Mortal Kombat: Armageddon
Mortal Kombat: Armageddon |
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Developer: Midway Games This game has unused areas. |
Mortal Kombat: Armageddon is the last installment of the Mortal Kombat series on sixth-generation consoles, and as such Midway added nearly every character from the series to the game. It's like Mortal Kombat Trilogy, but better.
And it's the first Mortal Kombat game where players could kreate their own fighter.
To do:
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Contents
Unused Arenas
The arena pictured was likely used to test fights before the other arenas were finished. It can still be accessed via Action Replay, but the walls have no collision. This stage is named "unknown background name" in-game.
Krypt alternate outfit art | The arena where the alternate outfit art was made |
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The background used to show off unlocked alternate outfits for characters in the Krypt is actually a stage in the game, though it is normally inaccessible for players. This stage was most likely also used for the E3 character select screen due to the presence of fog, which does not appear on the alternate costume art as it does on the E3 character select screen. The stage is named "PLAYER 1" in-game.
Unused Motor Kombat Tracks
This is a test track that was used before Motor Kombat was finalized.
Test Character "0"
If you force the game to load the player's created character slot when the player isn't signed in during Arcade Mode, the game loads a base female character named "0". She has the fighting style "Bug This" and plays like a normal custom character, except she has no special moves.
Platform | AR code |
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PS2 (USA) | 20660158 0000003E |
Wii (USA) | 0056e173 0000003F |
Unused Graphics
E3 End Screen
Once again, there's a leftover end screen from the E3 demo. Found inside konquest_common.ssf.
Unused Sounds
Announcer Dialogue
"Deadly" | The soundbytes for the different Fatality levels were originally split into two parts rather than being one soundbyte each. | |
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"Killer" | ||
"Bloody" | ||
"Mortal" | ||
"Brutal" | ||
"Evil" | ||
"Vicious" | ||
"Savage" | ||
"Extreme" | ||
"Ultimate" |
Music
shell_music_2 | Leftover main menu music from Mortal Kombatː Deception that is only played in the PS2 version's MK Online lobby screen. | |
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shell_music_3 |
Debug Functions
Game Version
To do: Document the version numbers from the international releases. |
When you go to game options and select gameplay, hold L + Attack 1 for about six seconds in order for the game version to display on the bottom-right corner. It appears this function is enabled in all releases, which was not the case with the previous sixth-generation games.
Release | Version Number |
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Xbox (USA) | 0.099 |
Wii (USA) | 0.099 |
PlayStation 2 (USA) | 0.084 |
Unused Text
Uncompiled Source Code
Some auto-generated C++ headers from AiLive LiveMove are present in the root folder of the Wii release.
CFatality.h
/* -- LiveMove classification labels */ /* */ /* Generated by lmMaker. Do not modify by hand. */ /* */ /* -- AiLive LiveMove (c) 2000-2006 AiLive Inc. */ #ifndef LM_FATALITY #define LM_FATALITY enum lm_Fatality { Fatality_watnat = 0, Fatality_wdundu, Fatality_wpopunpopu, Fatality_wpotnpoa, Fatality_wpounpou, Fatality_wpuponpupo, Fatality_wtanta, Fatality_wudnud, Fatality_wpodnpod, Fatality_wponpu, Fatality_wund, Fatality_HCircle_Towards, Fatality_wpoccw, Fatality_wcw, Fatality_wweird, Fatality_wccw, Fatality_wdpo, Fatality_wpoa, Fatality_wdat, Fatality_wupo, Fatality_wcwt, Fatality_wccwpo, Fatality_NoMotion2, Fatality_HCircle_Away }; /* E.g., if ( lmGetClassification( a ) == Fatality_watnat ) { ... did move watnat ! ... } */ #endif
Midway.h
/* -- LiveMove classification labels */ /* */ /* Generated by lmMaker. Do not modify by hand. */ /* */ /* -- AiLive LiveMove (c) 2000-2006 AiLive Inc. */ #ifndef LM_MIDWAY #define LM_MIDWAY enum lm_Midway { Midway_Away_Towards = 0, Midway_Down_Up, Midway_HCircle_Away, Midway_HCircle_Towards, Midway_NoMotion, Midway_Towards_Away, Midway_Up_Down, Midway_Arc_Away, Midway_Arc_Towards }; /* E.g., if ( lmGetClassification( a ) == Midway_Away_Towards ) { ... did move Away_Towards ! ... } */ #endif
Nunchuk.h
/* -- LiveMove classification labels */ /* */ /* Generated by lmMaker. Do not modify by hand. */ /* */ /* -- AiLive LiveMove (c) 2000-2006 AiLive Inc. */ #ifndef LM_NUNCHUK #define LM_NUNCHUK enum lm_Nunchuk { Nunchuk_watnat = 0, Nunchuk_wdundu, Nunchuk_wpopunpopu, Nunchuk_wpotnpoa, Nunchuk_wpounpou, Nunchuk_wpuponpupo, Nunchuk_wtanta, Nunchuk_wudnud, Nunchuk_wpodnpod, Nunchuk_wponpu, Nunchuk_wund, Nunchuk_NoMotion2 }; /* E.g., if ( lmGetClassification( a ) == Nunchuk_watnat ) { ... did move watnat ! ... } */ #endif
Internal Names
As it was the case with the previous games, some files and code refer to debuting characters and arenas with their internal names.
Internal name | Actual name |
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Desert | Lost Pyramid |
Hero | Taven |
Lava World | Outworld Refinery |
Motor Town | Bo' Rai Cho's Brewery |
The Pyramid | Pyramid of Argus |
Volcano | Outworld Refinery |
list2.txt
Also in the root folder is a text file that lists files and folders that were used in development builds.
anims art CFatality.h Fatality.lmc HomeButton2 Konquest.lmc list2.txt logs Midway.h Midway.lmc mk7.dol mko moviegc Nunchuk.h Nunchuk.lmc opening.bnr sndsgc zzz.zzz
Memory Heap Debugger
A bunch of text belonging to a memory heap debugger is in the Xbox executable at 0x4FBFA8.
System Heap 1.5 rev 1 \games\mk7xbox\mk7\mwMEM\mwMem.c MEM_ALWAYS_FAIL memDebugHeap() is unavailable with MEM_DEBUG_BUILD disabled! memDebugHeapTag() is unavailable with MEM_DEBUG_BUILD disabled! memDebugGetTagMemSize() is unavailable with MEM_DEBUG_BUILD disabled! memDebugVerifyMemSize() is unavailable with MEM_DEBUG_BUILD disabled! memDebugVerifyHdrFtr() is unavailable with MEM_DEBUG_BUILD disabled! Current Num Mallocs : %d Peak Num Mallocs : %d Current Free Mem : %08d bytes 0x%08x Current Used Mem : %08d bytes 0x%08x Peak Used Mem : %08d bytes 0x%08x Total Reserved Mem : %08d bytes 0x%08x Total Memory ************************************************************* memDebugHeapTagSummary() is unavaible with MEM_DEBUG_BUILD disabled! ********************************************************************************************* %s %08d 0x%08x 0x%08x 0x%08x USED %s %08d 0x%08x 0x%08x 0x%08x FREE ----------+------------------------+-----------------+------------------------- Type Size Start(Hdr) End(Hdr+data+struct) => Function DumpHeapUsedFree(%s) ............... %8.2fK 0x%08x 0x%08p 0x%08p ----------------------+-----------------+------------------------- Size Start(freeHdr) End(freeHdr+data) => DumpHeapFreeList(%s) ... Max Size Free Blocks : %d NUM of Free Blocks : %d TRUE Overflow Status: %s FALSE Current Num Mallocs : %u Peak Num Mallocs : %u Allocated Num Blocks : %d [ used: %d || free: %d || to be freed: %d ] Current Mem Size : %08d bytes 0x%08x Peak Mem Size : %08d bytes 0x%08x Allocated Mem : %08d bytes 0x%08x Bottom Address : 0x%08x Top Address : 0x%08x Heap Name : %s ***************************************************************** BIGSTACK fixed block heap TINYSTACK fixed block heap fixed block 1024 heap fixed block 512 heap fixed block 128 heap fixed block 64 heap fixed block 32 heap fixed block 16 heap MKPROC fixed block heap MKSOBJ fixed block heap MKBONE fixed block heap MKOBJ fixed block heap PFX objects Player Attack Col fixed block heap Player Col fixed block heap NPCSTACK fixed block heap overflowing 16 word fixed block heap into 32 word heap overflowing 32 word fixed block heap into 64 word heap overflowing 64 word fixed block heap into 128 word heap overflowing 128 word fixed block heap into 512 word heap overflowing 512 word fixed block heap into 1024 word heap OVERFLOW Heap ==>> allocated OVERFLOW_HEAP size: %6.2f K SECTION TABLE fixed block heap MPEG heap Wave heap mwFile heap mwSound Temp heap mwSound heap Section heap(external) \games\mk7xbox\mk7\mwMEM\mwMemHeap.c Permanent heap FAILURE: cannot allocate: %f K from heap: %s >> Out of RAM Overflow in %s is not allowed... fix it! >> OVERFLOW_HEAP: size: %f K origin heap: %s, dest heap: %s, file: %s L: %d operator new
Repository Log
A source code repository log related to the Renderware SDK can be found at 0x4FD448 and throughout the Xbox executable.
@@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/hanim/rphanim.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/hanim/stdkey.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/matfx/rpmatfx.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/matfx/xbox/effectPipesXbox.c#2 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/matfx/xbox/multitexxbox.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/matfx/multiTex.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/matfx/multiTexEffect.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/batextur.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bastream.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/babinary.c#2 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/src/baraster.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/bacamera.c#4 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/src/baimage.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bamatrix.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/baframe.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/badevice.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/batypehf.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/baim3d.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bafsys.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/baimras.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bavector.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/babinfrm.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/baerr.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/batkbin.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/batkreg.c#3 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/baresour.c#2 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbcache.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bamemory.c#2 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbrendst.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbdevice.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbmemory.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbraster.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/bapipe.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/p2core.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/babintex.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/baresamp.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/rwstring.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/babbox.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/basync.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/os/xbox/osintf.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/bacolor.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/p2heap.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/xbox/im3dpipe.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/src/plcore/resmem.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xb2drend.c#2 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbtexdic.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbsprite.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/xbox/xbconvrt.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/p2renderstate.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/p2dep.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/xbox/nodeXBoxSubmitNoLight.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/driver/common/palquant.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/pipe/p2/p2resort.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/baclump.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/balight.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/baworobj.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/baworld.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/bageomet.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/bamatlst.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/bamesh.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/bamateri.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/xbpipe.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/xbvtxfmt.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/xblights.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/xbpixelshader.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/nodeXBoxAtomicAllInOne.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/nodeXBoxWorldSectorAllInOne.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/native.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/bapipew.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/babinwor.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/world/basector.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/world/pipe/p2/xbox/wrldpipe.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/rpskin.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxboxrender.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxboxformat.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxboxconstantmode.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxbox.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxboxinstance.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/bsplit.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinplatform.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/skin2/xbox/skinxboxplain.c#1 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/tool/quat/rtquat.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/plugin/anisot/rpanisot.c#1 $ @@@@(#)$Id: //RenderWare/RW36Active/rwsdk/tool/anim/rtanim.c#2 $ @@(#)$Id: //RenderWare/RW36Active/rwsdk/src/babincam.c#1 $
Build Date
A build date for RenderWare can also be found in the Xbox executable at 0x4FDA89.
Core built at Dec 1 2005 15:24:51
Version Differences
The Wii port was released several months after the others and features a few differences:
- Backgrounds for Cyrax, Shao Kahn, and Shinnok were added to the main menu.
- Characters now have facial expressions.
- Players were given more icons to use as profile images.
- Khameleon was added as a playable character, thus reducing Kreate-a-Fighter to only one slot in the character select screen (not that the PS2 and Xbox's two slots had much practical utility, since only one custom character could be saved per profile anyway).
- New features such as Endurance Mode and better visuals overall.
- Cyrax's Deadly Alliance throw has been restored.
- The following infinite combos were fixed:
- Havik's free throw infinite
- Hotaru's free throw infinite
- Tai Chi's 33 infinite
- Bo Rai Cho's 24 infinite
- Jade's teleport infinite
- Konquest's cutscenes are made unskippable for the Wii version, despite the PS2 and Xbox versions allowing you to skip them.
- The Midway vanity plate is changed:
PS2/Xbox | Wii |
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Premium Edition
To do: Is anything else different? |
A Premium Edition was released for PS2 in North America. It adds the arcade version of Ultimate Mortal Kombat 3 as a bonus game, and also includes a DVD containing videos such as a making of documentary.
- Pages missing developer references
- Games developed by Midway Games
- Pages missing publisher references
- Games published by Midway Games
- PlayStation 2 games
- Xbox games
- Wii games
- Pages missing date references
- Games released in 2006
- Games released in October
- Games released on October 11
- Games released on October 16
- Games released on October 27
- Games with unused areas
- Games with unused characters
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with revisional differences
- To do
- Mortal Kombat series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with revisional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer
Games > Games by developer > Games developed by NetherRealm Studios > Games developed by Midway Games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Wii games
Games > Games by platform > Xbox games
Games > Games by publisher
Games > Games by publisher > Games published by Warner Bros. Games > Games published by Midway Games
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 11
Games > Games by release date > Games released in October > Games released on October 16
Games > Games by release date > Games released in October > Games released on October 27
Games > Games by series > Mortal Kombat series