Mortal Kombat 3 & Ultimate Mortal Kombat 3

Page 3 of 3 Previous  1, 2, 3

Go down

20180403

Post 

Mortal Kombat 3 & Ultimate Mortal Kombat 3 - Page 3 Empty Mortal Kombat 3 & Ultimate Mortal Kombat 3






-  Patches  -

Mortal Kombat 3 Patch (by Conn):
Code:
http://bszelda.zeldalegends.net/stuff/Con/mk3_msu1_patch.zip

Ultimate Mortal Kombat 3 Patch (by Conn):
Code:
http://bszelda.zeldalegends.net/stuff/Con/umk3_msu1_patch.zip


-  PCM Packs  -

Mortal Kombat 3 Arcade PCM's (by Relikk):
Code:
https://mega.nz/file/0jg3gQCL#ipyYsu9Kk0Pi2Mfi7GVB7u3nvF-FuUvUwYPUKKeaSY0

Ultimate Mortal Kombat 3 Arcade PCM's (by Relikk):
Code:
https://mega.nz/file/k3hxkIbA#E00MDTQEFUoNeQ7FqOtomUq0_JdPlleWNmQ3RUM7ZW8


Note: When compared to the arcade version, the default SNES MK3 ROM plays different stage themes on two stages. They are Shao Kahn's Tower and The Pit 3. In UMK3, every stage plays a different theme than the arcade version. To fix this there is an optional "arcade_tracks.ips" patch in each zip that restores the stage themes and makes them arcade perfect.


Last edited by Relikk on Mon 23 May 2022 - 10:14; edited 4 times in total
Relikk
Relikk

Mortal Kombat 3 & Ultimate Mortal Kombat 3 - Page 3 Image211

Since : 2017-02-17

Back to top Go down

Share this post on: redditgoogle

Mortal Kombat 3 & Ultimate Mortal Kombat 3 :: Comments

kurrono

Post Thu 28 Apr 2022 - 11:38 by kurrono

Conn i noticed in the same code
on the temple:
fffd16 sta $2004 [802004] A:2d0e X:000e Y:0018 S:1fee D:1700 DB:80 nvMxdizC V:139 H:299 F:42
graveyard:
fffd16 sta $2004 [802004] A:2d0e X:000e Y:0014 S:1fee D:1700 DB:80 nvMxdizC V: 59 H:203 F:54

use register Y: on temple as 18=24.pcm
and graveyard as 14=20.pcm or leave temple as 0e=14.pcm

Back to top Go down

avatar

Post Fri 29 Apr 2022 - 20:02 by Lucas Dext5r

Conn wrote:@cubear, hi kurrono (been a time). I think the theme is selected here:
$85/A694 BF A9 FD FF LDA $FFFDA9,x[$FF:FDA9]

So with some luck both stages pick the same number from the same spot (so only one byte needs a change to a new graveyard theme), with bad luck it needs to be checked by another property.

Hello everybody Breakdance ! I'm Lucas Ferreira, it's been a long time since I've been here, but i've been looking at the latest posts, and my biggest wish is that Graveyard's music was the original.. Well, i'll tell you where i redirected all the songs in this game, in this case the addresses.

Via a hex editor:

Round 1 songs: FFFDA9

Round 2 songs: FFFDCC

Finisher Songs: FFFDEF

Victory Songs: FFFE12

You guys will notice that I left "additional spaces" that i planned for arenas that might be added in the future.. so I left some "FF FF FF .." at the end. Chapel music has the value "0E". Remembering that the Graveyard value in RAM is 11! For any questions, i will be following this page!

Back to top Go down

Cubear

Post Fri 29 Apr 2022 - 23:36 by Cubear

thanks, @kurrono! if that holds true for all cases of the level loading, it should be slightly simpler than checking for the current BG (stored at $7e3a7e)

@Lucas, hello and welcome back! it should be possible for the MSU1 patch for this game to have unique music for added levels even if they do not have a new SPC music track associated.

Knowing that you are looking at potentially adding more stages in the future now, it seems prudent to future proof so that we do not need to edit this further later.

Back to top Go down

Cubear

Post Sun 1 May 2022 - 18:44 by Cubear

My current idea is to save the index number of the tracks being loaded when they load (say 11 for graveyard) and to read from a db table for track number dependent on which type of song is being loaded (of the 4)

The current plan is to multiply "x" by 4 and then add 0,1,2,3
depending on usage.. (round 1, round2, victory, finisher)

So #$11 multiplied by 4 is #$44, then it's "round 2" so load #$45 th entry from the index I create, which will be graveyard round 2.
could be any PCM number.

Not 100% future proof as you won't be able to just slot in new levels without adding to the table, but easy to add to and could perhaps just be rolled directly into your patch if you so wish.

just need to set aside the time to collect my data and write the table now.  i should be able to keep compatibility with the existing pcm pack using this method as well

Back to top Go down

kurrono

Post Sun 1 May 2022 - 23:28 by kurrono

the music for round 1 and 2 is the same...victory and finisher of course are different..
plus if u patch it from the freespace it messup the chapel,,,
irahter leave the code as it is and switch cpx with a cpy...
i already got the pcm palyinmg the graveyard,, but the finisher and victory i left it as chapel... cause theres no music for it..until Master relikk who is the one who dedicted on this games creates them for it

Back to top Go down

Cubear

Post Mon 2 May 2022 - 4:36 by Cubear

Fair enough. It's your patch after all. I'll leave it to you, then.

Back to top Go down

Relikk

Post Mon 2 May 2022 - 5:00 by Relikk

kurrono wrote:i already got the pcm palyinmg the graveyard,, but the finisher and victory i left it as chapel... cause theres no music for it..until Master relikk who is the one who dedicted on this games creates them for it

That I can do...

https://mega.nz/file/Q65EjAaD#-wHk-h0w-DGxt8IKv9p-jUC3TU3zJH6Q-TuRlvDWJMw

Just let me know the final track numbers so I can add them to the existing PCM pack with any volume adjustments if needed, and I'll re-upload it.

Back to top Go down

Page 3 of 3 Previous  1, 2, 3

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum