Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Mortal Kombat: Deadly Alliance

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Mortal Kombat: Deadly Alliance

Developer: Midway Games
Publisher: Midway Games
Platforms: PlayStation 2, Xbox, GameCube
Released in US: November 16, 2002 (PS2), November 18, 2002 (Xbox), November 17, 2002 (GameCube)
Released in EU: February 14, 2003 (PS2/Xbox/GameCube)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


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.

Unused Arenas

Studio

GMKD5D-1.png

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

Senateoftheeldergods-conceptart.png

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.

Unused Text

missingwav.txt

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.

Repository Log

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 $

Build Date

Also located in the Xbox version's executable is the build date.

Core built at Oct 16 2002 13:14:14

MK5BANKS.MMB

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

Unused Code

Moloch's Unused Moveset

GMKE5D-9.png

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.

Debug Functions

Game Version

GMKD5D-3.png

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.

Tick

GMKD5D-4.png

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.

Development Leftovers

Empty Folders

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.

Debug Executable

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.

Unused Sounds

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.

Announcer Dialog

"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?