View Full Version : Mortal Kombat Trilogy
KnightWarrior
10-16-2009, 09:13 PM
Can this game work on the 32X or even the 32XCD??
NeoVamp
10-16-2009, 11:14 PM
Possible : Yes, I don't see why it wouldn't be possible.. its just a 1 on 1 game and the 32x supports 256 colors.
and thats pretty much all you need for a 2D mk game.
Wouldn't need CD music either, MK1/2/3/umk3 showed us that the Genesis is perfectly capable of doing the music itself.
Gonna Happen? : very very doubtful, maaaaaaybe if one of those russian hackers managed to hack 32x support
into their umk3trilogy hacks, then maybe. but i don't see them going there.
Da_Shocker
10-17-2009, 12:50 AM
Possible : Yes, I don't see why it wouldn't be possible.. its just a 1 on 1 game and the 32x supports 256 colors.
and thats pretty much all you need for a 2D mk game.
Wouldn't need CD music either, MK1/2/3/umk3 showed us that the Genesis is perfectly capable of doing the music itself.
Gonna Happen? : very very doubtful, maaaaaaybe if one of those russian hackers managed to hack 32x support
into their umk3trilogy hacks, then maybe. but i don't see them going there.
The sound for 1 and 2 were terrible. Probe was awful with those ports.
NeoVamp
10-17-2009, 10:41 AM
The sound for 1 and 2 were terrible. Probe was awful with those ports.
But MK3 on the other hand was pretty good (well sound wise anyway)
which proves my point that good renditions of the MK music can be done with the Genesis hardware.
However to get good sounding music it would have to be re-ported,
something those Russian guys probably can't (or won't) do.
I think at this point the best thing to do would be to start a reverse engineer project,
where good skilled coders would reverse engineer MK2 and UMK3.
Then a 32x version could be created and all the old characters could be added to the UMK3 version,
but without downgrading them to 16 colors.
however i'm no coder and i doubt the MK scene is big enough for people to care
about a port to a system that hardly anybody has (32x)
Da_Shocker
10-17-2009, 11:56 AM
UMK3 on the Genesis uses a 32mb cart. I think they used either a 64mb or 96mb cart on the N64 version. Chilly would probably know what you could get out of it.
Chilly Willy
10-17-2009, 01:08 PM
Think by now everyone knows what the 32X is capable of. :)
Baloo
10-17-2009, 01:19 PM
But MK3 on the other hand was pretty good (well sound wise anyway)
which proves my point that good renditions of the MK music can be done with the Genesis hardware.
However to get good sounding music it would have to be re-ported,
something those Russian guys probably can't (or won't) do.
I think at this point the best thing to do would be to start a reverse engineer project,
where good skilled coders would reverse engineer MK2 and UMK3.
Then a 32x version could be created and all the old characters could be added to the UMK3 version,
but without downgrading them to 16 colors.
however i'm no coder and i doubt the MK scene is big enough for people to care
about a port to a system that hardly anybody has (32x)
Remember though that 3 and UMK3 were done by Williams (a subsidary of Midway) rather than Probe.
Aarzak
10-17-2009, 04:02 PM
3 and UMK3 were developed by Sculptured Software and Avalanche Software (a spin-off company of Sculptured) respectably, and published by Williams.
UMK3 pushed the SNES and Genesis' max cart size past its limit (vanilla MK3 had already nearly maxed out the 32 Meg carts), and as a result many backgrounds, sounds, finishing moves and even a fighter (Sheeva) were dropped from 16-Bit UMK3.
Sculptured Software did a great job with the 32X port of Wrestlemania Arcade (best cart port of the game despite the reduced 30 FPS frame rate), so I imagine they could've worked wonders with a 32X port of MK3. But MKT, and to a lesser extent UMK3.........those games are just too big for a 32 Meg cart.
NeoVamp
10-18-2009, 12:45 AM
Remember though that 3 and UMK3 were done by Williams (a subsidary of Midway) rather than Probe.
Well that was my point, that MK3 showed that good music is possible,
and the only reason why 1 and 2 had crappy music was because Probe did a lousy job.
also a certain person showed that the UMK3Trilogy hack can run on actual Genesis hardware. (http://www.youtube.com/watch?v=2bt5HiaE7-0)
Don't know what the 32X limits are though, maybe the 32X manages memory differently?
can anyone shed some light on this?
oh and UMK3 did not push the Snes to its limits with 32M, Tales of Phantasia is like.. what? 48mbit?
And Star Ocean is 96mbit i think. (with compression no less, and of course that decompression chip thingy)
I really wonder how Tomy created that cart, I always assumed that the Genesis was the bottleneck when it came to not allowing bigger carts,
But that cart of his seems to imply that the Genesis like the Snes just needs a memory mapper on the cart.
Aarzak
10-18-2009, 01:27 AM
Yes, it is possible to exceed the SNES and Genesis' internal cart limits with bank switching, compression chips (in the case of SNES, the S-DD1) and whatnot, but no way were Midway going to invest in that for the 16-Bit ports of UMK3, which were pretty much a last bone that they threw at 16-Bit gamers, as MKT was their focus that Fall (of 1996). It would've made the carts even more expensive. 16-Bit UMK3 cost around the $70 range when it came out.
NeoVamp
10-18-2009, 12:16 PM
~But we were never talking about the past, we were talking about whether or not MK Trilogy is possible on the 32X.
and the answer is still yes, even back when UMK3 came out it was possible but just not feasible money wise.
These days it should not be too expensive to create a 128M Genesis cartridge.
the price would probably similar to what UMK3 cost back in the day, except this time its not a 32M cart but 128M.
and personally i would buy that, If it had all the stages and all the characters and music,
fuck yeah that would pretty much sit in my 32x at all times.
Da_Shocker
10-18-2009, 12:27 PM
Yes, it is possible to exceed the SNES and Genesis' internal cart limits with bank switching, compression chips (in the case of SNES, the S-DD1) and whatnot, but no way were Midway going to invest in that for the 16-Bit ports of UMK3, which were pretty much a last bone that they threw at 16-Bit gamers, as MKT was their focus that Fall (of 1996). It would've made the carts even more expensive. 16-Bit UMK3 cost around the $70 range when it came out.
That is close to the same amount that MK Trilogy on the N64 was.
PimpUigi
11-03-2009, 03:57 AM
I'm ashamed of everyone who hated on Genesis MK1's music.
Seriously, Genesis MK1 has the best music of any home ported Mortal Kombat.
I'd also pay $100 for a 32X port of the PC/PSX/Saturn MKT
Especially if we could add the Pit 2 fatality back in...
Dirt Ball Gamer
11-04-2009, 04:08 PM
Well that was my point, that MK3 showed that good music is possible,
and the only reason why 1 and 2 had crappy music was because Probe did a lousy job.
also a certain person showed that the UMK3Trilogy hack can run on actual Genesis hardware. (http://www.youtube.com/watch?v=2bt5HiaE7-0)
Don't know what the 32X limits are though, maybe the 32X manages memory differently?
can anyone shed some light on this?
oh and UMK3 did not push the Snes to its limits with 32M, Tales of Phantasia is like.. what? 48mbit?
And Star Ocean is 96mbit i think. (with compression no less, and of course that decompression chip thingy)
I really wonder how Tomy created that cart, I always assumed that the Genesis was the bottleneck when it came to not allowing bigger carts,
But that cart of his seems to imply that the Genesis like the Snes just needs a memory mapper on the cart.
After I finally get one of those Neo Myth carts I wanna try the hack on real hardware. Would be pretty neat.
Silanda
11-04-2009, 09:05 PM
I'm ashamed of everyone who hated on Genesis MK1's music.
Seriously, Genesis MK1 has the best music of any home ported Mortal Kombat.
Totally agree. Matt Furniss did a great job there, when I think of MK I think of his version of the music. Yes it sounded different to the arcade, but it was done in such a way that suited the Genesis hardware and IMHO the graphical tone of the game (much lighter, brighter, and more "Enter the Dragon" like than later games). MK3's music by comparison was utterly dull, as generally was expected of late Genesis music.
MKT would have been interesting to see on the 32X, especially given the apparent rarity of the Saturn version these days.
PimpUigi
11-04-2009, 09:07 PM
I have it on the Saturn...which is weird, since I had it for PC, and PSX before buying it for Saturn.
Just the magic of that controller.
Though IMHO the first party Genesis 6 button is quite a bit better.
Good to know I'm not the only one who appreciates the Genesis MK1 music so much.
Even if it had just been the theme, and courtyard music remixed, that would have been enough to call it solidly better than the arcades music, but no, there's awesome remixes for every stage.
And every song had it's own special end fight jingle too.
NeoVamp
11-05-2009, 08:56 AM
After I finally get one of those Neo Myth carts I wanna try the hack on real hardware. Would be pretty neat.
The NEO Myth MD flashcart will not run the UMK3Trilogy hack.
the one being shown in the youtube clip is a creation by Tomy from Tototek,
and if he's ever gonna make more to sell... who knows?
Dirt Ball Gamer
11-05-2009, 11:42 AM
The NEO Myth MD flashcart will not run the UMK3Trilogy hack.
the one being shown in the youtube clip is a creation by Tomy from Tototek,
and if he's ever gonna make more to sell... who knows?
