TerryMasters
Mortal
Along with the art elements: http://www.assemblergames.com/forums/showthread.php?t=30454
Tusk? ^^Konqrr said:They call Kabal "Tusk" haha
but it spins you!Konqrr said:Yeah. His "spin" is referenced as "blur" ... I kind of like that better as Kabal doesn't really spin, he dashes.
As you can see, this is the layout for the UMK3 select screenMUGS mug_shot_table[]=
{
{(OIMGTBL *)HDKITANA,MUG1_X+(X_SPACE*0),MUG1_Y+(Y_SPACE*0),FT_KITANA,0x2521},
{(OIMGTBL *)HDREPTILE,MUG1_X+(X_SPACE*1),MUG1_Y+(Y_SPACE*0),FT_REPTILE,0x2521},
{(OIMGTBL *)HDSONYA,MUG1_X+(X_SPACE*2),MUG1_Y+(Y_SPACE*0),FT_SONYA,0x2521},
{(OIMGTBL *)HDJAX,MUG1_X+(X_SPACE*3),MUG1_Y+(Y_SPACE*0),FT_JAX,0x2521},
{(OIMGTBL *)HDINDIAN,MUG1_X+(X_SPACE*4),MUG1_Y+(Y_SPACE*0),FT_INDIAN,0x2521},
{(OIMGTBL *)HDJADE,MUG1_X+(X_SPACE*5),MUG1_Y+(Y_SPACE*0),FT_JADE,0x2521},
{(OIMGTBL *)HDSCORPION,MUG1_X+(X_SPACE*6),MUG1_Y+(Y_SPACE*0),FT_SCORPION,0x2521},
{(OIMGTBL *)HDKANO,MUG1_X+(X_SPACE*1),MUG1_Y+(Y_SPACE*1),FT_KANO,0x2521},
{(OIMGTBL *)1,MUG1_X+(X_SPACE*2),MUG1_Y+(Y_SPACE*1),FT_MILEENA,0x2521},
{(OIMGTBL *)2,MUG1_X+(X_SPACE*3),MUG1_Y+(Y_SPACE*1),FT_ERMAC,0x2521},
{(OIMGTBL *)3,MUG1_X+(X_SPACE*4),MUG1_Y+(Y_SPACE*1),FT_OLDSZ,0x2521},
{(OIMGTBL *)HDSUBZERO,MUG1_X+(X_SPACE*5),MUG1_Y+(Y_SPACE*1),FT_SUBZERO,0x2521},
{(OIMGTBL *)HDKETCHUP,MUG1_X+(X_SPACE*1),MUG1_Y+(Y_SPACE*2),FT_ROBO1,0x2521},
{(OIMGTBL *)HDBRIDE,MUG1_X+(X_SPACE*2),MUG1_Y+(Y_SPACE*2),FT_LIA,0x2521},
{(OIMGTBL *)HDSWAT,MUG1_X+(X_SPACE*3),MUG1_Y+(Y_SPACE*2),FT_SWAT,0x2521},
{(OIMGTBL *)HDMUSTARD,MUG1_X+(X_SPACE*4),MUG1_Y+(Y_SPACE*2),FT_ROBO2,0x2521},
{(OIMGTBL *)HDLAO,MUG1_X+(X_SPACE*5),MUG1_Y+(Y_SPACE*2),FT_LAO,0x2521},
{(OIMGTBL *)HDTUSKAN,MUG1_X+(X_SPACE*1),MUG1_Y+(Y_SPACE*3),FT_TUSK,0x2521},
{(OIMGTBL *)HDSHEGORO,MUG1_X+(X_SPACE*2),MUG1_Y+(Y_SPACE*3),FT_SG,0x2521},
{(OIMGTBL *)HDSHANG,MUG1_X+(X_SPACE*3),MUG1_Y+(Y_SPACE*3),FT_ST,0x2521},
{(OIMGTBL *)HDLIUKANG,MUG1_X+(X_SPACE*4),MUG1_Y+(Y_SPACE*3),FT_LK,0x2521},
{(OIMGTBL *)BOX_09,MUG1_X+(X_SPACE*5),MUG1_Y+(Y_SPACE*3),FT_SMOKE,0x2521},
{NULL},
};
They've got Sindel referenced as Bride and Lia in places (I've seen a screenshot of a beta of the Genesis version with Sindel named "Lia") as well.TerryMasters said:Edit- I just realized that SheGoro, Mustard and Ketchup were all WIP names for Sheeva Sketor and Cyrax - and I didn't notice until now, but I find it funny how those indev names managed to make it into the console ports source code...
I translated that article and it was just someone talking about what was changed, but didn't say he did it. I'd love to find the person who did that as doing this project would be easier to get up off the ground with the ability to add/remove assets from those ROMs.TerryMasters said:Actually I'm glad we started talking about this again because there was something I discovered that I don't think many people realize about the Juggernaut hack, only I couldn't say anything about it at the time because I thought it might ruin the April Fools thing:
In the arcade version of UMK3, Human Smoke was playable, and Noob Saibot was not. In the Juggernaut hack both Saibot and Human Smoke are playable straight from the character selection screen. But in vanilla UMK3, after changing into Human Smoke during a single player fight ladder, his character portrait becomes a question mark - because they hadn't developed a portrait for either character yet. However, in the Juggernaut hack, both of them have their MKT portraits and it's necessary to swap out graphics roms in order to make them visible. I don't know how else to put it, but whoever's responsible for juggs managed to successfully import graphics data into Wolf Unit roms.
That, and he managed to add two additional characters to the selection screen while also giving them both ending stories. I remember finding the hack on a spanish forum with the original poster who created the thread detailing everything he did, but I believe the threads since been deleted.
Edit- Bingo, got it: http://www.chilecomparte.cl/index.php?showtopic=1131971&st=0
Is the ROM binary stored as assembler code or machine language? It's been a while since I did my machine language programming course for comp sci but from what I remember machine language is the actual op codes and memory addresses whereas assembler uses variables and routines and is slightly more readable.McCarron said:As far as the game code, the games are stored as ASSEMBLER code already so MAME itself shows the game instructions clear as day in their debug tools. So you'd just have to write a way to patch code in the ROM or build all new ROMs from new source files or find another way to disassemble the binary code back to assembler. It's hard but if you know what tools you need (I sadly don't) it becomes a bit easier.
A few years ago I messed with the MAME MK1 code via the MAME debugger and Ed's provided Assembler code snip of Sonya's Square Wave Punch and got this by changing the memory address values on the animation.
Hacking Mortal Kombat 1 on The Fly