Mortal Kombat: Deadly Alliance
|Mortal Kombat: Deadly Alliance|
Mortal Kombat: Deadly Alliance is the first installment of the Mortal Kombat on sixth-generation consoles. Due to being the first, of course some development-related stuff managed to slip into the game's release.
- 1 Unused Arenas
- 2 Unused Text
- 3 Unused Code
- 4 Debug Functions
- 5 Development Leftovers
- 6 Unused Sounds
In all versions, an arena named studio.ssf is present in the art directory. The arena itself closely resembles the studio the game was developed in. It seems to have been used for testing the characters before the other arenas were finished and is likely to have been never intended to be unlockable.
Senate of Elder Gods
Only present in the PlayStation 2 release is an unused arena named senateofeldergods.ssf. Unlike Studio, It is completely inaccessible as the game ignores the arena even after using any sort of memory editor. Several pieces of concept art of the stage can be unlocked in the Krypt. Noting how unfinished the arena looks in the images provided, it is likely that it was decided to be left out of the game pretty early in development.
Only in the Xbox release is an empty text document named missingwav.txt. It was found in the sounds folder, which could indicate that it was a file used during development to list which sound files were missing at the time.
Towards the end of the Xbox's executable is a log containing filenames and information pulled from a source code repository relating to the RenderWare SDK.
$Id: rphanim.c,v 1.84 2001/11/21 11:45:06 rburg Exp jamesa $ $Id: stdkey.c,v 1.17 2001/04/02 13:10:05 johns Exp mattt $ $Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $ $Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $ $Id: multitexxbox.c,v 1.17 2001/11/09 13:11:47 Valery Exp Valery $ $Id: multiTex.c,v 1.13 2001/11/01 16:36:16 mattt Exp davidg $ $Id: multiTexEffect.c,v 1.7 2001/10/30 21:10:55 mattt Exp markf $ $Id: bacamera.c,v 1.364 2001/11/28 10:55:41 rburg Exp rburg $ $Id: baimage.c,v 1.198 2001/10/29 15:13:55 markf Exp rburg $ $Id: baframe.c,v 1.183 2001/08/20 10:23:00 markf Exp $ $Id: bamatrix.c,v 1.180 2001/11/05 12:19:42 johns Exp rburg $ $Id: badevice.c,v 1.197 2001/11/26 16:58:54 rburg Exp rburg $ $Id: baraster.c,v 1.186 2001/10/25 17:23:12 iestynb Exp katherinet $ $Id: batypehf.c,v 1.25 2001/03/09 10:22:55 johns Exp katherinet $ $Id: baimmedi.c,v 1.126 2001/10/25 11:46:53 katherinet Exp rburg $ $Id: baim3d.c,v 1.123 2001/11/01 10:46:17 katherinet Exp $ $Id: bavector.c,v 1.134 2001/11/06 15:18:59 iestynb Exp rburg $ $Id: baimras.c,v 1.37 2001/02/01 10:55:12 johns Exp mattt $ $Id: batextur.c,v 1.235 2001/11/09 16:41:08 mattt Exp $ $Id: batkbin.c,v 1.32 2001/09/18 17:17:27 mattt Exp $ $Id: babinfrm.c,v 1.46 2001/03/16 18:34:58 johns Exp Ads $ $Id: babinary.c,v 1.137 2001/10/02 13:44:50 mattt Exp mattt $ $Id: bastream.c,v 1.84 2001/09/20 08:22:48 mattt Exp rburg $ $Id: baerr.c,v 1.51 2001/11/28 09:46:33 rburg Exp rburg $ $Id: batkreg.c,v 1.61 2001/11/07 13:52:46 Colinh Exp Colinh $ $Id: bafsys.c,v 1.46 2001/07/16 15:39:07 johns Exp rburg $ $Id: babintex.c,v 1.85 2001/09/18 17:13:17 mattt Exp mattt $ $Id: bamemory.c,v 1.122 2001/10/03 14:17:02 rabin Exp rburg $ $Id: baresour.c,v 1.81 2001/11/08 18:38:36 Colinh