Congrats, It's OUTSTANDING!
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So it is done, and now we can all play it!
Now, that was a very nice xmas gift! :D
Thank you to everybody that made it possible. :p
Just tried it on my CRT with real hardware and it looks fucking beautiful! if Probe had delivered something more like this the Genesis might have never lost momentum and won the war properly.
Just absolute praise, you've shown everybody what can be really accomplished with rom hacking!
Amazing work. I need to get a flash cart.
I know, but I'm mostly talking palette use here. Probe had a very strange idea about what kinda colors would look good.
https://i.imgur.com/XYIyCNU.jpg
I mean.. who thought that this color sky would look good? and they did the same with other stages. (and lets not forget MKII which also had overly dark backgrounds)
Or.. remember how the Snes version of MK1 showed biographies? instead of an image they used the fighter's sprite with some text. they saved on rom space this way.
I would have preferred the Genesis like that with some extra sound samples. (and with MKII on the Genesis they didn't even bother to add a simple intro like the snes had)
and lets not forget how the Genesis sprites were not even properly cleaned up, Kano for example had red pixels all around him.
The Genesis version of MK1 and MK2 suffered for 3 reasons.
1. Tight as fuck deadline.
2. Probe was not a very good choice, they made strange decisions regarding palette and they gave their music guy too much freedom to do his own thing.
3. The Amiga port looks very much the same aside from less colors, meaning that the Genesis port might have just been gimped from the start to make it easier to port to the Amiga later on.
If the Genesis version would not have had the gore (or if the Snes version had been uncensored) gamers would have absolutely laughed the Sega port out of the park for being so goddamn ugly.
But they learned, MKII looked much nicer. (though again, missing important features like a simple text intro/floating monk/cage&baraka win sprite/goros lair. but still having a gigantic MK Dragon logo in the options screen!)
ugh.
An absolutely stellar work on the part of everyone involved. It's like getting a whole new version of MK all over again, an absolute blast.
There's only one small issue I've noticed: one of Sub-Zero's arms is kind of messed up during the walk cycle (the one that he extends towards the opponent), like it flickers back and forth weirdly.
And God bless them for it. He took a pretty unremarkable score and remade it into an absolute smash - I don't think the results would be nearly as good if he attempted straight conversions of the arcade score. Probe's MK1 and 2 ports may have more issues than the newsstand, but music definitely isn't one of them.Quote:
and they gave their music guy too much freedom to do his own thing.
Don't care, I paid for Mortal Kombat. not whatshisface's mixtape.
Imagine working hard to afford Street Fighter II on Snes, you've played it in the arcade so many times and now you will finally be able to play it at home.
you work hard, mow so many lawns. and finally the day has come.. you ride your bicycle over to the local toystore. you grab the last SF2 off the shelf and pay for it.
you drive home, eager to throw some fireballs and kick ass. you come home and take it out of the box, the excitement is too much to bear. soon you'll hear Ken's amazing theme from the comfort of your own home.
but wait.. someone disagreed with how it sounded so he did his own thing. yeah its a good thing but its. not. ken's. theme.
Also then it turned out they felt like a giant SF2 logo was better to have in the menu so Guile's stage was scrapped lol.
PROBE.
Considering the stuff Furniss did in other games, Forden's the whathisname here.Quote:
Don't care, I paid for Mortal Kombat. not whatshisface's mixtape.
I don't think I'd care all that much at all as long as the core game was there. It's like getting a bicycle for Christmas, only it's green and not red like I wanted and it doesn't have the light reflectors, but hey, it's still a bicycle.Quote:
Imagine working hard to afford Street Fighter II on Snes, you've played it in the arcade so many times and now you will finally be able to play it at home.
you work hard, mow so many lawns. and finally the day has come.. you ride your bicycle over to the local toystore. you grab the last SF2 off the shelf and pay for it.
you drive home, eager to throw some fireballs and kick ass. you come home and take it out of the box, the excitement is too much to bear. soon you'll hear Ken's amazing theme from the comfort of your own home.
but wait.. someone disagreed with how it sounded so he did his own thing. yeah its a good thing but its. not. ken's. theme.
And let's not ignore the fact that the fighters in the Genesis version of MK2 are both of higher resolution than on the SNES and have more animation frames. Yeah, those bios and endings are really nice to have, and a certain someone did an outstanding job of adapting them for Smoke's hack, but if you can only have one, which one do you prefer?
Honestly? ignoring romhacks I'd say I prefer the Snes version of MKII. it has 95% of what made MKII special for me. (bio/ending/goros lair/voices/original music)
Yeah the Genesis version plays tighter, but MK was never Street Fighter and the eyecandy was about 75% of the game to me.
I still don't understand how they both used the same rom size but Snes managed to squeeze in so. much. more.
What an amazing christmas gift, indeed. This is absolutely stunning!!!
Great job!! I plan on getting this loaded up on my cart so I can test drive it this weekend.
Some bugs I've found while playing the game on real hardware with a Mega Everdrive.
1. The Pit stage seems to make the game a bit laggy, with occasional white artifacts appearing briefly onscreen.
2. Sometimes the controls switch back to the 3 button one, only to go back to 6 buttons the next round. (random, doesn't seem linked to a certain stage) (could be related to my wireless gamepad, need to hear from others on real hardware)
3. How do you do Johnny Cage's crotch punch? block+lp does not work.
4. During the fight with Shang Tsung he morphed into Goro, but I kicked him during morph and Goro ended up lower on the screen.
Sub-Zero seems fine on my machine. what am I looking for?
Did manage to trigger another bug, while testing Sub-Zero for you I was getting pummeled by Sonya on the right side of the screen in the Palace Gates stage when suddenly I heard "LIUKANG!"
it must have tried to play too many samples or something.
