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Notes:Mortal Kombat Mythologies: Sub-Zero (PlayStation)

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This page contains notes for the game Mortal Kombat Mythologies: Sub-Zero (PlayStation).

Region:

NTSC-U

Console:

PlayStation

Viewer Discrepancy

If the format is not written in gameshark format and contains spaced values, the values are written in Array (Little Endian). Reverse the Byte endian type in an alignment order of 2-Byte to match up with PSX gameshark codes if needed.

Generic Codes

WIP

Notes

  • Character properties such as special attacks are stored in the game's executable.
  1. 40 = Active Hitbox
  2. 80 = Disabled Hitbox

Character Information

Main Character ID Modifier

All Levels Except Earth:

300E8140 00??

Earth Level:

300E8258 00??

Value Character ID
00 MONK1 (Staff) [Earth Level + Test Characters Level]
01 MONK2 [Temple Level]
02 MONK3 (Sword) [Temple Level]
03 MONK4 (Baston) [Wind Level]
04 MKSZ (Sub-Zero) [All Levels]
05 MONK6 (Halberd) [Water Level]
06 HOUND
07 HANGGLID
08 WINDGOD [Wind Level]
09 HULK MONK [Fire Level]
0A FAST MONK [Fire Level]
0B WATERGOD [Water Level]
0C FIREGOD [Fire Level]
0D ASSASSIN1 (Kia) [Fortress Level]
0E GRUNT1 [Fortress Level]
0F GRUNT2 (Axe) [Fortress Level]
10 HEADLESS
11 UNDEAD SCORPION [Prison Level]
12 SCORPION (MKSZ>Scorpion) [All Levels]
13 ASSASSIN3 (Jataaka) [Fortress Level]
14 PRIS GRUNT1 [Prison Level]
15 PRIS GRUNT2 (Laser Rifle) [Prison Level]
16 PRIS GRUNT3 (Laser Bazooka) [Prison Level]
17 PRIS GRUNT4 (Spread Bazooka) [Bridge Level]
18 PRIS GRUNT5 (Ice Rifle) [Test Characters Level]
19 Telekenesis Monk [Earth Level]
1A MONK5 [Water Level]
1B QUANCHI [Fortress Level]
1C ASSASSIN2 (Sareena) [Fortress Level]
1D SHINNOK (Fortress Level)

MKSZ (Sub-Zero)

Action Properties

Address Value (2-Byte) State ID
800AF280 3650 Ice Blast
? 4918 Polar Blast
? 3650 Ice Blast
? 4918 Polar Blast
? 3D0C Air Ice Blast
? 60C4 Ice Clone
? 6A7C Slide
? 70B4 Super Slide
? 72C0 Freeze On Contact (Buggy?)
? 7A3D Throw (Buggy?)

UNDEAD SCORPION

Action Properties

Address Value (Array) State ID
800ACC14 24 A7 03 80 5
800ACC18 68 BF 03 80 ?
800ACC1C 98 BF 03 80 ?
800ACC20 38 BD 03 80 2HP
800ACC24 68 BD 03 80 2LP
800ACC28 A8 B2 03 80 2BL
800ACC2C A0 BE 03 80 2HK
800ACC30 04 BF 03 80 2LK
800ACC34 10 B7 03 80 5HP
800ACC38 DC B9 03 80 5LP
800ACC3C D8 B4 03 80 5BL
800ACC40 B0 BD 03 80 5HK
800ACC44 20 BE 03 80 5LK
800ACC48 C8 BF 03 80 ?
800ACC4C F8 BF 03 80 ?
800ACC50 B0 AF 03 80 8
800ACC54 3C B1 03 80 2
800ACC58 F8 B1 03 80 ?
800ACC5C 78 B2 03 80 ~2?
800ACC60 D0 B2 03 80 ~2?
800ACC64 00 B5 03 80 ~5BL
800ACC68 00 B6 03 80 5?
800ACC6C 88 B5 03 80 5Turn
800ACC70 B8 B5 03 80 2Turn
800BC324 7C F7 01 80 Spear
800BC328 E8 F6 01 80 Teleport Punch
Low Punch replaced with Spear (L1+X Enables; X Disables)
D00D7F6C 0082
800ACC38 F77C
D00D7F6C 0082
800ACC3A 8001
D00D7F6C 0080
800ACC38 B9DC
D00D7F6C 0080
800ACC3A 8003

Player High Punch Modification:

800AE716 ????

800AE718 ????


DEFAULT VALUE:

0000

0000


EXAMPLE MODIFIED VALUE (Death):

3650

8007

Animation and Velocity Properties

Address Default Value State ID Type
800ACAAA 4800 6 (Velocity) 2-Byte Signed

PRIS GRUNT3 (Laser Bazooka)

Action Properties

Address Value (Array) State ID
800BC17C 84 FA 01 80 CPU Bazooka Projectile?
800BC368 84 FA 01 80 CPU Bazooka Projectile?

PRIS GRUNT5 (Ice Rifle)

VFX Modifier

Address Value (Array) Level
800E8278 BC 73 18 80 Test Characters Level
Test Characters Level: L1+X Injects VFX Modification for PRIS GRUNT5
D00D7F6C 0082
800E8258 0018
D00D7F6C 0082
800E8278 73BC
D00D7F6C 0082
800E827A 8018

QUANCHI

Action Properties

Address Value (Array) State ID
800BC380 34 FD 01 80 Forceball Special
800BC384 F0 02 02 80 Rod Plasma Special
800BC388 E8 00 02 80 Vacuum Special
800BC38C AC 01 02 80 Telekinetic Lift Special
800BC390 A0 02 02 80 Beam Special
800BC394 C8 02 02 80 Teleport Special

ASSASSIN2 (Sareena)

Combo 1 : HP-HP-HP-2HP

Combo 2 : HK-HP-HP

Action Properties

Address Value (Array) State ID
800BC3A4 18 03 02 80 Whirlwind Special
800BC3A8 68 03 02 80 Kama Projectile Special
800BCBB8 90 03 02 80 Backflip Attack
800BCBBC 68 AA 01 80 2?
800BCBC0 9C 8E 01 80 5HP
800BCBC4 F4 8F 01 80 Cl.5K
800BCBCC 50 98 01 80 4HK

SHINNOK (Normal Form)

VFX Modifier

Address Value (Array) Level
? 5C D0 17 80 Fortress Level

TEST CHARACTERS

Test Characters Level:

300D76A8 0007

Opponent Value:

300D7E48 00??

Value Test Characters ID
00 MONK1
00 MONK1
01 MONK2
02 MONK3
03 MONK4
04 MONK5
05 MONK6
06 HULK MONK
07 FAST MONK
08 WINDGOD
09 WATERGOD
0A FIREGOD
0B GRUNT1
0C GRUNT2
0D SCORPION
0E UNDEAD SCORPION
0F PRIS GRUNT1
10 PRIS GRUNT2
11 PRIS GRUNT3
12 PRIS GRUNT4
13 PRIS GRUNT5
14 ASSASSIN1
15 ASSASSIN2
16 ASSASSIN3
17 QUANCHI
18 SHINNOK

GFX Opponent Loader

TEST CHARACTERS Level - Opponent GFX Compile Region Constant Mod
800D7C24 8D74
800D7C26 8018
  • The two codes above are based on Quan Chi's compiled offset region.

Character GFX File Loader (Requires TEST CHARACTERS GFX COMPILE REGION CONSTANT MOD to be enabled):

800F9670 ????

Value Loaded File Directory (use 'CHARS' directory for character file)
0000 MOVIES\BIOS.STR
0004 MOVIES\BRDGFL1.STR
0008 MOVIES\CREDS01.STR
000C MOVIES\DROWN2.STR
0010 MOVIES\E2WTR.STR
0014 MOVIES\FIREFL1.STR
0018 MOVIES\FMV1.STR
001C MOVIES\FMV2.STR
0020 MOVIES\FMV3A.STR
0024 MOVIES\FMV3B.STR
0028 MOVIES\FMV4AB.STR
002C MOVIES\FMV5.STR
0030 MOVIES\FMV6.STR
0034 MOVIES\FMV7AB.STR
0038 MOVIES\LEGAL.STR
003C MOVIES\MIDWAY01.STR
0040 MOVIES\MK4A.STR
0044 MOVIES\NUFALL3.STR
0048 MOVIES\OPEN.STR
004C MOVIES\OUTTKES1.STR
0050 MOVIES\PRSNFAL2.STR
0054 MOVIES\QUANDETH.STR
0058 MOVIES\ROCKDETH.STR
005C MOVIES\SZINTRO1.STR
0060 MOVIES\SZLOGO15.STR
0064 MOVIES\WND2E.STR
0068 MOVIES\WTR2FR.STR
006C MOVIES\WTRDRN1.STR
0070 CHARS\ASASSIN2.BIN
0074 CHARS\ASASSIN3.BIN
0078 CHARS\ASS2.BIN
007C CHARS\ASSASSIN.BIN
0080 CHARS\FAST.BIN
0084 CHARS\FIREGOD.BIN
0088 CHARS\GRUNT.BIN
008C CHARS\GRUNT2.BIN
0090 CHARS\HANGLID.BIN
0094 CHARS\HEADLESS.BIN
0098 CHARS\HOUND.BIN
009C CHARS\HOVMONK.BIN
00A0 CHARS\HULK.BIN
00A4 LEVELS\BRIDGE\BRDGBG.BIN
00A8 LEVELS\BRIDGE\BRDGFLUF.BIN
00AC LEVELS\BRIDGE\BRIDGE.LVL
00B0 LEVELS\BRIDGE\BRIDGE.TSQ
00B4 LEVELS\BRIDGE\BRIDGE.TXD
00B8 LEVELS\BRIDGE\BRIDGE.WAL
00BC LEVELS\BRIDGE\DINO.BIN
00C0 LEVELS\BRIDGE\DINO.LVL
00C4 LEVELS\EARTH\DIRTFLUF.BIN
00C8 LEVELS\EARTH\DEARTH.LVL
00CC LEVELS\EARTH\DEARTH.TSQ
00D0 LEVELS\EARTH\DEARTH.TXD
00D4 LEVELS\EARTH\DEARTH.WAL
00D8 LEVELS\FIRE\FIRE.LVL
00DC LEVELS\FIRE\FIRE.TSQ
00E0 LEVELS\FIRE\FIRE.TXD
00E4 LEVELS\FIRE\FIRE.WAL
00E8 LEVELS\FIRE\FIREBG.BIN
00EC LEVELS\FIRE\FIREFLUF.BIN
00F0 LEVELS\FIRE2\FIRE2.LVL
00F4 LEVELS\FIRE2\FIRE2.TSQ
00F8 LEVELS\FIRE2\FIRE2.TXD
00FC LEVELS\FIRE2\FIRE2.WAL
0100 LEVELS\FORTRESS\FORTBG.BIN
0104 LEVELS\FORTRESS\FORTFLUF.BIN
0108 LEVELS\FORTRESS\FORTRESS.LVL
010C LEVELS\FORTRESS\FORTRESS.TSQ
0110 LEVELS\FORTRESS\FORTRESS.TXD
0114 LEVELS\FORTRESS\FORTRESS.WAL
0118 LEVELS\PRISON\PRISFLUF.BIN
011C LEVELS\PRISON\PRISON.LVL
0120 LEVELS\PRISON\PRISON.TSQ
0124 LEVELS\PRISON\PRISON.TXD
0128 LEVELS\PRISON\PRISON.WAL
012C LEVELS\PRISON\PRISONBG.BIN
0130 LEVELS\ROCKY\ROCKMAN.BIN
0134 LEVELS\ROCKY\ROCKY.LVL
0138 LEVELS\SKULLMAN\SKULLMAN.BIN
013C LEVELS\SKULLMAN\SKULLMAN.LVL
0140 LEVELS\SKULLMAN\SKULLMAN.TSQ
0144 LEVELS\SKULLMAN\SKULLMN2.LVL
0148 LEVELS\SKULLMAN\SKULLMN2.TSQ
014C LEVELS\SKULLMAN\SKULMAN2.BIN
0150 LEVELS\TEMPLE\FLUFF.TXD
0154 LEVELS\TEMPLE\LVLSEL.TXD
0158 LEVELS\TEMPLE\TEMPFLUF.BIN
015C LEVELS\TEMPLE\TEMPLE.LVL
0160 LEVELS\TEMPLE\TEMPLE.TSQ
0164 LEVELS\TEMPLE\TEMPLE.TXD
0168 LEVELS\TEMPLE\TEMPLE.WAL
016C LEVELS\TEMPLE\TEMPLEBG.BIN
0170 LEVELS\THRONERM\MONSTER.BIN
0174 LEVELS\THRONERM\MONSTER.LVL
0178 LEVELS\THRONERM\SHINFLUF.BIN
017C LEVELS\THRONERM\THRONERM.LVL
0180 LEVELS\THRONERM\THRONERM.TSQ
0184 LEVELS\THRONERM\THRONERM.TXD
0188 LEVELS\THRONERM\THRONERM.WAL
018C LEVELS\WATER\WATER.LVL
0190 LEVELS\WATER\WATER.TSQ
0194 LEVELS\WATER\WATER.TXD
0198 LEVELS\WATER\WATER.WAL
019C LEVELS\WATER\WATRFLUF.BIN
01A0 LEVELS\WATER\WTRGOD.LVL
01A4 LEVELS\WATER\WTRGOD.TSQ
01A8 LEVELS\WATER\WTRGOD.TXD
01AC LEVELS\WATER\WTRGOD.WAL
01B0 LEVELS\WIND\WIND.LVL
01B4 LEVELS\WIND\WIND.TSQ
01B8 LEVELS\WIND\WIND.TXD
01BC LEVELS\WIND\WIND.WAL
01C0 LEVELS\WIND\WINDBG.BIN
01C4 LEVELS\WIND\WINDFLUF.BIN
01C8 LEVELS\WIND\WINDGD.LVL
01CC LEVELS\WIND\WINDGD.TSQ
01D0 LEVELS\WIND\WINDGD.TXD
01D4 LEVELS\WIND\WINDGD.WAL
01D8 LSDS\FIGHTSFX.LSD
01DC LSDS\SUBZERO.WMD
01E0 LSDS\SUBZERO.WSD
01E4 LSDS\SZL1SFX.LSD
01E8 LSDS\SZL1TUNZ.LSD
01EC LSDS\SZL2SFX1.LSD
01F0 LSDS\SZL2SFX2.LSD
01F4 LSDS\SZL2SFX3.LSD
01F8 LSDS\SZL2TUNZ.LSD
01FC LSDS\SZL3SFX1.LSD
0200 LSDS\SZL3SFX2.LSD
0204 LSDS\SZL3SFX3.LSD
0208 LSDS\SZL3TUNZ.LSD
020C LSDS\SZL4BOSS.LSD
0210 LSDS\SZL4SFX.LSD
0214 LSDS\SZL4TUNZ.LSD
0218 OVERLAYS\BRDGDEMO.BIN
021C OVERLAYS\BRIDGE.OVR
0220 OVERLAYS\EARTH.OVR
0224 OVERLAYS\FIRE.OVR
0228 OVERLAYS\FORTRESS.OVR
022C OVERLAYS\PRISON.OVR
0230 OVERLAYS\TEMPLE.OVR
0234 OVERLAYS\WATER.OVR
0238 OVERLAYS\WIND.OVR
023C OVERLAYS\WINDDEMO.BIN
0240 CHARS2\MKSZ.BIN
0244 CHARS2\MONK.BIN
0248 CHARS2\MONK2.BIN
024C CHARS2\MONK3.BIN
0250 CHARS2\MONK4.BIN
0254 CHARS2\MONK5.BIN
0258 CHARS2\MONK6.BIN
025C CHARS2\PGRUNT1.BIN
0260 CHARS2\PGRUNT2.BIN
0264 CHARS2\PGRUNT3.BIN
0268 CHARS2\PGRUNT4.BIN
026C CHARS2\PGRUNT5.BIN
0270 CHARS2\QUANCHI.BIN
0274 CHARS2\QUANCHI2.BIN
0278 CHARS2\SCORPION.BIN
027C CHARS2\SHINNOK.BIN
0280 CHARS2\WATERFX.BIN
0284 CHARS2\WATERGOD.BIN
0288 CHARS2\WINDGOD.BIN
028C LCDS\FIGHTSFX.LCD
0290 LCDS\SZL1SFX.LCD
0294 LCDS\SZL1TUNZ.LCD
0298 LCDS\SZL2SFX1.LCD
029C LCDS\SZL2SFX2.LCD
02A0 LCDS\SZL2SFX3.LCD
02A4 LCDS\SZL2TUNZ.LCD
02A8 LCDS\SZL3SFX1.LCD
02AC LCDS\SZL3SFX2.LCD
02B0 LCDS\SZL3SFX3.LCD
02B4 LCDS\SZL3TUNZ.LCD
02B8 LCDS\SZL4BOSS.LCD
02BC LCDS\SZL4SFX.LCD
02C0 LCDS\SZL4TUNZ.LCD
02C4 LSDS2\SZL5BOSS.LSD
02C8 LSDS2\SZL5SFX.LSD
02CC LSDS2\SZL5TUNZ.LSD
02D0 LSDS2\SZL7SFX1.LSD
02D4 LSDS2\SZL7SFX2.LSD
02D8 LSDS2\SZL7TUNZ.LSD
02DC LSDS2\SZL8SFX.LSD
02E0 LSDS2\SZL8TUNZ.LSD
02E4 LSDS2\SZL9FXA1.LSD
02E8 LSDS2\SZL9FXA2.LSD
02EC LSDS2\SZL9FXA3.LSD
02F0 LSDS2\SZL9FXQC.LSD
02F4 LSDS2\SZL9FXSH.LSD
02F8 LSDS2\SZL9SFX.LSD
02FC LSDS2\SZL9TUNZ.LSD
0300 LCDS2\SZL5BOSS.LCD
0304 LCDS2\SZL5SFX.LCD
0308 LCDS2\SZL5TUNZ.LCD
030C LCDS2\SZL7SFX1.LCD
0310 LCDS2\SZL7SFX2.LCD
0314 LCDS2\SZL7TUNZ.LCD
0318 LCDS2\SZL8SFX.LCD
031C LCDS2\SZL8TUNZ.LCD
0320 LCDS2\SZL9FXA1.LCD
0324 LCDS2\SZL9FXA2.LCD
0328 LCDS2\SZL9FXA3.LCD
032C LCDS2\SZL9FXQC.LCD
0330 LCDS2\SZL9FXSH.LCD
0334 LCDS2\SZL9SFX.LCD
0338 LCDS2\SZL9TUNZ.LCD

Example Code:

HANGGLIDE GFX Loaded As Opponent Data
800D7C24 8D74
800D7C26 8018
800F9670 0090
800D76A8 0007
800E8258 0007

Notes

  • D0 77 01 80 & 1C 79 01 80 are CPU-based inputs that randomize normal attacks. These are generally "enders" of their respective special move tables.

Music

Jataaka & Kia BGM

Value (Array) Type
94 96 13 80 Loop Pointer

Sprite Ripping

Read-Me

  • Use EPSXE or other emulator with native 320x240 resolution WITHOUT dithering effects & scanlines. Do NOT ruin rips by adding unnecessary filters.
  • If using EPSXE, Peops Soft Driver (PeopsSoftGpu118 used for this method) is the video plugin of choice. AVOID using the OpenGL2 video plugin as some pixels tend to warp and background vram clogs with unnecessary graphics that disrupts the background removal procedure, resulting in bad sprite-ripping procedures.
  • The codes will freeze the game in the title FMV stream. Enable these once at the main menu.
  • The background removal procedure only works on the TEST CHARACTERS level.

Compiled Codes

All codes compiled for ease of use (requires bkg color codes below):

800D76A8 0007

800D8230 0000

300FB385 0047

800E812C 0002

800D7E70 0200

80033890 0101

800D7A9C 0000

800D7E10 0000

80129248 4100

8012924A 3E01

3017D630 002A

3017D64B 0042

3017D668 0000

3017D67B 0042


...and add either one of these codes below for a desired bkg color:

Background Color = Red

8017D634 80D0

8017D664 80D0


Background Color = Green

8017D634 D080

8017D664 D080


Background Color = Yellow

8017D634 D0D0

8017D664 D0D0

Separated Codes

Test Characters Level

800D76A8 0007


Remove Character Lighting FX

800D8230 0000


Remove Lifebars

300FB385 0047


Remove Main Character Shadows

800E812C 0002


Default Z-Axis Magnification Position

800D7E70 0200


Disable Z-Axis Magnification Boss Lock

80033890 0101


Enable Background

800D7A9C 0000


No Clipping

800D7E10 0000


Master Background Remove

80129248 4100

8012924A 3E01

3017D630 002A

3017D64B 0042

3017D668 0000

3017D67B 0042


Background Color = Red

8017D634 80D0

8017D664 80D0


Background Color = Green

8017D634 D080

8017D664 D080


Background Color = Yellow

8017D634 D0D0

8017D664 D0D0