat_(Arcade)
http://tcrf.net/Mortal_Kombat_II_(Arcade)
http://tcrf.net/Mortal_Kombat_3_(Arcade)
http://tcrf.net/Mortal_Kombat_Trilogy_(PlayStation)
http://tcrf.net/Mortal_Kombat_Mythologies:_Sub-Zero_(PlayStation)

There's some interesting stuff there for sure, such as Motaro speaking in MK3, proof that the male ninjas were planned from MK3, and a scrapped character in MKT.
Torentsu
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Posted on 03-16-13 07:26:58 PM Link | Quote
Probably not beta but just another oddity. I was playing around with MK2 and used cheats to make myself start at Shao Kahn, but in the second round I changed him into Kintaro and beat him. This let me continue to the space on the fight ladder above Shao Kahn. For some reason it was Kung Lao. After I beat him I moved up again and the game crashed. Wonder why there's a spot even above Shao Kahn?
Rick
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Posted on 03-17-13 12:40:42 AM Link | Quote
Could be it's just trying to read errant data or something? That'd be my only guess.
Sik

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Posted on 03-17-13 01:12:47 AM Link | Quote
The game advanced past Shao Kahn instead of triggering the ending and was trying to read garbage (i.e. whatever was in memory after Shao Kahn). It crashed whenever it tried to fight against an invalid character.

The Mega Drive version of UMK3 (and possibly MK3) has a similar bug. If you're in 1P mode and press Start in the second controller (to start a 2P match) and win that match, you will advance in the tower - always. Even if you were fighting Shao Kahn. The main difference is that if the game tries to cope with an invalid character it will be replaced with Kano instead, which means most of the time you will fight Kano and occasionally some other character (and of course the game will never crash due to this failsafe). Not sure if the game will finish if you happen to stumble upon Shao Kahn in the process.

I remember some Mortal Kombat magazine listing this as a cheat XD
Torentsu
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Posted on 03-29-13 07:16:50 PM Link | Quote
I need to try it again to see if it always defaults to Kung Lao. In the SNES hacks that let you play as secret characters all the ending text goes back to Kung Lao so he could very well be set up as an internal fall back character.
Rick
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Posted on 03-29-13 11:02:37 PM Link | Quote
Kung Lao is 00 is the character modifier code, so it surprises me none that he's the fallback character.
MRMIdAS
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Posted on 04-14-13 10:00:00 PM Link | Quote
Well, just in case the "Ermacs" rumour needed any more nails in the coffin:

On T-Unit boards, the final audit menu looks like this:



On Y-Unit boards, it looks like this:



and on the earliest proto board dumped (4.0), it looks like this:



So yeah, the screen changes between revisions, and kicks off a buttload of rumours in the process!

Rick
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Posted on 04-14-13 11:23:02 PM Link | Quote
I think I'm curious now as to just what the hell an "Error Trap" is. Game crash, perhaps?
Sik

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Posted on 04-15-13 05:05:30 AM Link | Quote
CPU crashes (e.g. invalid instruction or memory access or something like that). The "trap" is the code that handles the error when it happens. Here "error traps" pretty much means how many times a crash happened, basically.

So yeah... only counts crashes though, not the game hanging =P
Rick
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Posted on 04-15-13 10:28:17 AM Link | Quote
And thus, we have officially come to the conclusion of what Ermac is! ...Not that it hasn't been known for years already or something, probably.
devin

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Posted on 04-15-13 10:49:06 AM Link | Quote
Hasn't it already been understood to stand for "error macro" for a while now?
andlabs
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Posted on 04-15-13 02:20:22 PM Link | Quote
For what it's worth, I started to write a somewhat dumb TMS34010 disassembler for the purpose of going through the game's code and figuring out how the graphics are stored. It won't be quite as flexible as something like IDA but it could definitely help to understand some things. I have no idea when I will finish it though... but hopefully sometime before the end of next month.
Rick
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Posted on 04-15-13 06:38:47 PM Link | Quote
Originally posted by devin
Hasn't it already been understood to stand for "error macro" for a while now?


More like the original function of Ermac than what it meant in words, was what I was going for.

Originally posted by andlabs
For what it's worth, I started to write a somewhat dumb TMS34010 disassembler for the purpose of going through the game's code and figuring out how the graphics are stored. It won't be quite as flexible as something like IDA but it could definitely help to understand some things. I have no idea when I will finish it though... but hopefully sometime before the end of next month.


Nice! It'd be great to see some sort of graphics thing. Maybe there's more buried we can look at.
Joe
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Posted on 04-15-13 06:58:12 PM Link | Quote
Originally posted by andlabs
For what it's worth, I started to write a somewhat dumb TMS34010 disassembler for the purpose of going through the game's code and figuring out how the graphics are stored.
MAME already has a TMS34010 disassembler built into its debugger.
andlabs
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Posted on 04-15-13 07:08:50 PM (last edited by andlabs at 04-15-13 07:10:25 PM) Link | Quote
Right, but I don't remember being able to produce a complete and standalone disassembly with that, unless there's something I am missing.

Also, this will be a standalone disassembler, not an IDA processor module — I have no idea how to write those (or if I could, or if it would be easy since I am on Linux and only have Windows IDA here, though I do have the SDK) :/
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Posted on 04-15-13 08:06:38 PM Link | Quote
The "dasm" command can disassemble everything within the CPU's memory map. Any particular reason why you can't use that?
Torentsu
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Posted on 04-20-13 11:19:17 PM Link | Quote
How did the guy who posted the recently discovered unused sprites manage to get them out of there?
dr_kirk
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Posted on 04-21-13 06:00:25 AM (last edited by dr_kirk at 04-21-13 11:13:34 AM) Link | Quote
I found a trailer on a magazine disc for Mortal Kombat Mythologies: Sub-Zero many years ago. This showed the gliders as shown in the ripped sprites on the wiki entry. These were on the Wind Element stages and they dropped bombs on Sub-Zero. I did rip the trailer and stuff it up on the net. Have to see if I can find it again.

Edit: I found the Ultra Game Players disc: some of the other footage is on YouTube, but not the video with the gliders. I've posted it here.
TheKins
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Posted on 04-27-13 02:05:07 PM Link | Quote
Originally posted by devin
Hasn't it already been understood to stand for "error macro" for a while now?
A while back Ed Boon actually threatened on Twitter to post the his old Ermac code just to put the final nail in the coffin. I don't think he ever did, though.
Torentsu
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Posted on 05-02-13 07:45:43 PM Link | Quote
http://www.youtube.com/watch?v=iTMMfCeFo00

Here's a promo video with a few beta things in it. If you look in the background at 0:44 you can see some statues that are unused in the final version. There's also alot of P2 color palettes used in non mirror matches.
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Jul - The Cutting Room Floor - Classic Mortal Kombat New poll - New thread - New reply




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