Mortal Kombat II Unlimited

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Post by void Thu 20 May 2021 - 11:29

I created an updated MK2 patch which also supports MK2 Unlimited. The MK2U patch can be downloaded here: https://mega.nz/file/bCQSDLYK#KtU70aO6kxvABqMpA9nGsLe1OW913wosHB1yzqG-OXM

I have the added the following tracks at the end:


  1. Warrior's Shrine
  2. Warrior's Shrine Victory (non looping)
  3. The Pit
  4. The Pit Victory (non looping)
  5. Hall
  6. Hall Victory (non looping)
  7. Goro's Lair
  8. Goro's Lair Victory (non looping)
  9. Entrance
  10. Entrance Victory (non looping)


I could not get the Courtyard level from Mortal Kombat so maybe that is not included. I'm not familiar with this hack to be honest.

For some reason when I test it with a random .wav based .cue file I cant get it to work correctly in retroarch with Genesus Plus GX. So some help with testing is appreciated Smile

void
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Post by pev Thu 20 May 2021 - 12:23

void wrote:For some reason when I test it with a random .wav based .cue file I cant get it to work correctly in retroarch with Genesus Plus GX. So some help with testing is appreciated
Your link is down. I was trying to download to get a look at the CUE/WAV that is set up for your updated patch.

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Post by void Thu 20 May 2021 - 12:23


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Post by void Thu 20 May 2021 - 12:24

yeah I just updated it, force pushed the changes to github too btw

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Post by pev Thu 20 May 2021 - 12:26

void wrote:yeah I just updated it, force pushed the changes to github too btw
Awesome, guess we will see when more people play what others bugs may turn up. Time will tell. Wink

My debugging skills on MD are slowly progressing. Finally, found a decent debugger that I am slowly getting accustomed to.

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Post by void Thu 20 May 2021 - 12:27

No it had a copy and paste error in it Doh

Still missing the 2 courtyard tracks. Maybe its a secret stage or something?! Just let the emulator loop at unlimited speed en never saw it.

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Post by pev Thu 20 May 2021 - 12:44

void wrote:Still missing the 2 courtyard tracks. Maybe its a secret stage or something?! Just let the emulator loop at unlimited speed en never saw it.
Probably, have to contact author of hack on how to get to these stages. Perhaps pepo knows how to get them?

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Post by void Thu 20 May 2021 - 13:56

There is a level select: https://www.ssega.com/cheat/mortal-kombat-ii-unlimited/3636

The level and music seem to be missing. So I think it's complete.

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Post by pev Thu 20 May 2021 - 17:00

void wrote:The level and music seem to be missing. So I think it's complete.
Ok, I guess we can leave it and see what the players have to say in the long run. Good job!
Very Happy

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Post by void Fri 21 May 2021 - 3:15

I made a new release which includes a patch for unlimited.

void
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Post by Relikk Fri 21 May 2021 - 5:06

In the arcade, the "Warrior's Shrine" music is the same as Goro's Lair. Do you want me to leave it like that or would you prefer to use the apparently unused Courtyard music for the shrine, instead?
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Post by void Fri 21 May 2021 - 5:29

I don't really have a strong opinion about that. More is better I guess as it's already a Hack Razz

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Post by Relikk Fri 21 May 2021 - 5:31

Just to change it up a little, as the Pit floor uses the same music as Goro's Lair as well.
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Post by Relikk Fri 21 May 2021 - 6:24

MSU-MD audio updated to include the tracks for the MK1 stages. There seems to be no problem using the same audio for the original MK2 hack so I'll leave it at one link for both patches. I'll do the MD+ versions later today.
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Post by void Fri 21 May 2021 - 6:46

Cool! Just tested it, sounds very nice!. Also glad the code worked Razz

Thanks!

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Post by void Fri 21 May 2021 - 8:14

I will be looking into the 32x version next. I think it shouldn't be too difficult. Seems like a fun project Smile

I have no way of testing though. I think it's only testable with a 32x+real mega cd or 32x+megasd via the expansion port of the megadrive.

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Post by pev Fri 21 May 2021 - 9:47

@void That would be nice. This would be the first 32X game with enhanced audio. Plus, this is best port for the Mega Drive, anyway.

As for testing, there are plenty of us here or on Discord that have 32X. I have one.

void wrote:32x+megasd via the expansion port of the megadrive.
For MSU-MD scenario, yes. When ported to MD+, it will work just fine via top cart slot w/o issue. 32X MD+ is already supported with current firmware. neodev confirmed this. SMS is planned for the future.

