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10-23-18 01:44:43 AM

Jul - The Cutting Room Floor - Classic Mortal Kombat New poll - New thread - New reply
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theassassin
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Posted on 02-03-14 08:32:38 PM (last edited by theassassin at 02-03-14 09:34:09 PM) Link | Quote
For now I must apologize, I've been looking around my MKT PSX ROMs with PSound and jPSXdec and cannot find the "Aqua Wins" soundfile anywhere.

All the other characters "... Wins" soundfiles are in the STR0 directory, inside the IXA files. "Aqua Wins" does NOT seem to be there in PAL v1.1 or PAL v1.2. I also checked all the other sound effects files in the SOUND, SOUND2 and SOUNDB directories of both PAL v1.1 and PAL v1.2. Again, no sign of "Aqua Wins".

All the information in my original post I discovered recently and wrote down step by step - EXCEPT the soundfiles. I looked through the soundfiles a few months ago, before I found TCRF website. That's why I did not write it down. So the only conclusion I can draw is that I must be remembering incorrectly. "Aqua Wins" does not seem to be in there after all. Again, very sorry. I could have sworn I found it...

I have edited my original post to remove the mistake.

Originally posted by Agahnim
im sure this char is fake. the old magazine images are fake too... compare the legs from Aqua and Scorpion and you will find that they have the same legs! Yes! Aqua is nothing more but an custom sprite of Scorpion


Yes you are correct the Aqua sprite in his supposed ending is clearly made from a recolored Mortal Kombat 1 Ninja sprite, with the belt from a Mortal Kombat 3 Cyber-Ninja.

MK has a history of fake rumors so I'm sure either a magazine made the images on photoshop, or maybe the MK team themselves or the PAL development team themselves included fake screenshots in media packages sent to the magazines, just to get the fans talking.
Agahnim
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Posted on 02-04-14 06:22:55 AM Link | Quote
i successfully open .ixa files of pal 1.2 with jpsxdec, but i didnt have the same luck with pal 1.1. when i trying to open, i receive a kind of java error


psound and other common programs just cant do the job (at least for me)

maybe your memories about aqua sound isnt just an illusion (that not means anyhing! Aqua IS a fake char). lets find out
MathUser
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Posted on 02-06-14 12:14:25 PM Link | Quote
Well, that sound clip of Aqua wins sounds legit, so where could it have come from?
MRMIdAS
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Posted on 02-07-14 10:55:30 PM (last edited by MRMIdAS at 02-07-14 11:03:49 PM) Link | Quote
Originally posted by MathUser
Well, that sound clip of Aqua wins sounds legit, so where could it have come from?


Possibly syllables from other winquotes? "A" from "Sheeva, Sonya", "Q" from "Kung Lao" and so forth.

Edit:

After listening to the soundbyte, yes, that is how they did it.

A from Sonya/Sheeva, most likely Sheeva with how harsh it sounds,
Q from anyone with a K, most likely Shao Khan or Baraka
U from "Round One"
A from Sonya/Sheeva, most likely Sonya, as it's softer.
MathUser
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Posted on 03-20-14 04:14:57 AM (last edited by MathUser at 03-20-14 04:16:20 AM) Link | Quote
Well, the site has a prerelease page now, so it's possible we can add some of this stuff there. Also, since you are digging in the sound files. I know the "character shows mercy" are unused clips. I heard them before when my 1.0 glitched up. So can someone rip them and then upload them. I know they aren't used when they perform Mercies in MK Trilogy psx version. I tried before to rip sound files from PSX games and have had no luck.
Mezmorize
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Posted on 03-21-14 02:46:06 AM Link | Quote
It's easy to rip the audio from PS1 MK Trilogy, using this program:
https://kenai.com/projects/jpsxdec/pages/Home

It's the best video/audio ripping tool for PlayStation that I've came across.
Torentsu
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Posted on 05-02-14 09:59:02 AM Link | Quote
Just a small update. MK2 hacker Abystus has made it possible to use the secret characters in Mortal Kombat 2. Here's videos of them in action :
https://www.youtube.com/watch?v=TfZ3penPFuE Jade
https://www.youtube.com/watch?v=Bp1aJNGBVQI Noob Saibot
https://www.youtube.com/watch?v=GbRCX29RITI Smoke

Also it seems that MK2 Smoke's "Dash n Throw" technique is actually a move unusable to players at all and is coded as a move . Here it is being used by a human character :
https://www.youtube.com/watch?v=M-AKVO5sZFk

Abystus's youtube channel also has a plethora of unused MK4 placeholder bios.
https://www.youtube.com/user/abystus/videos
Rick
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Posted on 05-02-14 11:20:39 PM Link | Quote
I saw those and those were awesome.

