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GameHacking.org Weekly Hacking Target (05-14-11- 05-22-11) - Mortal Kombat II [SNES]

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  • GameHacking.org Weekly Hacking Target (05-14-11- 05-22-11) - Mortal Kombat II [SNES]

    This week's hacking target will be Mortal Kombat II, for the SNES.

    The rules are simple: hack whatever you like, as long as it hasn't been hacked, and post in this thread with any codes/progress/questions/requests (yes, requests are welcome). To verify what's already been hacked, take a look at these pages:

    http://GameHacking.org/?s=v2&sys=24&gid=2699
    http://GameHacking.org/?s=v2&sys=6&gid=42
    http://GameHacking.org/?s=v2&sys=6&gid=982
    http://GameHacking.org/?s=v2&sys=6&gid=976
    http://GameHacking.org/?s=v2&sys=6&gid=983
    http://GameHacking.org/?s=bsfree2&sys=4&gid=5754
    http://GameHacking.org/?s=bsfree2&sys=4&gid=2523

    (obviously, we really need to consolidate those, and migrate all Official and BSFree codes)


    If you don't have the game, or don't want to hack it, wait until next week, and if you like, suggest the next game in the main "GameHacking.org Weekly Hacking Target" thread.

    Happy hacking!
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

  • #2
    EEEF-140A just has first title screen
    EEEF-1406 you wont get to fight screen its just black

    Comment


    • #3
      Code:
      Hit Anywhere P1
      3DB0-4D97
      DDB0-4DB7
      2DB0-4FF7
      0DB0-4F97
      Works for v1.0 and v1.1.

      Edit - I found another way for this code now it only works on Player 1 regardless of which side you are on.
      Last edited by nolberto82; 05-15-2011, 06:42:23 PM.

      Comment


      • #4
        infinite fataility time
        C9C0-3FD2
        One round matches
        DFBC-37AE
        DFBE-376E

        RIP MOM 6-27-52 - 12-25-10

        Comment


        • #5
          Originally posted by nolberto82 View Post
          Code:
          Hit Anywhere P1
          40B9-4FB7
          Works for v1.0 and v1.1.
          This only works for whoever is on the left side. If you jump over your opponent to the right hand side then your opponent (now on the left hand side) will inherit the hit anywhere attribute. I had found this code a while back however I never submitted it due to the problem mentioned above.

          But its not your fault as the way MK2 is programmed in general is kinda spaghetti to begin with. I believe it will have to be either both characters hit anywhere or nothing at all due to the left/right sided code setup.
          Not taking any requests at this time.

          Bored? Watch some of my hacks here.

          Comment


          • #6
            Originally posted by abystus
            This only works for whoever is on the left side. If you jump over your opponent to the right hand side then your opponent (now on the left hand side) will inherit the hit anywhere attribute. I had found this code a while back however I never submitted it due to the problem mentioned above.

            But its not your fault as the way MK2 is programmed in general is kinda spaghetti to begin with. I believe it will have to be either both characters hit anywhere or nothing at all due to the left/right sided code setup.
            I never checked the other side when testing the code but I edited my post with a new code that should work perfectly.

            Comment


            • #7
              My requests for this game (I've looked around for these but never spent all that much time):
              • Secret character clues always appear before each round starts.
              • Dan Forden (Toasty) comes out on every uppercut.
              • Access Smoke fight from any stage when Forden is present. (Currently limited to the portal stage. The toasty code should speed hacking this one up.)
              • Using low kick only to win a round will enable the Jade fight on any opponent (Currently limited to the fight before the ?.)
              • Modify the number of wins needed to fight Noob Saibot (Default 50 in a row.)
              • Computer always does a fatality/friendship/babality.
              • Enable fatalities to be performed anytime.
              • Allow Babalities & Friendships to be performed no matter what. (Currently if you press LP or HP buttons Babalities & Friendships will be disabled.)
              • Ality modifier announced/displayed when the round is over. (Fatality/Friendship/Babality)
              • Move modifiers (This along with having the player controls routine tied to the address would allow for bosses to be properly controlled.)
              • Enable/Disable Blood (Also to change its color would be interesting.)
              • Bypass game intro and go straight to title screen when turning on the game.
              • Menu Modifier
              • Always enable special intro on Acclaim Screen (Shao Kahn/Kintaro Acclaim smash.)
              • Enable Smoke's smoke when controlled by a player (He only smokes by default when controlled by the CPU)
              • Character modifier for Shao Kahn during the defeat sequence (When he appears on each stage of the game before exploding.)
              • Remove delay between special attacks (By default the game will implement a delay before a move like a projectile can be repeated.)
              • Allow Reptiles Force ball to remain on screen during fatality time. (It usually disappears when executed during this time to prevent glitching.)
              • Enable Dead Pool stage fatality on any level.
              • Enable Kombat Tomb stage fatality on any level.
              • Enable Pit II stage fatality on any level.
              • Smoke/Jade always peek from around the trees when in the Living Forest stage.
              • Enable Sculptured Software intro screen in v1.0 (It's present in v1.0 just skipped. The problem was corrected in v1.1)
              Last edited by Abystus; 06-15-2011, 10:43:24 PM.
              Not taking any requests at this time.

              Bored? Watch some of my hacks here.

              Comment


              • #8
                Originally posted by nolberto82 View Post
                I never checked the other side when testing the code but I edited my post with a new code that should work perfectly.
                Very nice nolberto82. Glad you were able to correct it. It always nice to see people take different approaches to hacking these things. Maybe I'll actually see my list of "meaning to get around to" hacks shrink this week. Again thanks for the correction.
                Not taking any requests at this time.

                Bored? Watch some of my hacks here.

                Comment


                • #9
                  theres a couple for you
                  Acclaim always destroyed
                  DD8F-C407

                  Fight Noob Saibot after 1 Battle
                  DFC8-34F5
                  Fight Noob Saibot after 10 Battles
                  DCC8-34F5
                  Fight Noob Saibot after 20 Battles
                  F0C8-34F5
                  Fight Noob Saibot after 30 Battles
                  F3C8-34F5

                  you get the idea

                  RIP MOM 6-27-52 - 12-25-10

                  Comment


                  • #10
                    Originally posted by Hybrid View Post
                    theres a couple for you
                    Acclaim always destroyed
                    DD8F-C407

                    Fight Noob Saibot after 1 Battle
                    DFC8-34F5
                    Fight Noob Saibot after 10 Battles
                    DCC8-34F5
                    Fight Noob Saibot after 20 Battles
                    F0C8-34F5
                    Fight Noob Saibot after 30 Battles
                    F3C8-34F5

                    you get the idea
                    Very nice Hybrid. It appears your hacking the v1.1 version as I noticed the special intro enabled there. When tried on v1.0 however it loads a black screen/freeze when moving from the first screen on game start. Think you might be able to enable it there (v1.0) as well? The Noob Saibot codes work as intended in v1.0/v1.1 however. Again nice work.
                    Last edited by Abystus; 05-15-2011, 09:10:48 PM.
                    Not taking any requests at this time.

                    Bored? Watch some of my hacks here.

                    Comment


                    • #11
                      V1.0
                      Alcclaim always destroyed
                      808D-CFA7

                      just tested the noob code my self on 1.0
                      and it works

                      RIP MOM 6-27-52 - 12-25-10

                      Comment


                      • #12
                        I love this shit.

                        Code:
                        1 Button Specials/Fatalities (non-timed moves)
                        D6AD-17D1
                        18AF-1F01
                        All you have to do is hit the last button of the combo, and it's performed. Downside is, if a Fatality ends on the same button as a regular special move,sometimes that move is performed instead of the fatality, depending on where you stand. For example, with Liu Kang during a Finish Him, the down button will perform his cartwheel fatality, but the High Kick will not do the dragon fatality, but instead will do the flying kick move. On the other hand, with Johnny Cage, LP will do the green ball, but standing close during Finish Him will do the torso rip fatality. Also, you still have to be the right distance away for fatalities.

                        EDIT:
                        As I test, I'm noticing it works for some moves, but not others. More specials than fatalities. This code may need some improvement, and I don't mind if anyone helps out.
                        Please put all complaints in writing and submit them here.

                        Above link not working? Try here.

                        Comment


                        • #13
                          Originally posted by Hybrid View Post
                          V1.0
                          Alcclaim always destroyed
                          808D-CFA7

                          just tested the noob code my self on 1.0
                          and it works
                          Thanks for the updated code. Btw do you mind me asking how you found the routine? When I tried a while back I looked for what was checking the button input at the end of the initial screen, however due to lack of time I never pursued it.


                          Originally posted by rimsky82 View Post
                          I love this shit.

                          Code:
                          1 Button Specials/Fatalities (non-timed moves)
                          D6AD-17D1
                          18AF-1F01
                          All you have to do is hit the last button of the combo, and it's performed. Downside is, if a Fatality ends on the same button as a regular special move, I believe that move is performed instead of the fatality. For example, with Liu Kang during a Finish Him, the down button will perform his cartwheel fatality, but the High Kick will not do the dragon fatality, but instead will do the flying kick move. Also, you still have to be the right distance away for fatalities.
                          Does "non timed" exclude to charge moves only or are projectiles included in the exclusion? Would be nice to know how you found this one .
                          Last edited by Abystus; 05-15-2011, 09:56:22 PM.
                          Not taking any requests at this time.

                          Bored? Watch some of my hacks here.

                          Comment


                          • #14
                            Originally posted by abystus View Post
                            Does "non timed" exclude to charge moves only or are projectiles included in the exclusion? Would be nice to know how you found this one .
                            By non-timed I meant charge moves. With Liu Kang, HK performs the flying kick, the two punch buttons their respective fireballs, but the LK does not perform the bicycle kick.

                            As for how I found it, I tend to forget this stuff rather quickly, but I'll do the best I can.

                            I noticed that the last 20 button presses are stored starting at 7E2F60. For each button press, there are four bytes stored, with the third being the actual button code. When a button is pressed that possibly ends a special move's combo, it checks the previous button presses (in backwards order) by checking against the rom addresses that hold the correct combos, followed by a zero byte. (for instance, when you hit a HK with Liu Kang, it checks the two previous buttons for 0x08). (So, in theory, these addresses could be modified to edit the combos any way you want them.)

                            All I did was have the CMP instruction check the byte of the press rather than what the press should have been. Then, before it checks to see if a combo was performed in time (I think), I just RTL'ed instead.

                            Something like that.
                            Please put all complaints in writing and submit them here.

                            Above link not working? Try here.

                            Comment


                            • #15
                              Originally posted by rimsky82 View Post
                              I tend to forget this stuff rather quickly, but I'll do the best I can.

                              I noticed that the last 20 button presses are stored starting at 7E2F60. For each button press, there are four bytes stored, with the third being the actual button code. When a button is pressed that possibly ends a special move's combo, it checks the previous button presses (in backwards order) by checking against the rom addresses that hold the correct combos, followed by a zero byte. (for instance, when you hit a HK with Liu Kang, it checks the two previous buttons for 0x08). (So, in theory, these addresses could be modified to edit the combos any way you want them.)

                              All I did was have the CMP instruction check the byte of the press rather than what the press should have been. Then, before it checks to see if a combo was performed in time (I think), I just RTL'ed instead.

                              Something like that.
                              Always nice to dip out before the checks begin . Not sure if much could be done checking the byte of the press to distinguish separate moves considering so many per character end on the last button of a combination (Special moves, Fatalities, etc). Maybe the compares below where your RTLing may shed some light to distinguishing moves as more bytes could be checked/verified. Very nice find (I think 1 button Finishers/Specials is among the most requested for this game since the beginning.) there rimsky82.
                              Last edited by Abystus; 05-15-2011, 10:30:58 PM.
                              Not taking any requests at this time.

                              Bored? Watch some of my hacks here.

                              Comment

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