Why won't it work with the Neo Myth? BTW do u know if the UMK3Trilogy hack has Quan Chi in it? I know there is another hack for gens that has him in it called MK revelations.
Chilly Willy
11-05-2009, 12:57 PM
Why won't it work with the Neo Myth? BTW do u know if the UMK3Trilogy hack has Quan Chi in it? I know there is another hack for gens that has him in it called MK revelations.
The Neo Myth uses the SSF2 bank selection method of giving 8MB rom. UMK3T requires 10 MB of flat mapped rom, which requires special address decoding, and special handling of the DTACK signal.
...and the game will not run through a 32X if one makes such cart that can run it.
Dirt Ball Gamer
11-05-2009, 03:35 PM
Ah I see. Oh well, maybe as you say Tototek will make something available in the future. That hack is bad ass and should be played on real hardware.
NeoVamp
11-06-2009, 12:26 AM
The Neo Myth uses the SSF2 bank selection method of giving 8MB rom. UMK3T requires 10 MB of flat mapped rom, which requires special address decoding, and special handling of the DTACK signal.
The answer is most likely a big NO, but i'm still gonna ask.
Would it be possible to get the UMK3Trilogy hack to run on the Neo cart?
or would the internal NEO ram not allow this? (depending whether or not the Neo copies the rom to ram or perhaps executes it directly from the storage card)
Or does it require a hardware solution here instead of a software?
doomguy
11-06-2009, 04:12 AM
i like mk trilogy i really do but it would be such a waste of time porting this game, you can already get it on the ps1 n64 and saturn. and it plays just like umk3 an even more widely available game.
Chilly Willy
11-06-2009, 01:04 PM
The answer is most likely a big NO, but i'm still gonna ask.
Would it be possible to get the UMK3Trilogy hack to run on the Neo cart?
or would the internal NEO ram not allow this? (depending whether or not the Neo copies the rom to ram or perhaps executes it directly from the storage card)
Or does it require a hardware solution here instead of a software?
Well, depending on how things are done, bank selecting the memory can make things a bit more difficult, but whoever is doing MK3T should be able to make it work. Both the MD-Pro 64 and the Neo Myth can allow 8MB of bank selected memory. If you took more direct control over the Neo Myth, you could use the RAM as RAM while also having access to flash rom at the same time. However, it's all on the programmer working on it. Do they care? Do they have one? Do they feel it's worth the extra work?
KnightWarrior
11-06-2009, 03:54 PM
Just make a Cart of UMKT for the Genesis that could run on the real hardware
or just do a Sega CD version of MKT..would that work??
PimpUigi
11-06-2009, 03:57 PM
32XCD of MKT would just be amazing.
I'd pay $100 for it.
Especially if they also included Genesis MK1 music for the MK1 stages.
That'd just be off the hook.
jamesdude
11-06-2009, 04:54 PM
32XCD of MKT would just be amazing.
I'd pay $100 for it.
Especially if they also included Genesis MK1 music for the MK1 stages.
That'd just be off the hook.
I could just email the guys who made the UMK3 hack for genesis. Maybe they could pull it off.
NeoVamp
11-06-2009, 09:12 PM
Just make a Cart of UMKT for the Genesis that could run on the real hardware
You say that like its a simple task.
Chilly Willy
11-06-2009, 10:45 PM
You say that like its a simple task.
Actually, it is. Just decode the lower address space from the address lines, and make your own /DTACK signal. It's not that hard - one PAL and a few EPROMs are all you need. Anyone capable of actually MAKING the card should be able to handle the circuitry as well.
B08 thru B11 has the top address lines, B18 has the /AS line, and B20 is /DTACK. There are clock lines if you need them, but it really isn't needed. When /AS is asserted, check if the lower 8 (or 10) MB is being addressed; if not, do nothing; if so, assert the /CE and /CS to the EPROM being addressed, then assert /DTACK.
You could do that without a PAL, but it'll take a few TTL chips. Better just to use one PAL/GAL/PEEL.
KnightWarrior
11-16-2009, 08:09 PM
Getting it on Cart Chilly, Does it need a Reg Genesis Cart or a EA cart size??
Chilly Willy
11-17-2009, 12:02 AM
Getting it on Cart Chilly, Does it need a Reg Genesis Cart or a EA cart size??
Depends on the number of chip you use. If you use a dozen small roms, you'll need a big PCB. If you use one BIG rom, you only need a tiny PCB. By the way, most EA games have a tiny PCB in them - the oversize cart is nearly empty. :daze:
KnightWarrior
11-17-2009, 01:53 AM
or use Acolade Cart if it's big, EA carts are ugly
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