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MORTAL KOMBAT II SPECIAL NES

Started by drax01, January 25, 2023, 02:46:40 PM

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drax01

#20
I did a few small tweaks on Shao Kahn's head on recommendation, MK2 Special when he looks straight ahead his face does not have a logical shape and when he wins a round his face looks like a rabbit, I have downloaded the Shao Kahn sprites from the NES MK3 from that page and I changed them in the Special, personally I You liked it, I attach the image and tell me what you think:

 


drax01

Take as reference the sprites of the MK3 nes:


SuperStarFox

Okay, so far everything you're doing right now is amazing. Clearly the backgrounds, redraws, and changes you're doing right now makes this bootleg game look much more faithful to the original MK2 arcade game. Do you know anyone that could change the music to be more faithful to the original game?

drax01

Quote from: SuperStarFox on March 30, 2023, 02:52:26 AMOkay, so far everything you're doing right now is amazing. Clearly the backgrounds, redraws, and changes you're doing right now makes this bootleg game look much more faithful to the original MK2 arcade game. Do you know anyone that could change the music to be more faithful to the original game?

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Hello superstarfox! If there is someone who is going to collaborate with me with the music, he is finishing other collaborations and I continue working on more graphic themes, when we finish these occupations we will continue with the music part. Thanks for writing, it made me very happy to see that someone is liking my work.  :reír:

drax01

#24
I'm needing help with a stage theme that exists in the rom but for some reason Hummer deactivated it, it's the "Goro's Lair" stage. I would like to know if anyone knows how I can get this stage to load during the game. I attach an image of the stage that should be loaded and the image inside the MK2 Special rom where you can see that it is there:

This is another version, this is not the Special:



The rom of the Special:



The reason I need this scenario to be indexed in the game is to take advantage of this space to design a scenario that is in MK2 (The Dead Pool). What would this be:


drax01

Hello, At the request of a user, I changed the design of Scorpion, it has been as follows:




drax01

Quote from: drax01 on March 30, 2023, 03:56:53 AMI'm needing help with a stage theme that exists in the rom but for some reason Hummer deactivated it, it's the "Goro's Lair" stage. I would like to know if anyone knows how I can get this stage to load during the game. I attach an image of the stage that should be loaded and the image inside the MK2 Special rom where you can see that it is there:

This is another version, this is not the Special:



The rom of the Special:



The reason I need this scenario to be indexed in the game is to take advantage of this space to design a scenario that is in MK2 (The Dead Pool). What would this be:



Streetwize (Beau) who is making improvements to "Super Kart Fighter NES" has given me this explanation to bring back the "Goro's Lair" stage:

"If the stage exists in the ROM, then it should be possible to re-enable. As far as I know with Hummer Team games, however, each stage is assigned to a character. Therefore, to restore it, you need to assign the value to a character.

I'm only basing this on my effort with Kart Fighter, but this is the code you pretty much want to look for. I altered this subroutine for VS play to let both players have a chance to get their stage picked, as well as loading a stage of your choice with the select button.

It's also worth noting that the address values will likely be different from what little I remember while looking into MK2SP. However, this should give you a good idea of how to get started with such.



I'll reiterate that this code is not how it will look in MK2 Special. I modified this code for Super Kart Fighter.

I suppose I should ask if you want the stages to be randomized or progressive rather than character-specific. Either of them require redoing code, but randomess isn't exactly easy to program. It mainly just depends on how many stages there are. Even with only 9 choices, I had to cut some corners in SKF that favored the middle numbers more than the ends by randomizing 0-7 + 0-1

Use the Cheat Finder, and check for different values each time you are on a different stage.
Once you figured out the byte you're looking for, create a breakpoint for that address, and make it activate on "Write".

---

I am researching how to do this and apply it, but if someone who understands the subject better can help me, I would be very grateful.  :)

tygerbug

#27
This is the post of mine that you were referencing earlier, although of course it won't help you reenable this stage.

https://www.romhacking.net/forum/index.php?topic=31550.msg402355#msg402355

"Each stage is (probably) assigned to a character. Therefore, to restore it, you need to assign the value to a character."

This value and code may be hard to find, but may stand out using Cheat Finder and other debug tools, such as the FCEUX Code/Data Logger.

Many NES games use defined "blocks" made up of four tiles (and one palette) to build their backgrounds. You can learn about this by opening up any supported game in CADEditor, which was designed to edit stages / backgrounds / levels in Capcom games.

It is more common for cutscenes and title screens to use a nametable of 8x8 tiles (instead of 16x16 blocks), but this is not always true.




Changing backgrounds is different between different NES games, although there are basic techniques you need to learn.

In NES Screen Tool (or the similar NEXXT, or NAW) you save your background work as a Nametable. This is basically a list (in hex code) of which tiles from the CHR you've used in your design, as well as some palette/attribute information at the bottom of the table. Just click Save.

