Mortal Kombat 3 & Ultimate Mortal Kombat 3
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Other
Page 3 of 3
Page 3 of 3 • 1, 2, 3
20180403

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://1drv.ms/u/s!Ahue7izQZmouiwBQnhNU-q8zTc08?e=kgnwY8
Ultimate Mortal Kombat 3 Arcade PCM's (by Relikk):
- Code:
https://1drv.ms/u/s!Ahue7izQZmouin_QrKgA7hCMvafE?e=3bL6jb
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 Tue 10 Jan 2023 - 13:29; edited 5 times in total
Relikk- Since : 2017-02-17
Mortal Kombat 3 & Ultimate Mortal Kombat 3 :: Comments

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
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

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

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!

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.
@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.

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
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

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
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

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

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.

Is it possible in ultimate mortal Kombat 3 megadrive version nemesis v0.71?

A new deluxe version has been released if anybody is interested 
https://www.romhacking.net/hacks/5025/

https://www.romhacking.net/hacks/5025/

Can you do it please?Relikk wrote:With an MD+ patch, yes.


Conn wrote:A new deluxe version has been released if anybody is interested
https://www.romhacking.net/hacks/5025/
Compatible with MSU1 Patch?

I am sure it is (I think I saw youtubes showing it with msu1). But you need to try yourselfGeneralMorden wrote:Conn wrote:A new deluxe version has been released if anybody is interested
https://www.romhacking.net/hacks/5025/
Compatible with MSU1 Patch?


Conn wrote:I am sure it is (I think I saw youtubes showing it with msu1). But you need to try yourselfGeneralMorden wrote:Conn wrote:A new deluxe version has been released if anybody is interested
https://www.romhacking.net/hacks/5025/
Compatible with MSU1 Patch?
I made a quick test. Everything seems ok.


Xenotium wrote:Can you do it please?
The author of the hack might be able to do it themselves. This would have everything they needed to know.
https://downloads.terraonion.com/public/MegaSD_DEV_Manual.pdf

I understand, I will try to contact him but he is not very active I think.Relikk wrote:Xenotium wrote:Can you do it please?
The author of the hack might be able to do it themselves. This would have everything they needed to know.
https://downloads.terraonion.com/public/MegaSD_DEV_Manual.pdf
Maybe it could be possible in the original version? sorry to bother, I wish I could do it myself but I don't understand these things

Page 3 of 3 • 1, 2, 3

» Ultimate Mortal Kombat 3 Deluxe
» Mortal Kombat II (MD+, 32X+ & MSU-MD)
» Mortal Kombat
» Mortal Kombat II
» Mortal Kombat II
» Mortal Kombat II (MD+, 32X+ & MSU-MD)
» Mortal Kombat
» Mortal Kombat II
» Mortal Kombat II
Permissions in this forum:
You cannot reply to topics in this forum