Exp rburg $ $Id: p2core.c,v 1.219 2001/11/28 10:35:56 rburg Exp rburg $ $Id: bapipe.c,v 1.25 2001/08/17 14:58:03 iestynb Exp iestynb $ $Id: baresamp.c,v 1.55 2001/01/24 17:10:32 katherinet Exp johns $ $Id: babbox.c,v 1.35 2001/11/22 11:26:32 rburg Exp rburg $ $Id: basync.c,v 1.59 2001/07/16 15:40:46 johns Exp Ads $ $Id: osintf.c,v 1.1 2001/01/12 15:51:00 Markj Exp $ $Id: rwstring.c,v 1.23 2001/02/01 10:55:31 johns Exp johns $ $Id: bacolor.c,v 1.38 2001/03/15 16:24:12 katherinet Exp rburg $ $Id: p2heap.c,v 1.81 2001/10/15 16:09:24 iestynb Exp markf $ $Id: nodeImmInstance.c,v 1.54 2001/02/01 16:55:56 johns Exp Roba $ $Id: nodeTransform.c,v 1.73 2001/11/28 16:19:09 rburg Exp rburg $ $Id: nodeImmStash.c,v 1.22 2001/08/17 14:58:32 iestynb Exp $ $Id: nodeImmRenderSetup.c,v 1.69 2001/02/13 16:00:35 Roba Exp iestynb $ $Id: nodeImmMangleTriangleIndices.c,v 1.56 2001/09/20 11:09:14 iestynb Exp rburg $ $Id: nodeCullTriangle.c,v 1.55 2001/09/18 12:38:26 iestynb Exp johns $ $Id: nodeClipTriangle.c,v 1.87 2001/10/26 16:12:00 antonk Exp rburg $ $Id: nodeSubmitTriangle.c,v 1.69 2001/04/02 10:14:52 Williame Exp $ $Id: nodeImmMangleLineIndices.c,v 1.54 2001/09/20 11:09:36 iestynb Exp rburg $ $Id: nodeClipLine.c,v 1.59 2001/10/11 08:40:37 johns Exp rburg $ $Id: nodeSubmitLine.c,v 1.56 2001/02/13 16:11:09 Roba Exp $ $Id: palquant.c,v 1.28 2001/08/20 15:08:26 johns Exp davidg $ $Id: p2renderstate.c,v 1.30 2001/02/01 12:55:40 katherinet Exp johns $ $Id: p2dep.c,v 1.88 2001/10/11 10:54:27 johns Exp rburg $ $Id: p2stdcls.c,v 1.21 2001/01/31 12:21:44 johns Exp $ $Id: p2clpcom.c,v 1.16 2001/01/25 15:57:42 johns Exp $ $Id: p2resort.c,v 1.18 2001/01/31 10:35:09 johns Exp johns $ $Id: balight.c,v 1.254 2001/10/25 09:29:48 markf Exp iestynb $ $Id: baclump.c,v 1.403 2001/11/14 13:16:36 markf Exp Markj $ $Id: bageomet.c,v 1.316 2001/11/06 13:45:29 Markj Exp Markj $ $Id: baworobj.c,v 1.161 2001/11/05 12:19:46 johns Exp katherinet $ $Id: baworld.c,v 1.418 2001/11/08 20:47:18 mattt Exp Markj $ $Id: bamateri.c,v 1.196 2001/10/09 10:30:50 katherinet Exp johns $ $Id: bamatlst.c,v 1.66 2001/09/21 09:36:39 johns Exp iestynb $ $Id: basector.c,v 1.162 2001/11/08 20:44:07 mattt Exp $ $Id: bamesh.c,v 1.105 2001/10/17 11:08:03 markf Exp Markj $ $Id: bameshop.c,v 1.67 2001/08/31 09:57:51 johns Exp $ $Id: bapipew.c,v 1.90 2001/10/16 19:22:44 iestynb Exp mattr $ $Id: babinwor.c,v 1.164 2001/10/16 14:43:22 Markj Exp mattt $ $Id: nodeLight.c,v 1.52 2001/09/24 17:05:56 iestynb Exp $ $Id: nodePostLight.c,v 1.48 2001/07/16 15:28:46 johns Exp iestynb $ $Id: nodeAtomicInstance.c,v 1.85 2001/07/10 11:45:04 johns Exp Markj $ $Id: nodeAtomicEnumerateLights.c,v 1.40 2001/09/18 12:44:17 iestynb Exp Markj $ $Id: nodeMaterialScatter.c,v 1.48 2001/09/24 17:05:49 iestynb Exp $ $Id: nodeWorldSectorInstance.c,v 1.99 2001/09/24 17:06:45 iestynb Exp Markj $ $Id: nodeWorldSectorEnumerateLights.c,v 1.40 2001/09/18 12:43:52 iestynb Exp Markj $ $Id: p2stdclsw.c,v 1.26 2001/07/11 11:48:14 iestynb Exp $ $Id: chrprint.c,v 1.1 2001/06/28 09:12:36 johns Exp $ $Id: rtcharse.c,v 1.61 2001/07/05 11:14:51 johns Exp $ $Id: skinxbox.c,v 1.28 2001/10/23 13:17:31 antonk Exp antonk $ $Id: rtquat.c,v 1.48 2001/11/05 18:24:49 iestynb Exp johns $
Also located in the Xbox version's executable is the build date.
Core built at Oct 16 2002 13:14:14
Another leftover file in the Xbox release is a mmb file that contains a file listing of sound assets before they were packed in the format found in retail.
announcr.msb announcr_names.msb bg_acid_bath.msb bg_dragonfly.msb bg_drum_arena.msb bg_ice_palace.msb bg_koffin.msb bg_konquest.msb bg_konq_thunder_1.msb bg_konquest_hail_1.msb bg_konquest_rain_1.msb bg_konquest_wind_1.msb bg_lava_shrine.msb bg_lunghai.msb bg_lost_tomb.msb bg_outsideshangpalace.msb bg_shang_palace.msb bg_ship.msb bg_vortex.msb c_blaze.msb c_cyrax.msb c_drahmin.msb c_drunk.msb c_icegirl.msb c_jax.msb c_jonnycage.msb c_kahn.msb c_kano.msb c_kenshi.msb c_kitana.msb c_kunglao.msb c_limai.msb c_mavado.msb c_moloch.msb c_nitara.msb c_quanchi.msb c_raiden.msb c_reptile.msb c_scorpion.msb c_shangtsung.msb c_sonya.msb c_subzero.msb end_blaze.msb end_boraicho.msb end_cyrax.msb end_drahmin.msb end_frost.msb end_hsuhao.msb end_jax.msb end_johnnycage.msb end_kano.msb end_kenshi.msb end_kitana.msb end_kunglao.msb end_limai.msb end_mavado.msb end_mocap.msb end_nitara.msb end_quanchi.msb end_raiden.msb end_reptile.msb end_scorpion.msb end_shangtsung.msb end_sonya.msb end_subzero.msb fightfx1.msb fighter_cp.msb fighter_cyrax.msb fighter_drahmin.msb fighter_eb.msb fighter_hs.msb fighter_jax.msb fighter_lb.msb fighter_moloch.msb fighter_ph.msb fighter_reptile.msb fighter_sd.msb fs_concrete.msb fs_dirt.msb fs_marble.msb music_ending_1.msb music_fatality.msb music_koffin.msb music_konquest.msb mk5tune1.msb music_drum_arena.msb mk5tune3.msb music_tune4.msb music_tune5.msb music_tune6.msb music_tune7.msb music_tune8.msb music_tune9.msb music_tune10.msb music_tune11.msb music_moloch.msb shell.msb test_might.msb test_sight.msb
Moloch's Unused Moveset
When using an Action Replay code to play as the character Moloch, it turns out that he has an unused moveset that his ai is programmed to ignore. This unused moveset is Netherrealm, which is seemingly borrowed from Drahmin. Some of the combos from it do work, while others will not due to the size of Moloch. One of the more interesting things about this is that when the player performs any sort of throw in Netherrealm, the character will freeze until either the game is reset or if he is defeated in a round. Keeping this in mind, it is possible that Moloch was intended to be an unlockable character but was cut from the roster for unknown reasons.
Using Action Replay codes, a debug function will be enabled that will display the version of the game in the Game Options menu. For example, the German GameCube release of the game is internally known as version 0.243G PAL.
Another debug function that can be enabled by Action Replay codes is the tick feature. This one is strange, as the tick number does not stay consistent at all. It can jump from 0 while in one of the menus to 200,000 when a player is in a fight.
Unique to the GameCube version is the presence of three empty folders in the art directory: Gico, Kpix, and Pix. These are likely the folders various game assets were stored in before being packed into ssf archives for the game's release.
Source Safe Remnant
In the GameCube version's sound folder is a file named mssccprj.scc. It is a Source Code Control file that specifies a list of files to be exported to a directory. The control file was specifically used for the sound files also present in the folder.
In the root of the GameCube version is mk5gc_release.elf, a GameCube executable with debug symbols. Upon further research and testing, it's identical to the retail dol file. It is likely that this is just a leftover from building the game and the developers forgot to remove it.
Extended Test Your Sight Music
The music that plays when you are making your choice in Test Your Sight is actually a full 30 second song instead of the 5-10 second snippet that plays.
|"Moloch"||Since the soundbyte is paired with all of the other sounds on the character selection screen, this could be more proof that Moloch was going to be an unlockable character at some point.|
|"Fat!"||Unknown. Possibly a sound test?|
|"iFantastico!"||Unknown. Possibly a sound test?|