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Author Topic: Ultimate Mortal Kombat 3 Project (SNES) - Playable Sheeva,8 stages added!!!  (Read 34753 times)

Lucas Dext5r

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Re: Ultimate Mortal Kombat 3 Project (SNES) - Playable Sheeva,8 stages added!!!
« Reply #60 on: December 11, 2020, 07:38:44 pm »
Olá cara, deixando essa mensagem pra te dizer que seu trabalho ficou muito bom.
Sempre quis traduzir esse jogo pra português. E me deparo com um hack muito massa feito por um brasileiro, fico muito feliz de ver algo assim.
Você tem planos de traduzir o jogo ou só mesmo trabalhar no hack? Você extrairia o texto pra eu traduzir e depois colocaria novamente no jogo?


In english by google translate:

Hello man, leaving this message to tell you that your work was very good.
I always wanted to translate this game into Portuguese. And I come across a very good hack made by a Brazilian, I am very happy to see something like this.
Do you have plans to translate the game or even just work on the hack? Would you extract the text for me to translate and then put it back in the game?

Olá meu querido, desculpa a demora, mas só vizualizei agora a mensagem! No momento só estou trabalhando no sentido Gameplay e adição de conteúdo, deixando a tradução inalterada, mesmo assim obrigado!

In english by google translate:

Hello my dear, sorry for the delay, but I just visualized the message now! At the moment I'm only working towards Gameplay and adding content, leaving the translation unchanged, thanks anyway!

December 11, 2020, 07:40:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Two quick questions:

Adding MSU-1 arcade tracks to your hack would be something you're interested in?

I noticed that all activated cheats and menus get lost when you reset the game (which is faster than waiting for the CPU to kill the character if you select the wrong one, since you can't go back to main menu like modern games). Is it possible for the already selected options to not disappear on reset?
It is a very difficult step, to keep the cheats after the restart .. I don't know how to change it yet.

December 11, 2020, 07:42:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Two quick questions:

Adding MSU-1 arcade tracks to your hack would be something you're interested in?

I noticed that all activated cheats and menus get lost when you reset the game (which is faster than waiting for the CPU to kill the character if you select the wrong one, since you can't go back to main menu like modern games). Is it possible for the already selected options to not disappear on reset?
It may be that the MSU-1 is a success, but I have been concerned with other things at the moment, like Sheeva's gameplay and grab.

December 11, 2020, 07:49:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
From testing, MSU-1 works, but...

This is the only stage glitched.

But I can't expect more from a guy who literally said: "If you want UMK3 Arcade, play Arcade, not SNES."

I don't know if you noticed, or have difficulty interpreting, but the question was directed to me.
After all, what to expect from someone who said:
"That's even more awful than Williams / Acclaim lazyness ... Heck, even Mortal Kombat Advance had some music variety!"

Hypocrites don't even deserve to debate this hack  :thumbsup:

December 17, 2020, 07:04:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Noob Fatality test.

https://www.youtube.com/watch?v=FDoIL3DDr-w :angel:
« Last Edit: December 17, 2020, 07:04:33 pm by Lucas Dext5r »

Lucas Dext5r

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niuus

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News! Final version.

https://www.youtube.com/watch?v=Fo23HIrYdpM
Awesome work. Saw your video with the "real" cartridge.  :beer:

InAnotherCastle

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Hello,

I've been following this project for a while, and today I decided to finally make a repro cartridge with it. But then I saw there was an update! Interesting.

Can Lucas or someone in the know post about what's new?

Thanks

Lucas Dext5r

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Hello,

I've been following this project for a while, and today I decided to finally make a repro cartridge with it. But then I saw there was an update! Interesting.

Can Lucas or someone in the know post about what's new?

Thanks

Yes, this project is still in progress, but it has another name: UMK3 Deluxe. I have a desire to have this current version engraved on a cartridge as well (Midway, I want a small percentage haha). Thanks for the comment.
« Last Edit: May 15, 2021, 06:53:47 pm by Lucas Dext5r »

SmashNcrab

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Loving this hack! I played the snes version a lot growing up, loved it, but it always felt so barebones. Excited to see what you add next.

Any plans for the future of this hack that you’d want to share? Any possibility of getting audio for spoken fighter names (“Scorpion Wins”, “Liu Kang Wins”, etc..)

Lucas Dext5r

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Loving this hack! I played the snes version a lot growing up, loved it, but it always felt so barebones. Excited to see what you add next.

Any plans for the future of this hack that you’d want to share? Any possibility of getting audio for spoken fighter names (“Scorpion Wins”, “Liu Kang Wins”, etc..)