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Post by void Fri 21 May 2021 - 12:36

I pushed a quick implementation to github. You can enable it through the following variables in patch.asm:

SEGA_32X = 1        ; Create 32X patch?
SEGA_32X_PAL = 0 ; Patch PAL version, NTSC otherwise

edit: I also removed the MEGASD from the ROM header
edit: .bps files can be downloaded here: https://mega.nz/file/uW4lUK4Z#OEkBEyPahTmwnZk2d7DZOGbpWsplQ7D1BC0h8CurzJ4

Hope it works Razz


Last edited by void on Fri 21 May 2021 - 17:51; edited 1 time in total (Reason for editing : Updated pal version patch)

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Post by mindscan Fri 21 May 2021 - 15:18

void wrote:Fixed the cd track mapping for the last 3 maps: https://mega.nz/file/GbB2STTQ#GDXR26lPQcWrk2pijZrG3MknHq5RXgOFCzMRvUXzmwM

Hi, I cant seem to get this working, it just takes me to the SegaCD music player.
Could you please specify the process?
I grabbed the above file and tried applying it to both MK2U versions that I have MK2 Unlimited (Hack) v1 Smoke.md and Mortal Kombat II Unlimited 1.0 (Unl).gen
and neither worked when I loaded them on the MegaSD
please let me know if im doing something wrong, thanks!!

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Post by Relikk Fri 21 May 2021 - 15:23

If you're using a MegaSD then I'd suggest waiting for Pev to update the MD+ version later on today. The audio is already done and linked in the main MKII release article.

In the meantime if you still want to try what you have then be sure to press start on the folder where you added the game in the menu, to refresh the MegaSD's database and for it to detect anything that you've added to the card since the last time.
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Post by mindscan Fri 21 May 2021 - 15:29

Relikk wrote:If you're using a MegaSD then I'd suggest waiting for Pev to update the MD+ version later on today. The audio is already done and linked in the main MKII release article.

In the meantime if you still want to try what you have then be sure to press start on the folder where you added the game in the menu, to refresh the MegaSD's database and for it to detect anything that you've added to the card since the last time.

Ah ok, thanks! Yeah I've already grabbed the new music & cue, I just thought that hack from the link above already worked on MegaSD.. i'll wait on it Smile

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Post by Relikk Fri 21 May 2021 - 15:49

It's updated now. It's a combined patch, as well.
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Post by pev Fri 21 May 2021 - 19:30

void wrote:Hope it works
Well, it works as you intended with a Sega CD. I got it to work using...

MegaSD (on top cart slot) + Genesis 2 + 32X + Sega CD Model 2 using the MSU-MD patch. The same process should apply for MED Pro users as well. On both flash carts, there is no need to edit any headers. Video below...



Unfortunately, the MegaSD does not detect the MD+ features on a 32X ROM. I brought this up at the TerraOnion Discord. Oh, well. It is a shame since the 32X MK2 version is the superior version.

I have not tried using an emulator. I will leave that up to others to test.

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Post by void Sat 22 May 2021 - 4:44

Cool to see it working on real hardware! Must have taken some time to test al those configurations.

I remember krikkz saying megacd through the 32x card slot would not physically be possible. You would either need a real mega cd or use an adapter for the expansion port to put the flashcard in. Someone was selling a 3d printed adapter iirc.

Maybe if the 32x card slot has audio pins it could work without mega cd emulation using a custom solution using the internal fpga.

Anyway I dont think I can do anything about this unfortunately.

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Post by pev Sat 22 May 2021 - 9:53

void wrote: Anyway I dont think I can do anything about this unfortunately
At this time, no. neodev responded and pretty much said the MegaSD has no way of detecting the CUE file with 32X attached in the current firmware. He is also busy with that new top secret NES flashcart that will be unveiled real soon. So, my guess, a new MegaSD firmware is in the back burner. Us MegaSD users have been waiting for an update for a while now. Especially, for that SMS save feature (even if it only works on some console revisions, just like the MED Pro). It is the console’s fault for this flaw, not the flash carts. Well, at least, MegaSD has save states for MD+ games. That helps during testing too.

It is nice that it works on real hardware an all, but I’m becoming a minimalist. I don’t like having a huge dinosaur out to play a game. One reason, I stay away from XSX and PS5. Those things are tumors! Lol.

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