Notes:Mortal Kombat Mythologies: Sub-Zero (PlayStation)
This page contains notes for the game Mortal Kombat Mythologies: Sub-Zero (PlayStation).
Region:
NTSC-U
Console:
PlayStation
Contents
- 1 Viewer Discrepancy
- 2 Generic Codes
- 3 Character Information
- 4 Music
- 5 Sprite Ripping
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.
- 40 = Active Hitbox
- 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