Sometimes this can be imported into the ROM directly, but sometimes there is code in the ROM (like control codes at the beginning of each line) which you will have to keep and take into account. You can experiment with this in FCEUX. If you've found where your background nametable is in the ROM, you can change tiles in the hex editor and see if it works.

When playing the NES game, you can also export background nametables from an emulator like Mesen or FCEUX. You will probably have to cut the nametable in half in a hex editor before opening this in NES Screen Tool (or NEXXT or NAW) because this will contain two screens.

Often, backgrounds are not made up of a nametable of tiles, but instead, blocks made up of four tiles (and one palette) are defined in the ROM somewhere, and then these blocks are specified in the level layout. If you think you've found where these are defined, you can experiment with changing some values in the FCEUX Hex Editor. The level editor "CADEditor" -- which was originally intended for Capcom NES games, but supports most non-Nintendo NES games -- works with four-tile blocks, and you can learn a lot about what they are and how they're used by working with CadEditor and one of its supported games.

If you play the NES game in Mesen or FCEUX and export the name table as a dump, or look at the name table / background layout carefully, you will see patterns of hex code (like which tiles are being used in what order) that you can search for in the ROM to find what to edit. You can then edit individual numbers in the hexadecimal editor of FCEUX in real time, as trial and error, to see what works and what changes.

If you run the Code/Data Logger in FCEUX, while running the NES game, the hexadecimal code being used will light up in the ROM. You can pause the game and reset the Logger at any time. This often makes it possible to see what code the game is using at any time.

tacoschip

Quote from: drax01 on April 06, 2023, 07:03:37 AMI am researching how to do this and apply it, but if someone who understands the subject better can help me, I would be very grateful.  :)

rom $1c123 has level codes (backdrops)
01 02 03 04 05 00 - 09 07 08

rom $1c12c has .. something related to it.
2a 25 26 27 28 29 - 25 26 27


The map loading code is at 07:C094.

07:C094: BE 65 04  LDX $0465,Y @ $0465 = #$05
 07:C097: BC 13 C1  LDY $C113,X @ $C113 = #$01
 07:C09A: 8C 10 04  STY $0410 = #$00
 07:C09D: B9 1C C1  LDA $C11C,Y @ $C11C = #$2A
 07:C0A0: 8D 79 06  STA $0679 = #$1F
 07:C0A3: B9 89 C1  LDA $C189,Y @ $C189 = #$AD
 07:C0A6: 8D 06 C0  STA $C006 = #$C0


ram $465 has the level loading number. 00 to 05, then 00 again.

07:C28B: FE 65 04  INC $0465,X @ $0465 = #$05
 07:C28E: BD 65 04  LDA $0465,X @ $0465 = #$05
 07:C291: C9 06     CMP #$06
 07:C293: 90 05     BCC $C29A
 07:C295: A9 00     LDA #$00
 07:C297: 9D 65 04  STA $0465,X @ $0465 = #$05


If you need a fast 1-hit ko cheat, set $b7 = $55.

drax01

Quote from: tygerbug on April 08, 2023, 05:05:39 PMThis is the post of mine that you were referencing earlier, although of course it won't help you reenable this stage.

https://www.romhacking.net/forum/index.php?topic=31550.msg402355#msg402355

"Each stage is (probably) assigned to a character. Therefore, to restore it, you need to assign the value to a character."

This value and code may be hard to find, but may stand out using Cheat Finder and other debug tools, such as the FCEUX Code/Data Logger.

Many NES games use defined "blocks" made up of four tiles (and one palette) to build their backgrounds. You can learn about this by opening up any supported game in CADEditor, which was designed to edit stages / backgrounds / levels in Capcom games.

It is more common for cutscenes and title screens to use a nametable of 8x8 tiles (instead of 16x16 blocks), but this is not always true.



Thanks tygerbug, I'm going to look at the tools you mentioned. successes!!!  :woot!:

drax01

Quote from: tacoschip on April 09, 2023, 01:33:54 PMrom $1c123 has level codes (backdrops)
01 02 03 04 05 00 - 09 07 08

rom $1c12c has .. something related to it.
2a 25 26 27 28 29 - 25 26 27


The map loading code is at 07:C094.

07:C094: BE 65 04  LDX $0465,Y @ $0465 = #$05
 07:C097: BC 13 C1  LDY $C113,X @ $C113 = #$01
 07:C09A: 8C 10 04  STY $0410 = #$00
 07:C09D: B9 1C C1  LDA $C11C,Y @ $C11C = #$2A
 07:C0A0: 8D 79 06  STA $0679 = #$1F
 07:C0A3: B9 89 C1  LDA $C189,Y @ $C189 = #$AD
 07:C0A6: 8D 06 C0  STA $C006 = #$C0


ram $465 has the level loading number. 00 to 05, then 00 again.