Helo! Thanks for the feedback, friend, I am open to all doubts and questions. I do intend to return the pronunciation of the names of the characters, and one of my main wishes has been to add the Graveyard scenario, but these tasks have been extremely difficult these days. Hugs!

niuus

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Helo! Thanks for the feedback, friend, I am open to all doubts and questions. I do intend to return the pronunciation of the names of the characters, and one of my main wishes has been to add the Graveyard scenario, but these tasks have been extremely difficult these days. Hugs!
Sounds great, i suppose you could rip the graphics from MK Trilogy (PC) and then convert to SNES format.

Still planning to add MSU-1?

Could these screens/endings be added to the game?


« Last Edit: May 16, 2021, 12:21:25 am by niuus »

Lucas Dext5r

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Sounds great, i suppose you could rip the graphics from MK Trilogy (PC) and then convert to SNES format.

Still planning to add MSU-1?

Could these screens/endings be added to the game?




In fact, all the sprites and backgrounds were extracted only from Mortal Kombat 3 from SNES, I have no idea how to extract these from the MKT of PC;
I do intend to add MSU-1 tracks, as long as they do not "affect" the scenarios that were distributed in the vacant spaces of the ROM (I say this because I saw problems in the Temple stage, which someone has already fixed by changing the location of adding the MSU-1) .
In relation to these images I do not know how to do it, and I believe that there would be no space either. :thumbsup: :angel:

niuus

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In fact, all the sprites and backgrounds were extracted only from Mortal Kombat 3 from SNES, I have no idea how to extract these from the MKT of PC;
Straight up capturing with screenshots and disabling some elements would work, i guess. Also checked MKT PC and the individual background files come in .DAT files. Just did a super quick search about those and found this info in some forums:

"there are three 256*256 tiles that contain individual graphics. The ARENA.DAT file starts with a header and at 1e0h starts the image data for those three tiles. The data are 8-bit bitmaps. In the following picture you see what you get if you load everything at once (without the header)"

Source code is available for those games and other releases like N64, 3DO, etc., if that helps.

I do intend to add MSU-1 tracks, as long as they do not "affect" the scenarios that were distributed in the vacant spaces of the ROM (I say this because I saw problems in the Temple stage, which someone has already fixed by changing the location of adding the MSU-1)
Eager to play your hack with the arcade tracks for the best 16bit experience.  :thumbsup:

In relation to these images I do not know how to do it, and I believe that there would be no space either. :thumbsup: :angel:
From what i've read here on romhacking, "cartridge-based consoles have virtually no size limit, as by adding more hardware you could always trick the console into accessing larger ROMs (using bankswitching, virtual adresses or whathever)" "The SNES can at the very most address 16MB of space, and a bunch of that is reserved for various purposes (RAM, registers, etc) so iirc the actual upper limit of useable space is somewhere around 15.2MB.". These limits tend to be tested continually with commercial games (like Pier Solar or Paprium on the Genesis, or the Killer Instinct 8MB Beta back in the day), and of course ambitious romhacks like yours.

BTW, i've only recently knew that a similar hack existed for the Genesis, which added levels such as The Graveyard, Smoke, Chameleon, Sheeva, moves list, and said cutscenes i showed in the previous message, which i honestly thought was not possible due to lack of space.

I of course understand if there is way too much work involved in restoring all that content, and i am pretty happy that UMK3 Deluxe exists. I'll certainly enjoy when MSU-1 happens. Thanks for your cool work.
« Last Edit: May 18, 2021, 11:15:18 pm by niuus »

SuperFeistyFox

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Really enjoying this hack! A couple nitpicks about Sheeva. When she loses a match, Shao Kahn says "Finish him!" rather than "Finish her!" Also, she can't perform her Friendship. I'm not sure if she can perform Babality yet. Will these nitpicks be fixed in the next update?

May 22, 2021, 07:51:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually it seems as if even on vanilla, when using the One Button Fatality cheat, for some characters, some buttons don't do anything, and others just make them go into their win pose before the opponent faints. Any plans to fix any of those issues?
« Last Edit: May 22, 2021, 07:51:55 pm by SuperFeistyFox »

Lucas Dext5r

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Really enjoying this hack! A couple nitpicks about Sheeva. When she loses a match, Shao Kahn says "Finish him!" rather than "Finish her!" Also, she can't perform her Friendship. I'm not sure if she can perform Babality yet. Will these nitpicks be fixed in the next update?

May 22, 2021, 07:51:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually it seems as if even on vanilla, when using the One Button Fatality cheat, for some characters, some buttons don't do anything, and others just make them go into their win pose before the opponent faints. Any plans to fix any of those issues?

Come on: This flaw about Shao Kahn announcing Sheeva as a male character in "Finish", someone had already reported it to me, and I was unable to correct it. But why isn't her Friendship working? I have tested it several times and it works perfectly, as well as Babality (however the Friendship commands are confusing, and because they look like fire, there may be a collision) ;D. about "Vanilla" I didn't understand .. what specific stage are you referring to? I remember that for Noob, Sub-Zero Classic and Rain, the "X" does not work in the code of a button, for example. Anyway, thank you very much for the correction tips.

May 22, 2021, 09:17:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Straight up capturing with screenshots and disabling some elements would work, i guess. Also checked MKT PC and the individual background files come in .DAT files. Just did a super quick search about those and found this info in some forums:

"there are three 256*256 tiles that contain individual graphics. The ARENA.DAT file starts with a header and at 1e0h starts the image data for those three tiles. The data are 8-bit bitmaps. In the following picture you see what you get if you load everything at once (without the header)"

Source code is available for those games and other releases like N64, 3DO, etc., if that helps.
Eager to play your hack with the arcade tracks for the best 16bit experience.  :thumbsup:
From what i've read here on romhacking, "cartridge-based consoles have virtually no size limit, as by adding more hardware you could always trick the console into accessing larger ROMs (using bankswitching, virtual adresses or whathever)" "The SNES can at the very most address 16MB of space, and a bunch of that is reserved for various purposes (RAM, registers, etc) so iirc the actual upper limit of useable space is somewhere around 15.2MB.". These limits tend to be tested continually with commercial games (like Pier Solar or Paprium on the Genesis, or the Killer Instinct 8MB Beta back in the day), and of course ambitious romhacks like yours.

BTW, i've only recently knew that a similar hack existed for the Genesis, which added levels such as The Graveyard, Smoke, Chameleon, Sheeva, moves list, and said cutscenes i showed in the previous message, which i honestly thought was not possible due to lack of space.

I of course understand if there is way too much work involved in restoring all that content, and i am pretty happy that UMK3 Deluxe exists. I'll certainly enjoy when MSU-1 happens. Thanks for your cool work.

Niuus, all of this that you informed in your comment, is very important and incredible! Only now, I came to know that there is a hack of Star Ocean, which works without the Chip SDD-1 ... and the game increased to 16 MB !! My biggest question is how I could reallocate the addresses for the UMK3 Deluxe, in this case 16 Mbit.

For example, in a normal rom, the first characters of an address can be loaded with different values (C0 = 00/80 , D0 = 10/90, E0 = 20.. F0 = 30..), that is:

C0EBBA (Cyrax Green Network) can be read as: 80EBBA. As my current ROM does not have offsets that start at "80", so this one will work in "C0" how it normally needs to be.. So that address would not fail, because it starts with "C".. But if I expand a ROM to 16 MB, the problem would happen to addresses that start with "8." "JMP $86BBF0" [Animalitys] which actually means JMP $C6BBF0 ", they would no longer work in" C ", but in fact in" 8 ", which would not be correct as that would be free space for new content.


But something interesting that I noticed in the editions, was the instruction "AND #$00FF". This instruction causes certain values ​​in RAM to end at the last "FF" value and repeat the values ​​from "00", and when you change this value to something larger, the ROM supports more values without repeating them. For example, for ROM to support the colors of Animalitys, I had to change from "AND #$00FF" to "AND #$FFFF", and believe me, it had a devastating effect on the colors of some sprites, and I spent TWO days correcting. :-X
« Last Edit: May 22, 2021, 10:12:56 pm by Lucas Dext5r »

niuus

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Niuus, all of this that you informed in your comment, is very important and incredible! Only now, I came to know that there is a hack of Star Ocean, which works without the Chip SDD-1 ... and the game increased to 16 MB !! My biggest question is how I could reallocate the addresses for the UMK3 Deluxe, in this case 16 Mbit.

For example, in a normal rom, the first characters of an address can be loaded with different values (C0 = 00/80 , D0 = 10/90, E0 = 20.. F0 = 30..), that is:

C0EBBA (Cyrax Green Network) can be read as: 80EBBA. As my current ROM does not have offsets that start at "80", so this one will work in "C0" how it normally needs to be.. So that address would not fail, because it starts with "C".. But if I expand a ROM to 16 MB, the problem would happen to addresses that start with "8." "JMP $86BBF0" [Animalitys] which actually means JMP $C6BBF0 ", they would no longer work in" C ", but in fact in" 8 ", which would not be correct as that would be free space for new content.


