Page 3 of 7

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Wed Apr 30, 2014 11:59 pm
by NotAGoodName
It may be possible to use conditions to prevent the game from crashing instead of using F6. I had to do this with UMK3.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Thu May 01, 2014 12:07 am
by Abystus
NotAGoodName wrote:It may be possible to use conditions to prevent the game from crashing instead of using F6. I had to do this with UMK3.
Yep, I plan to get around to doing that when I have more available time to work on it (family life eats all my free time up atm). As for now, F6 is the best available option until I do get these fixes in place. If you (or Pugsy) wish to help with this aspect of the cheat then feel free to do so.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Thu May 01, 2014 3:02 am
by NotAGoodName
Abystus wrote:
NotAGoodName wrote:It may be possible to use conditions to prevent the game from crashing instead of using F6. I had to do this with UMK3.
Yep, I plan to get around to doing that when I have more available time to work on it (family life eats all my free time up atm). As for now, F6 is the best available option until I do get these fixes in place. If you (or Pugsy) wish to help with this aspect of the cheat then feel free to do so.
I might look at it tomorrow. I don't have a lot of free time, either. :(

Thanks for your massive progress so far, btw.

*edit*
Welp, that was easy. Exact same idea as UMK3. Prevent the game from knowing you're a normally unselected character prior to actual gameplay and you're good to go.

Code: Select all

  <cheat desc="Select Character PL1">
    <parameter>
      <item value="0x00">Kung Lao</item>
      <item value="0x01">Liu Kang</item>
      <item value="0x02">Cage</item>
      <item value="0x03">Baraka</item>
      <item value="0x04">Kitana</item>
      <item value="0x05">Mileena</item>
      <item value="0x06">Shang Tsung</item>
      <item value="0x07">Raiden</item>
      <item value="0x08">Sub-Zero</item>
      <item value="0x09">Reptile</item>
      <item value="0x0A">Scorpion</item>
      <item value="0x0B">Jax</item>
      <item value="0x0C">##Kintaro (CPU Only - Human Control will crash game)</item>
      <item value="0x0D">##Shao Kahn (CPU Only - Human Control will crash game)</item>
      <item value="0x0E">#Smoke</item>
      <item value="0x0F">#Noob Saibot</item>
      <item value="0x10">#Jade</item>
    </parameter>
    <script state="run">
      <action condition="maincpu.pb@01030FC0 GT 0B">maincpu.pb@1060280=param</action>
    </script>
  </cheat>
Use the same condition for player 2. Technically, you could integrate the secret character hack into this cheat.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Thu May 01, 2014 7:38 pm
by Parallax MKChile
This video is showing errors when asked to hidden characters fatality, this video is long before the amendment made ​​abystus their characters, not if my videos have helped but it's my contribution to these people who do the hack.

http://www.youtube.com/watch?v=KlPZSnUuNz4

I hope you solve abystus XD

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Thu May 01, 2014 7:48 pm
by Abystus
NotAGoodName wrote: Welp, that was easy. Exact same idea as UMK3. Prevent the game from knowing you're a normally unselected character prior to actual gameplay and you're good to go.

Use the same condition for player 2. Technically, you could integrate the secret character hack into this cheat.
Well currently the character select is a different cheat entirely (as you know), and I think that check should just be added to the current cheat that is present in the collection already (uses the exact same address and cheat structure). Does this resolve the character select, versus screen, and ending issues (sorry I'm at work or I would test)? My cheat is just designed to flesh out the hidden characters with player controllable moves, fatalities, etc... and I do believe the option for changing characters should remain separate (as you have it there at least until I can get everything working smoothly), but I do see how they would fit together nicely. Thanks for taking a look into it.

Edit:

Seems to work correctly for the character select screen, though it doesn't handle versus screens or the endings (needs more conditionals). I think I will end up making work around scripts for most of this though eventually in the rom (most likely the next thing I correct). Again, thanks for having a look into it.
Parallax MKChile wrote:This video is showing errors when asked to hidden characters fatality, this video is long before the amendment made ​​abystus their characters, not if my videos have helped but it's my contribution to these people who do the hack.

http://www.youtube.com/watch?v=KlPZSnUuNz4

I hope you solve abystus XD
Thanks for the video (I also got this video from CLE via email a few days ago). I will be looking into resolving these when I get a bit of time to sit down with the code. Overall, I've already accomplished what I set out to do with this hack, though making all of that working as well would be the icing on the cake (along with Smoke's smoke).

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 2:28 am
by NotAGoodName
I didn't think the VS screen would be a problem. I should have tested that. :(

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 6:00 am
by Abystus
For anyone interested, I've made some progress with Smoke's "smoke". It is very far from completion, but this just may be doable... A short video of the progress can be found here.
NotAGoodName wrote:I didn't think the VS screen would be a problem. I should have tested that. :(
No problem man, I've been there. If it comes down to it not working in certain places I'll just modify the rom to do what I want. Thanks again.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 3:16 pm
by Parallax MKChile
Excellent progress not tell where you got that smoke, but that's what I thought. Can you make "smoke" has more smoke?

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 3:31 pm
by Abystus
Parallax MKChile wrote:Excellent progress not tell where you got that smoke, but that's what I thought. Can you make "smoke" has more smoke?
This is based on a video I saw of yours yesterday (believe you uploaded it then as well) of Shao Kahn being defeated. As you know, you can spawn more smoke if needed by calling this routine again (creates a separate thread), though the routine does have some issues I'm trying to correct now (the shaking, locked controls, end of round despawn, etc...). I've had the idea to take the "smoke" this way before (also Raiden's fatality which CLE mentioned), but wanted to attempt doing it the real way first (this proved very difficult). More "smoke" is possible to produce, though isn't this the amount he has normally? I should have something working soon that can be included in the original cheat, but I need time to iron the bugs out. Thanks for making me look at using this method again :).

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 3:46 pm
by Parallax MKChile
no problem, besides the video you made of that smoke was the "smoke" that was when I knew there was won by shao kahn.

And the smoke is more of a joke, because it wanted to go with more smoke and were more real, this smoke is also more similar to UMK3 Smoke item if you do not worry ajajajajaja :)

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 4:32 pm
by omegared37
Just a thought Abystus. Using these same principals do you have any interest in making Vanilla MK3 Kano Noob Saibot playable?

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Fri May 02, 2014 7:09 pm
by Abystus
omegared37 wrote:Just a thought Abystus. Using these same principals do you have any interest in making Vanilla MK3 Kano Noob Saibot playable?
Since he uses Kano's sprite recolored black, then it may be possible to extract the controls from Kano for use with Noob Saibot (while retaining his special attributes). This may also in turn give Noob Saibot the ability to use some of Kano's moves. I may give it a try when I finally get this current cheat under control.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Sun Jun 22, 2014 1:18 pm
by k00l_3
@ Abystus It's amazing what you have done with these cheats! Mad respect !

I wanted to know if it was possible if you could create a cheat that would give a male ninja character all the male ninja special moves (sub-zero,scorpion,reptile) that would be insane!

Is it also possible to allow characters to have "shadows" ala Johnny Cage's Shadow kick like the agressor mode from MK Trilogy as seen in this video https://www.youtube.com/watch?v=r7pMfS5 ... lpage#t=51


Thanks again for your hard work.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Wed Jun 25, 2014 7:00 am
by Abystus
k00l_3 wrote:@ Abystus It's amazing what you have done with these cheats! Mad respect !

I wanted to know if it was possible if you could create a cheat that would give a male ninja character all the male ninja special moves (sub-zero,scorpion,reptile) that would be insane!

Is it also possible to allow characters to have "shadows" ala Johnny Cage's Shadow kick like the agressor mode from MK Trilogy as seen in this video https://www.youtube.com/watch?v=r7pMfS5 ... lpage#t=51


Thanks again for your hard work.
Thanks. Swappable movesets could be done, but it would take a good bit of work hooking inputs (figure it would be a particular button combination to change to a new ninja moveset similar to Shang Tsung morphs), along with making sure that is only applied to the ninjas (this is relatively easy as it is just checking the character your playing as). As for the Johnny Cage shadowing, I'm sure if I was able to find the routine that turns on the shadowing, it could most likely be applied to any character for the entire round. I will see what I can find with the second request when I get back to hacking this game (taking a break atm for family life heh).

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Sun Jul 27, 2014 9:45 am
by nobunaga
Hi,
I wanted to share some info about the cheat - "remove stage restriction for bosses and hidden characters" - it works well, until you reach kintaro and shao kahn, their stages are not "kahn's arena", but are the next stage after "kombat tomb" which is "the wasteland" for kintaro and "the tower" for shao kahn.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Tue Jul 29, 2014 8:43 pm
by Abystus
nobunaga wrote:Hi,
I wanted to share some info about the cheat - "remove stage restriction for bosses and hidden characters" - it works well, until you reach kintaro and shao kahn, their stages are not "kahn's arena", but are the next stage after "kombat tomb" which is "the wasteland" for kintaro and "the tower" for shao kahn.
I see nothing wrong with the code. You do battle with these characters on whatever the stages are following the previously played on stage, which is working as I intended. Check this video out as it goes to Kahn's Arena during normal play because it is next in line after the portal. Check this video out as it moves to the Tower for Kintaro and the Living Forest for Shao Kahn. If the last stage before Kintaro were the Portal stage, then you would fight Kintaro on Kahn's Arena. It all depends on what stage is before the fight as the code allows them to progress through stages like normal characters, and not remain fixed to "their" stage. As the cheat name says, it applies to both secret characters and bosses.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Tue Jul 29, 2014 8:54 pm
by nobunaga
Abystus wrote:
nobunaga wrote:Hi,
I wanted to share some info about the cheat - "remove stage restriction for bosses and hidden characters" - it works well, until you reach kintaro and shao kahn, their stages are not "kahn's arena", but are the next stage after "kombat tomb" which is "the wasteland" for kintaro and "the tower" for shao kahn.
I see nothing wrong with the code. You do battle with these characters on whatever the stages are following the previously played on stage, which is working as I intended. Check this video out as it goes to Kahn's Arena during normal play because it is next in line after the portal. Check this video out as it moves to the Tower for Kintaro and the Living Forest for Shao Kahn. If the last stage before Kintaro were the Portal stage, then you would fight Kintaro on Kahn's Arena. It all depends on what stage is before the fight as the code allows them to progress through stages like normal characters, and not remain fixed to "their" stage. As the cheat name says, it is applies to both secret characters and bosses.

Oh ok then :)

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Sun Sep 21, 2014 8:39 am
by Abystus
Updated cheat to version 1.2 (Beta). This update should now start Smoke's smoke properly at the beginning of the round when under player control for either player. It will vanish at the end of the round, or during fatality time until I can get a fix in place (gotta find what is turning it off). This currently works only while fighting on the Goro's Lair stage due to the player object structure address being changed per stage (pointer) they play on, but I'll iron that out later. Test it out, let me know if there are any problems.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Sun Sep 21, 2014 11:49 am
by nobunaga
Abystus wrote:Updated cheat to version 1.2 (Beta). This update should now start Smoke's smoke properly at the beginning of the round when under player control for either player. It will vanish at the end of the round, or during fatality time until I can get a fix in place (gotta find what is turning it off). This currently works only while fighting on the Goro's Lair stage due to the player object structure address being changed per stage (pointer) they play on, but I'll iron that out later. Test it out, let me know if there are any problems.

Excellent work !! I tested it out works fine on Goro's lair, will test more backgrounds.

Re: [mk2] Mortal Kombat II (rev L3.1) WIP

Posted: Mon Sep 22, 2014 2:08 am
by Abystus
Version 1.2 is now out of the beta stage as Smoke's smoke is now working correctly at the start of every match on any stage, and will also persist through fatality time and end of round. This was accomplished by finally being able to hook the CPU routine once I learned the exact parameters it was looking for. Let me know if there are any issues (I've tested quite a bit, but then again I'm only one person).
nobunaga wrote: Excellent work !! I tested it out works fine on Goro's lair, will test more backgrounds.
Thanks for testing it. Give the final revision of 1.2 a shot and let me know what you think.