Mortal Kombat 3 & Ultimate Mortal Kombat 3
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Fighting :: Other
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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
Re: Mortal Kombat 3 & Ultimate Mortal Kombat 3
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 ! 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!
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 sorry for my English.
I just don't know how to make it play the graveyard and goros lair songs
Last edited by Relikk on Sat 22 Apr 2023 - 15:06; edited 1 time in total (Reason for editing : Removed link to ROM - Relikk)
Last edited by Relikk on Sat 22 Apr 2023 - 15:06; edited 1 time in total (Reason for editing : Removed link to ROM - Relikk)
diegobve wrote:*snip*
I just don't know how to make it play the graveyard and goros lair songs
Hello friend, roms are not allowed here, kindly remove your post!
diegobve wrote:I just don't know how to make it play the graveyard and goros lair songs
You'll need to ask the author of the hack. They should know. There's also a lot of incorrect music playing on certain stages that they need to fix.
Plus it has been nearly a year since I created tracks for the Graveyard and nobody ever got back to me about it. They need to assign new tracks so it can be mapped as it's currently playing the Church theme.
https://www.zeldix.net/t1664p50-mortal-kombat-3-ultimate-mortal-kombat-3#41108
hello people of zeldix and that i used the patch that i downloaded here on the site and got the pcm here too, Lucas abandoned the project me and a friend managed to put all the scenarios in the rom umk3 deluxe but we don't know how to play the music of the cemetery and the goros lair I know that the value of the cemetery is 11 and of the goros lair is 0d but your pcms that have the music of the scenarios 48 pcms in total do not touch the theme of the 2 scenarios if someone can clarify the addresses and how to do it I thank
currently they are not supported. it will take a small rewrite of this game's msu1 code in order to support any added content. it's not on my radar at the moment, however.
hello people from zeldix me and a friend we managed to just put the stage segret in the rom msu1 with that it was the 20 arenas and playing the songs of the arenas as in the arcade pity not being able to post roms here because the pcms will be the same
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