I wonder how much work it would take to rig that up to the SNES version? And I wonder how he figured out how to get that working. Massive props to Abystus. My hero!
Abystus
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Posted on 05-04-14 12:28:12 AM (last edited by Abystus at 05-04-14 12:34:59 AM) Link | Quote
Originally posted by Rick
I saw those and those were awesome.

I wonder how much work it would take to rig that up to the SNES version? And I wonder how he figured out how to get that working. Massive props to Abystus. My hero!


Thanks. Actually, I have already worked with the SNES 1.0 version (a long time ago). You can find those cheats (secret characters & more) here. I have a bit of work left for the arcade, though I did manage to get Smoke's "smoke" working recently (CPU controlled normally). A video of that can be seen here.

Rick
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Posted on 05-04-14 01:28:45 AM Link | Quote
Extra nice! So how is Smoke's "smoke" stored anyway, because I remember seeing it was extremely difficult to figure out.

Also, another random curiosity that I've noticed when using the secret characters/bosses with a normal character modifier code. It seems like the time before "fight", they have a more usable moveset, and then afterwards they wig out like crazy in the SNES version.

For example, modify P1 to be Kintaro. Before "FIGHT!", hold down Right on the D-Pad and keep it held until after the round starts. You'll notice that Kintaro walks normally with no glitching! However, if you let go and press it again, it makes things extremely buggy.

It's not just limited to the bosses, but also the secret characters. Do you have any idea why this is? I've always wondered because it didn't make much sense to me that it seemed like it was loading two different sets of moves. However, that's the only conclusion I could come to.
Abystus
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Posted on 05-04-14 02:37:40 AM (last edited by Abystus at 05-04-14 02:39:56 AM) Link | Quote
Originally posted by Rick
Extra nice! So how is Smoke's "smoke" stored anyway, because I remember seeing it was extremely difficult to figure out.

Also, another random curiosity that I've noticed when using the secret characters/bosses with a normal character modifier code. It seems like the time before "fight", they have a more usable moveset, and then afterwards they wig out like crazy in the SNES version.

For example, modify P1 to be Kintaro. Before "FIGHT!", hold down Right on the D-Pad and keep it held until after the round starts. You'll notice that Kintaro walks normally with no glitching! However, if you let go and press it again, it makes things extremely buggy.

It's not just limited to the bosses, but also the secret characters. Do you have any idea why this is? I've always wondered because it didn't make much sense to me that it seemed like it was loading two different sets of moves. However, that's the only conclusion I could come to.


Well the "smoke" emitted by Smoke is a routine called by the AI when the match starts. Basically, it sets some values in memory (most likely pointers to the sprite data), and calls a routine that runs a loop on a secondary thread that generates the puffs at the players position. I attempted to hook this routine several times and failed, though luckily there are other options that I was able to hook such as Shao Kahn's defeat "smoke" (what is shown in the video).

As far as the input thing, I would think it has something to do with buffered moves such as the ability to charge a move like Shang Tsung's Kintaro fatality for a shorter time (round start to opponent defeat) than attempting to hold the button during the round which takes considerably longer (usually 30 seconds). My guess is that before the round starts, it allows you to hold the direction without a crash (since they cannot move), and most likely bypasses a routine that happens after the round has already started if the direction is pressed. Without actually diving into the code that is my best guess.



Phugolz
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Posted on 05-04-14 05:52:33 PM Link | Quote
I used those unused Baraka blade reflections and edited it over game footage: http://youtu.be/oRpa3jgzNkw
Abystus
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Posted on 01-06-15 06:37:53 PM (last edited by Abystus at 01-06-15 07:29:10 PM) Link | Quote
For anyone interested, I've restored Kintaro's kick move to Mortal Kombat II (rev L3.1) using a cheat I created here. I have to wonder if the cpu has access to some of the other unused moves in the game, and are maybe just disabled in their normal fight routine like this one was. Enjoy.
EternalSoft
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Posted on 02-14-15 12:07:41 PM Link | Quote
Idk if anyone is interested but i managed to use the debug menus in mk mythologies sub-zero,in the wiki page there says you cant acces the menus but i managed to access them with the codes on that page itself.

Here are the codes:
800502B8 A9A2
800502BA 0C00

You can jump to other levels or select a character to fight in this arena on "Select Characters",you just need to start a normal game,then quit,then select OPTIONS on the main menu,the level select menu will be black,but u can still select stuff with directionals and the Start button,if u select "Select Characters",the menu will appear,sometimes the cursor wont appear or will be glitched on this screen but u can still select stuff anyway,also,press R1 and R2 to select the difficulty,it will show 0 at start but,it will show correctly after u change it,also when u defeat a boss it will either die normally or glitch,here's a screen:



Also,selecting fire god room,seems like you allways die instantly,like,you lose lives and the cutscene where u fall in lava plays,seems like it has a bad "spawn point",thats what i think at least,and UNUSED doesnt works,as expected...
Also as a side note, characters with weapon lose them instantly when the game starts,if u move forward fast u will see their weapons flying on the screen just like when u attack them in normal game and they lose it.
futuretime23
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Posted on 02-23-15 07:02:31 PM (last edited by futuretime23 at 02-23-15 09:22:46 PM) Link | Quote
Originally posted by EternalSoft
Idk if anyone is interested but i managed to use the debug menus in mk mythologies sub-zero,in the wiki page there says you cant acces the menus but i managed to access them with the codes on that page itself.

Here are the codes:
800502B8 A9A2
800502BA 0C00

You can jump to other levels or select a character to fight in this arena on "Select Characters",you just need to start a normal game,then quit,then select OPTIONS on the main menu,the level select menu will be black,but u can still select stuff with directionals and the Start button,if u select "Select Characters",the menu will appear,sometimes the cursor wont appear or will be glitched on this screen but u can still select stuff anyway,also,press R1 and R2 to select the difficulty,it will show 0 at start but,it will show correctly after u change it,also when u defeat a boss it will either die normally or glitch,here's a screen:



Also,selecting fire god room,seems like you allways die instantly,like,you lose lives and the cutscene where u fall in lava plays,seems like it has a bad "spawn point",thats what i think at least,and UNUSED doesnt works,as expected...
Also as a side note, characters with weapon lose them instantly when the game starts,if u move forward fast u will see their weapons flying on the screen just like when u attack them in normal game and they lose it.

looks interesting,i'll see if i can upload a video of the debug menu in action.
EDIT:tested it. Scorpion(regular,not the undead version) seems to do nothing at all. when you defeat him,he just gets stuck on a frame(depends on what was the finishing blow),music stops,and you can't do a fatality on him. same thing happens with Sareena(although her AI actually works) some enemies,like the monks,don't disappear correctly. there's that weapon bug you mentioned(one of the prison grunts drops,for like a second on screen,what looks like a stick of some kind,probably the prison warden enemy that goes unused). Wind God/aka Fujin doesn't work at all(crashes the game) Quan Chi and Shinnok really glitch up the music(only ones to do so). Grabbing Shinnok's amulet causes him to do the corresponding animation,but he freezes at the last frame(never transforms) and his health bar glitches up(speaking of which,not all the bosses display their HP,only undead Scorp.,Quan Chi and Shinnok seem to do that) and you can't move. Quan Chi triggers the fatality(the game treats it as Sareena being dead,so Sub delivers the uppercut) but nothing happens after that. Earth and Fire gods do their death animation,and nothing else happens after their death(you can't move).
Torentsu
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Posted on 03-26-15 10:13:02 PM Link | Quote
Does the debug menu allow you to control the NPCs at all ? I remember a guy had gotten it working so you could control the monks on an MK forum a few years back but I never tried it out.
Abystus
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Posted on 03-31-15 12:46:23 AM (last edited by Abystus at 03-31-15 12:50:45 AM) Link | Quote
So after installing MK Trilogy for the PC, I ran across the following while browsing the files:



If anyone is interested in taking a look at this (not sure if this file has been looked at before), I am hosting these files here temporarily. What really stuck out was the date on the file compared to the others, but then again it might not mean anything at all. I've heard of a name announcement being found for this character (possibly fake), but I think this may be something else entirely (tiny whatever it is at 4kb).
einstein95
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Posted on 03-31-15 01:49:34 AM Link | Quote
Originally posted by Abystus
So after installing MK Trilogy for the PC, I ran across the following while browsing the files

Opening it in a hex editor reveals it to be a "MegaGraph Font File", the same type that PC8X8.FNT is. Try doing a hex comparison between these files.
Abystus
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Posted on 03-31-15 02:27:21 AM (last edited by Abystus at 03-31-15 10:12:15 AM) Link | Quote
Originally posted by einstein95

Opening it in a hex editor reveals it to be a "MegaGraph Font File", the same type that PC8X8.FNT is. Try doing a hex comparison between these files.


Well from a quick glance at the file comparison, the AQUA file seems to include the whole PC8X8.FNT file. There is more in the AQUA file (a good bit more as the AQUA file is larger in size) above where the bytes start to align, and it also contains an additional 8 bytes of data at the end of the file which is zeroed out in PC8X8.FNT. Also, the AQUA file is completely different than all other fighter files found in that directory (they do not contain the header or PC8X8.FNT bytes found in this file).
ICEknight
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Posted on 03-31-15 02:35:44 PM (last edited by ICEknight at 03-31-15 02:37:06 PM) Link | Quote
This kinda reminds me of the fake character/feature pranks in the old MK arcades...
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Jul - The Cutting Room Floor - Classic Mortal Kombat New poll - New thread - New reply




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