Quantcast

Page 5 of 6 FirstFirst 123456 LastLast
Results 61 to 75 of 76

Thread: Appreciation for Lin Kuei's mortal Kombat improvements

  1. #61
    The Cat in the Hat Shining Hero NeoVamp's Avatar
    Join Date
    Nov 2008
    Posts
    10,706
    Rep Power
    208

    Default

    Quote Originally Posted by Allard View Post
    (mine is Asia/PAL Mega Drive II VA 1.0)
    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.
    Last edited by NeoVamp; 12-29-2021 at 06:18 PM.

  2. #62
    Master of Shinobi LinkueiBR's Avatar
    Join Date
    Oct 2013
    Posts
    1,070
    Rep Power
    53

    Default

    I'm glad that you guys liked my Mortal Kombat project!!!

    Let's anwer some feedbacks:
    Quote Originally Posted by NeoVamp View Post
    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.
    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:


    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:

    *(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!!!
    Last edited by LinkueiBR; 12-30-2021 at 12:34 AM.
    VISUAL SHOCK!
    SPEED SHOCK!
    SOUND SHOCK!
    NOW IS TIME TO THE 68000 HEART ON FIRE!


    SEGA Mega Drive - Mortal Kombat Arcade Edition

  3. #63
    The Shadow knows Road Rasher Allard's Avatar
    Join Date
    Sep 2010
    Location
    Samara, Russia
    Posts
    445
    Rep Power
    24

    Default

    You must spread some Reputation around before giving it to NeoVamp again.
    I hate it when that happens.
    You must spread some Reputation around before giving it to LinkueiBR again.
    Oh, come on!
    Formerly known as -RT

  4. #64
    Master of Shinobi Pyron's Avatar
    Join Date
    Jan 2013
    Posts
    2,020
    Rep Power
    73

    Default

    Quote Originally Posted by NeoVamp View Post
    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.
    MD JP model 1 with TMSS VA5
    The 60hz could really be a problem since in 50hz you have an extra band switch.

    all stages the performance floats but on the pit is the worst one

    Visit my youtube channel Pyron's Lair
    Take here all my hacks made with love for all of us here
    Want to help me? Here is my Patreon!

  5. #65
    Banned by Administrators
    Join Date
    Dec 2008
    Location
    https://t.me/pump_upp
    Posts
    938
    Rep Power
    0

    Default

    This suffers from constant crashes when playing from a Mega everdrive Pro, tested it on various sega Genesis models and JP model 1 Megadrives.

  6. #66
    The Shadow knows Road Rasher Allard's Avatar
    Join Date
    Sep 2010
    Location
    Samara, Russia
    Posts
    445
    Rep Power
    24

    Default

    @LinkueiBR:
    Maybe the Sega CD Sub-Zero sprites could be used as a jumping off point?
    Quote Originally Posted by chinitosoccer View Post
    This suffers from constant crashes when playing from a Mega everdrive Pro, tested it on various sega Genesis models and JP model 1 Megadrives.
    Did you play version 1.0 or 1.0a? 1.0a fixed a lot of crashes.
    Formerly known as -RT

  7. #67
    Banned by Administrators
    Join Date
    Dec 2008
    Location
    https://t.me/pump_upp
    Posts
    938
    Rep Power
    0

    Default

    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

  8. #68
    Outrunner Vludi's Avatar
    Join Date
    Apr 2014
    Posts
    719
    Rep Power
    36

    Default

    Arcade ost when

  9. #69
    Road Rasher Beastech's Avatar
    Join Date
    Jun 2009
    Location
    Palm Bay, FL
    Posts
    302
    Rep Power
    17

    Default

    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!

  10. #70
    Wildside Expert sjorspion's Avatar
    Join Date
    Feb 2013
    Location
    Netherlands
    Posts
    104
    Rep Power
    11

    Default

    What an effort! Amazing Hack!
    SEEEEEGGGGAAAA!!!

  11. #71
    Banned by Administrators
    Join Date
    Dec 2008
    Location
    https://t.me/pump_upp
    Posts
    938
    Rep Power
    0

    Default

    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??

  12. #72
    Hedgehog-in-Training Hedgehog-in-TrainingWCPO Agent Stifu's Avatar
    Join Date
    Jun 2018
    Location
    https://zabu.team
    Posts
    758
    Rep Power
    25

    Default

    Quote Originally Posted by chinitosoccer View Post
    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??
    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.

  13. #73
    Banned by Administrators
    Join Date
    Dec 2008
    Location
    https://t.me/pump_upp
    Posts
    938
    Rep Power
    0

    Default

    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??

  14. #74
    Hedgehog-in-Training Hedgehog-in-TrainingWCPO Agent Stifu's Avatar
    Join Date
    Jun 2018
    Location
    https://zabu.team
    Posts
    758
    Rep Power
    25

    Default

    Quote Originally Posted by chinitosoccer View Post
    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??
    Not if you simply want a game with huge characters, à la Art of Fighting. They don't have to mimic the arcade, they can do their own thing. I think that's the point of this test.

  15. #75
    The Shadow knows Road Rasher Allard's Avatar
    Join Date
    Sep 2010
    Location
    Samara, Russia
    Posts
    445
    Rep Power
    24

    Default

    Quote Originally Posted by chinitosoccer View Post
    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
    Forward + High Kick to do a grab in the MD version.
    Formerly known as -RT

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •