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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
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
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

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