These finishing moves involve you punching and kicking your opponent to death. Also new in Mortal Kombat Trilogy are Brutalities. These moves involve ripping off your opponent's appendages. This power may give you the advantage necessary to claim victory over your opponent.At the end of the fight, you can pull off a devastating fatality on your opponent. When full, players can move faster and hit harder for a limited period. This bar will build up over the course of a match. For example, Kitana will throw razor sharp fans at her enemies while Shao Kahn bludgeons opponents with a hammer. While characters all share the same pool of regular attacks, each one has their own special moves. You'll kick and punch your way to victory. Two combatants will go head to head in a battle of fists. It's up to the warriors of justice, including Raiden and Liu Kang, to stop him once and for all.Mortal Kombat Trilogy features almost identical gameplay as Mortal Kombat 3. In Mortal Kombat Trilogy, Shao Kahn unleashes his ultimate plan: He will merge Earthrealm into Outworld.
It offers new gameplay systems, new fatalities, and new characters. At its core, the game is an enhanced version of Mortal Kombat 3.
Put your fighting skills to the test in the Mortal Kombat Trilogy for the Sony PlayStation.
#MORTAL KOMBAT TRILOGY PS1 CODE#
I just started today and i found it quite amazing, it has even the globals marked which contain all the routine of the fighter animation since this game is a combination of "C" and ".S/.ASM" file, the game has many part of code which doesn't look right because it's there where they 'assembled' their file and it make sense when we know that.Īny character/background is called a "Module" as defined by the debug symbol, basically a "Module" is simply the character/background data that was assembled on this SEGMENT,it seem to be about the "commands/routine" it execute to call/spawn the attack/special moves, for the background it's perhaps that 'assembled' Module that handle the coordinate of the 'tiles' and assemble all the textures to make the level (it's probably different than the background Animation table) which is surely only made to tell that at X/Y coord we want to "draw this" with that "Frame" and possibly play the next frame/adjust the X/Y coordinate to make it moving if it should. It is important to note that Motaro and Shao Kahn are 'compressed' because they are huge, but by this i mean, their file seem more than simply encoded (or is all files just compressed ? dunno yet).
#MORTAL KOMBAT TRILOGY PS1 DRIVER#
DAT), it then iterate the texture cache and uncompress the texture(s) if it's flagged as compressed then it assign the palette by looking at the Color LookUp Table, there's a good global called 'decompBuffer' or something, it's used a lot by the game, once all of their algorithm has finished to decompress what's inside the texture cache, the sprite driver will create a new object and 'clip' a rectangle on the screen, which is our sprite x/y/u/v mapped, as the PS1 used PolyFT4 to draw a RECT as a primitive (Sprite). It seem that it load the data into the VRAM texture cache (mostly our Fighter data.
#MORTAL KOMBAT TRILOGY PS1 PC#
The PC Version is in fact the PS1 Version Ported to PC
This is managing the drawing process and texture cache management. PC version is basically the PS1 Version, they did use PSY-Q and compile with OpenWatcom, the version is a "Beta" that's why there was embedded debug symbols ?. Work in progress Reverse Engineering MKTrilogy with the help of the symbols Mortal Kombat Trilogy PC Decompressor Reversing a 1996 Win95 Game