But something interesting that I noticed in the editions, was the instruction "AND #$00FF". This instruction causes certain values ​​in RAM to end at the last "FF" value and repeat the values ​​from "00", and when you change this value to something larger, the ROM supports more values without repeating them. For example, for ROM to support the colors of Animalitys, I had to change from "AND #$00FF" to "AND #$FFFF", and believe me, it had a devastating effect on the colors of some sprites, and I spent TWO days correcting. :-X

Glad you found the information useful!  :beer:

Some old info i read long time ago:
How to bank switch a 6MB SNES ROM so data past 3FFFFF is accessible?
SNES memory map
Cartridge Bankswitching Outside the NES
"Traditional Bankswitching does not really have a place in discussions of true 16-bit consoles like the Sega Genesis and Super Nintendo.  They can address up to 8MB of ROM without any extra hardware inside their cartridges (decoding circuitry for two ROM chips or ROM and RAM doesn't count). The Super Nintendo has many games which use special co-processors inside their cartridges, but these add functionality, not addressing space.  The largest official Genesis game is 5MB and the larges official SNES (Super Famicom) game is 6MB.  One of those 6MB games, Star Ocean, has a special compression chip called the SDD-1 that allows the graphics to be decompressed in real time, so the actual size of the uncompressed ROM is 12MB.  The SNES PowerPak and the SD2SNES can handle the uncompressed ROM.

While the Genesis could address a lot more storage memory with the Sega CD add-on unit, the SNES CD add-on, the original Sony Playstation, was never released.  However, in the past couple of years, the MSU-1 homebrew expansion has been realized in both software (bsnes/higan) and hardware (sd2snes).  The MSU1 allows the SNES to access up to 4GB of storage memory!  Many SNES games have been hacked to add support for higher quality music tracks and full motion video sequences.  A Laserdisc game called (Super) Road Blaster has also been ported to the SNES using this chip."

Not 100% related, but interesting:
Going beyond 4MB (Genesis)

Last but not least, the following forum is a great resource and knowledge pool:
SNESDev

You could also start a thread there to get some help.
« Last Edit: May 26, 2021, 03:58:16 am by niuus »

Lucas Dext5r

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Glad you found the information useful!  :beer:

Some old info i read long time ago:
How to bank switch a 6MB SNES ROM so data past 3FFFFF is accessible?
SNES memory map
Cartridge Bankswitching Outside the NES
"Traditional Bankswitching does not really have a place in discussions of true 16-bit consoles like the Sega Genesis and Super Nintendo.  They can address up to 8MB of ROM without any extra hardware inside their cartridges (decoding circuitry for two ROM chips or ROM and RAM doesn't count). The Super Nintendo has many games which use special co-processors inside their cartridges, but these add functionality, not addressing space.  The largest official Genesis game is 5MB and the larges official SNES (Super Famicom) game is 6MB.  One of those 6MB games, Star Ocean, has a special compression chip called the SDD-1 that allows the graphics to be decompressed in real time, so the actual size of the uncompressed ROM is 12MB.  The SNES PowerPak and the SD2SNES can handle the uncompressed ROM.

While the Genesis could address a lot more storage memory with the Sega CD add-on unit, the SNES CD add-on, the original Sony Playstation, was never released.  However, in the past couple of years, the MSU-1 homebrew expansion has been realized in both software (bsnes/higan) and hardware (sd2snes).  The MSU1 allows the SNES to access up to 4GB of storage memory!  Many SNES games have been hacked to add support for higher quality music tracks and full motion video sequences.  A Laserdisc game called (Super) Road Blaster has also been ported to the SNES using this chip."

Not 100% related, but interesting:
Going beyond 4MB (Genesis)

Last but not least, the following forum is a great resource and knowledge pool:
SNESDev

You could also start a thread there to get some help.

Okay, thanks again! If it is possible to make these changes, I will see that later.   :thumbsup:

niuus

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Okay, thanks again! If it is possible to make these changes, I will see that later.   :thumbsup:
Sure!  :beer:

Forgot to add, in case you're feeling ambitious: most people think that MSU-1 is only about CD music and Full Motion Video, but what they are missing is that you can also add new data and animation frames, for example. This is done beautifully on the incredibly complex Killer Instinct Arcade Hack for SNES, where the romhacker (not sure but i think he is Brazilian too, coincidentally) applies all of the MSU-1 strengths at the same time.
« Last Edit: May 30, 2021, 01:51:13 am by niuus »

Lucas Dext5r

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Sure!  :beer:

Forgot to add, in case you're feeling ambitious: most people think that MSU-1 is only about CD music and Full Motion Video, but what they are missing is that you can also add new data and animation frames, for example. This is done beautifully on the incredibly complex Killer Instinct Arcade Hack for SNES, where the romhacker (not sure but i think he is Brazilian too, coincidentally) applies all of the MSU-1 strengths at the same time.

Yes, I know this Killer Instinct hack ^^. Incidentally, I have an old desire to use the MSU-1, to insert FMV animations for the UMK3 rom, or simply add the character names. Taking advantage of this topic, I wanted to show you something interesting I got: some "tiles" from the Kombat Tomb stage of MK2. :o



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Not sure why all updates are just named as Final, as it makes it difficult to be on the loop, but for the fans of this new hack, there was a silent update made to the patch:

* The Rooftop, The Street, The Subway and Bell Tower stages now have the screen completely filled (without the limitation of the "black bar" on the floor).

Lucas Dext5r

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Not sure why all updates are just named as Final, as it makes it difficult to be on the loop, but for the fans of this new hack, there was a silent update made to the patch:

* The Rooftop, The Street, The Subway and Bell Tower stages now have the screen completely filled (without the limitation of the "black bar" on the floor).

In fact, you wouldn't be able to know why this "final" update is, because you didn't work on this hack. Besides, I posted each modification on youtube, the filling of the scenario screens were some of these demonstrations, so it wouldn't be silent, besides being very well placed in the description. :cookie:
« Last Edit: June 14, 2021, 12:10:41 am by Lucas Dext5r »

niuus

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In fact, you wouldn't be able to know why this "final" update is, because you didn't work on this hack.
LOL. Isn't it obvious i don't work on the patch? Just a normal user.

The comment is not aimed to criticize, so i don't know why would you take it badly  :cookie:. You are not the only romhacker that commits the same sin, so no worries there. Nothing to die for, it just means one would have to check the romhacking webpage changelog in case something new is up.  :happy:

Besides, I posted each modification on youtube, the filling of the scenario screens were some of these demonstrations, so it wouldn't be silent, besides being very well placed in the description. :cookie:
It is an error to assume everyone is somehow subscribed to your Portuguese channel. Even when i checked a little while ago, all your UMK3 videos were deleted. Seems on a quick glance to the channel that you are retiring to do music only. So yes, they are silent updates, and no, that is not a criticism  8). It doesn't matter, i was just informing the UMK3 patch users here about the new version.

Patch is working, and the MSU-1 update made by the other user is working with it, so finally the game is complete.

Game on, and good luck!

Lucas Dext5r

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LOL. Isn't it obvious i don't work on the patch? Just a normal user.

The comment is not aimed to criticize, so i don't know why would you take it badly  :cookie:. You are not the only romhacker that commits the same sin, so no worries there. Nothing to die for, it just means one would have to check the romhacking webpage changelog in case something new is up.  :happy:
It is an error to assume everyone is somehow subscribed to your Portuguese channel. Even when i checked a little while ago, all your UMK3 videos were deleted. Seems on a quick glance to the channel that you are retiring to do music only. So yes, they are silent updates, and no, that is not a criticism  8). It doesn't matter, i was just informing the UMK3 patch users here about the new version.

Patch is working, and the MSU-1 update made by the other user is working with it, so finally the game is complete.

Game on, and good luck!

Let's go there one more time:

01 - I know this is a normal user, it's very clear and I don't think the comment is bad. I still haven't detected what the "sin" was, just put the patch as the final version?

02 - As I said in the previous comment, there is no way for an update to be silent, if the update is perfectly detailed in the description of the hack, and on the Queue page it shows each update yes  :-X

03 - My Youtube channel will come back with the videos, but not out of obligation as I have no obligation about it, although I have been threatened if I didn't put more Mortal Kombat videos (this is so disgusting), I'll come back with what I like to do.

04 - Which user patched MSU-1 for this hack that I'm not aware of, did you bring it here for me? Now that's SILENT. And if the game is complete, show me Shao Kahn by giving the character names  ;) :D?

05 - I had several reasons for deleting my videos from Youtube, and even so you should thank you for having someone who took care of each restoration in this game in detail, such as scenarios, some sounds, Sheeva, among so many other things, besides having total charity in sharing most of the acquired knowledge, through tutorial videos and in the forum. I haven't seen anyone else in Brazil or elsewhere produce.

Good luck.
« Last Edit: June 14, 2021, 12:02:58 pm by Lucas Dext5r »