Happens the same here, also the performance is not constant during all the game, the pit stage is the worst one, also has a problem with the cloud scrolling effect show artifacts on the screen updates
seems that's the latency has some variation depending on what happens on the screen, the controls become laggy and sometimes is difficult to perform some moves.
I think that's just a impression but after play MD and SCD version is very noticeable
This is some incredible work. A video popped up on my youtube and I was like with a little bit of work and 8 extra megs you can have a remarkable port. I need to fire the ole ED up.
Mine is a Euro/PAL Mega Drive 1 with TMSS with a language/hz switch, and when running the game at 60hz the problems arise.
I just played a bit with the switch set to 50hz and the backgrounds (especially the Pit) seemed to behave much less problematic.
Didn't play long enough to know if the controls messing up happened there, will try to play through it on 50hz to the end in a bit.
Also, I think I know what you mean about Sub-Zero's hand, its hard to tell on crt but the hand that's pointed forward does seem to be glitching between 2 tiles. (or is it supposed to be moving?)
but yeah, definitely a 50/60hz issue for the other problems.
Edit, played some more and here's what I found out.
1. Sub-Zero's fist is indeed flickering between 2 tiles.
2. When you lose a fight and you get the zooming in continue screen there's a glitch going on at the left of the blue continue box. (happens only in 60hz)
3. The Pit behaves muuuuch better under 50hz, I only spotted one temporary little white spot at the start of each match. (on the right above the 2nd fighter)
4. Controls reverting back to the 3 button layout happens under both 50hz and 60hz.
5. Johnny Cage can not do his nut punch anymore, doesn't matter if you're playing at 50 or 60hz.
I'm glad that you guys liked my Mortal Kombat project!!!
Let's anwer some feedbacks:
1. The Pit is laggy and even these artifacts existed on the original version. It occurs during vertical scroll/camera shake.
In my hack is a bit more laggy since i reduced a bit the sprite buffer size to free some tiles in VRAM to add more details to the bkg (bodies in the spikes). Those artifacts visible in the original game:
https://i.imgur.com/c43XtDX.pnghttps://i.imgur.com/PwhUscB.png
2. We (MKAE TEAM) never got this bug with the official 6B or the official retro-bit controllers.
Just avoid 3rd party 6B controllers (Ascii and 8bitdo that i know) since they are a problem for MK1. My ASCII Fighter Stick, for example, only detects as a 3B.
Try to use official 6B SEGA controllers or at least clones like the Hyperkin 6B or Retro-Bit Classic 6B that works perfectly.
3. Just like in the original Mega Drive version: DOWN+HK:
https://i.imgur.com/pIpMEkQ.png
*(ouch)*
4. This is a bug present in the original Mega Drive version. Goro and Shang Tsung are a real problem for this engine. lol
5. Yeah, Sub-Zero has a weird hand problem. This occurs cause the spritemap use a tile from a frame from the stance... Need to fix that.
Thanks all of you for the feedback and keep playing MK AE!!!
I hate it when that happens.Quote:
You must spread some Reputation around before giving it to NeoVamp again.
Oh, come on!Quote:
You must spread some Reputation around before giving it to LinkueiBR again.
This suffers from constant crashes when playing from a Mega everdrive Pro, tested it on various sega Genesis models and JP model 1 Megadrives.
1.0, didn't knew a 1,0a existed already, played it to the end, 1cc'd it with Scorpion without any issues, Megdrive JP model 1 va1, original Kirkzz Mega Everdrive PRO fw ver. 4.13
Arcade ost when
Mega SG/Mega Everdrive Pro/CRT TV
Runs great! Felt a little slow during Goro fight and in the PIT, but the trade-off is worth it. Truly outstanding! Looking forward to your future works!
What an effort! Amazing Hack!
Is this hack going to get updates??
If affirmative here go some suggestions/bugs I have found.
You can't do a sweep kick then grab like in the arcade, it seems that the fighters get up too quickly, although I don't know how to perform a grab in the MD, in the arcade you had to input forward-low punch but this doesn't seem to work here
On the bonus stage, shouldn't be possible to replace the "tada-daaa!" sound with the clapping/cheereing from the arcade? also in the arcade the fighters keep their hand raised for a second before smashing the brick, that adds to the momentum IMO.
The following may require heavy modification to the original code so it may be too much to ask, but shouldn't be possble to port the SEGACD sprites and extra frames of animation to the MD game?? Sub-zero standing animation look a bit choppy?
Also how feassible would be to add extra planes of parallax scroll to the clouds on the palace gates stage? "round 1 FIGHT!" zooming in and out from the beta version of MK MD??
Not what you asked for, but you may be interested in this: https://youtu.be/yALzSPWyXD4
No idea if this will result in a real project or not.
Those are the arcade? sprites, those are made to fit a 412x256 screen resolution, they have to be resized to fit into the MD port, shouldn't be easier to port over from the SCD which runs at the same res of 320x224??
Since it's called "Arcade Edition" it might be interesting to also hack the moves to be like the Arcade version.
for example, that Johnny Cage nut punch in the arcade is Block+LP while they changed it for the 3 button Sega pad to be Down+HK
or how you can throw fireballs with both punch buttons, while in the arcade only the high punch triggers it.
Still need to look into that thing where the controls keep swapping between 3 and 6 buttons, I have an official Retro-Bit pad which is apparently updated fully. but I'd need to recheck if the Sega dongle is updated too.
getting a 2nd one in the mail soon so will update both and test again.
Edit: received the 2nd joypad and the problem with the 3buttons/6buttons wasn't there, So I reflashed the firmware on the first joypad and relinked the dongle to the pad. no more problems!