07:C28B: FE 65 04  INC $0465,X @ $0465 = #$05
 07:C28E: BD 65 04  LDA $0465,X @ $0465 = #$05
 07:C291: C9 06     CMP #$06
 07:C293: 90 05     BCC $C29A
 07:C295: A9 00     LDA #$00
 07:C297: 9D 65 04  STA $0465,X @ $0465 = #$05


If you need a fast 1-hit ko cheat, set $b7 = $55.

Hello tacoschip, thanks for the contribution, they are already helping me with this issue and apparently it is possible to bring this stage, they have found that it is not assigned to a character, the stages appear in a cycle order, as explained to me by the internal one, it is necessary to increase +1 cycle so that this stage that is in tact in the rom returns, but it is also necessary to make modifications in the free spaces. I will be telling later how this topic goes. A hug  :laugh:

drax01

I have progress in the sound, in the original version when the "Special" sign enters it makes a sound, this sign and its entrance sound were removed, leaving only thunder. The music on the character selection screen has been improved.

I appreciate the help of the music to rkk, you can follow his work on his youtube channel:

https://www.youtube.com/channel/UCzfRJsXG_LmTR7nDVEYaOuA


drax01

Good morning community, the user "Streetwize Beau" has made it, he has been able to enable the stage without disabling another one, he is still making adjustments to correct minor errors that appear there. This is the actual image:


drax01

Hello everyone, I have opened a channel on YouTube so that you can better see the videos of the improvements that are being made during the game.  :)

This is my channel:

https://www.youtube.com/@Drax01-qe9lp

drax01

rkk modifies the "vs" screen music. It has been like this:


---
You can see the videos of the changes on my youtube channel:

https://www.youtube.com/watch?v=b5I-IOtbEE4

You can follow Rkk's work at:

https://www.youtube.com/channel/UCzfRJsXG_LmTR7nDVEYaOuA

I started alone and now we are a team!!! has joined the improvement "Amilgi" you can see his works in his forum:

https://www.romhacking.net/community/4246/

drax01

Quote from: tacoschip on April 09, 2023, 01:33:54 PMrom $1c123 has level codes (backdrops)
01 02 03 04 05 00 - 09 07 08

rom $1c12c has .. something related to it.
2a 25 26 27 28 29 - 25 26 27


The map loading code is at 07:C094.

07:C094: BE 65 04  LDX $0465,Y @ $0465 = #$05
 07:C097: BC 13 C1  LDY $C113,X @ $C113 = #$01
 07:C09A: 8C 10 04  STY $0410 = #$00
 07:C09D: B9 1C C1  LDA $C11C,Y @ $C11C = #$2A
 07:C0A0: 8D 79 06  STA $0679 = #$1F
 07:C0A3: B9 89 C1  LDA $C189,Y @ $C189 = #$AD
 07:C0A6: 8D 06 C0  STA $C006 = #$C0


ram $465 has the level loading number. 00 to 05, then 00 again.

07:C28B: FE 65 04  INC $0465,X @ $0465 = #$05
 07:C28E: BD 65 04  LDA $0465,X @ $0465 = #$05
 07:C291: C9 06     CMP #$06
 07:C293: 90 05     BCC $C29A
 07:C295: A9 00     LDA #$00
 07:C297: 9D 65 04  STA $0465,X @ $0465 = #$05


If you need a fast 1-hit ko cheat, set $b7 = $55.

Hello tacoschip, I sent you a message through the intern. Happy week.

drax01

Hello everyone, I had a hard time understanding the explanation of "Streetwize" due to my lack of knowledge on the subject. I contacted "tacoschip" who very generously explained what I should do, by trial and error I was able to bring all the disabled stages that the rom has to be able to take advantage of them and on these recycled stages design stages that are in mortal kombat 2. Again thanks for the help and support tacoschip.


 :laugh:  :crazy:

drax01

looking for information I have realized that the stage "Goro's Lair" if it is in MK 2 of the super NES version, it is a hidden stage for hidden characters, so I will leave this stage intact without changes and I will change the other 2.

see here: https://mortalkombat.fandom.com/es/wiki/Mortal_Kombat_II#Escenarios



The stages planned to return would be:

- "Dead Pool"
- "Armory"

tacoschip

Quote from: drax01 on April 13, 2023, 05:12:27 PMby trial and error I was able to bring all the disabled stages that the rom has to be able to take advantage of them and on these recycled stages design stages that are in mortal kombat 2.

Great! I am happy you did it!


Quote from: drax01 on April 13, 2023, 05:59:02 PMlooking for information I have realized that the stage "Goro's Lair" if it is in MK 2 of the super NES version, it is a hidden stage for hidden characters, so I will leave this stage intact without changes and I will change the other 2.

Also Megadrive.
https://www.kamidogu.com/mortal-kombat-ii/

drax01

Quote from: tacoschip on April 13, 2023, 06:14:57 PMGreat! I am happy you did it!


Also Megadrive.
https://www.kamidogu.com/mortal-kombat-ii/

jajajajaja, ok, then confirmed, the arena of "Goro's Lair" remains  :reír: