This is a video of my Mortal Kombat Trilogy setup running on windows 10 using a pair of XBox One Controllers I'm using BigBox as a frontend. The main advantage of using this version of MKT is the lack of load times which I feel breaks up the fun of the game. Getting this running is quite a long process and would take a while to write but if anyone is interested I will include instructions if asked. Please do not ask me where to get the CD for the game.
Wondering if anyone has attempted hacking Mortal Kombat 2 for dos. Noticed it's probably the best port (besides the new Mortal Kombat Arcade Kollection) but it does suffer some flaws like half frame-rate, and some sfx are misplaced and/or wrong (uppercut hits and Kintaro's sfx are obvious). Also think sprites could be larger and the backgrounds re-processed through GIMP (256 color) using arcade sources.
Also wondering if anyone knows a good fork of dosbox for Mortal Kombat games. Using vanilla dosbox gives screen tearing on Mortal Kombat 1, 2 and Trilogy (Trilogy has the worst tearing); this happens despite vsync being forced on; only Doom seems to vsync, which is easily noticeable at 70hz on a CRT. Tried every output mode and always get the same results (even tried Linux and Windows).
Modding old DOS games can be difficult and is not often done. Custom formats and wacky programming techniques are widespread. Do you have prior experience that leads you to believe this would be "fun project" ?
I cannot really recall a specific instance in which any particular fork of DOSBox has proven better for any particular game. It seems reasonable to say that the overwhelming majority of the time, you're best off with one of the latest SVN builds, and if you're not, then there is usually a good case for including the feature of the older build in the next SVN version.
Haven't tried it and I'm almost positive it doesn't allow custom resolutions, doesn't scale properly (uses interpolation), or even use equal scanlines (scanlines probably look uneven and distorted). Don't know about the framerate but it'd be nice to know.
I only do these projects if I'm in the drive for it. I've only done minimal hacking with source code to Doom (bypassed sdl_mixer's awful timidity so user's can choose their own midi playback). BTW thanks Jorpho for that NOLFBLIM topic link. If I ever get around to it, maybe I'll look into the source code (assuming it's available) and/or make it work with Mortal Kombat dos games (still have to check if they vsync in native dos).
My interest to hack MK2 also goes towards Mortal Kombat Trilogy, since there's no Arcade quality graphics or sound mods for it (there never was an Arcade version of Trilogy actually). It'd be pretty nice to have an Arcade quality Mortal Kombat Trilogy port (Don't think anyone can make Mugen match Mortal Kombat Trilogy either). I'm more interested in MK2 however, since it seems more possible to learn some assembly that way; though things might turn out different. Also have the unreleased 3DO UMK3 source code (was uploaded on Assembler Games and other place) which may help; might be possible to make an SDL port of Mortal Kombat games with this (think it's C code) but I could go to jail for life too unless I get authoritative permission (wouldn't release game content with it if it happened anyway, and it'd be ironic in an illegal way).
I'm confused. Are these features so important that you think it is worth tearing down the MS-DOS source code to get at them? Shouldn't you at least have a look first? (Seriously, it goes on sale for less than three bucks with some frequency.)
My interest to hack MK2 also goes towards Mortal Kombat Trilogy, since there's no Arcade quality graphics or sound mods for it (there never was an Arcade version of Trilogy actually). It'd be pretty nice to have an Arcade quality Mortal Kombat Trilogy port (Don't think anyone can make Mugen match Mortal Kombat Trilogy either).
...If you're just looking for a DOS program to disassemble for kicks, I'm sure a lot of people might be interested in Ys 2 Special (specifically a means of dumping the existing Korean script and re-inserting an English script), if I may make a suggestion.
There's a lot of stuff missing from the UMK3 source code. I had a look at it a few years ago and got it to compile but it was never going to do anything useful as all the data that defined each character was missing. You could pull it from some disassembly if you were bothered but it's a LOT of work. I can't remember what else was missing.
Right... This looks more impossible than I imagined (might try some things still). Looks like the best option is converting graphics and sound from Mortal Kombat Arcade Kollection, for Mortal Kombat Trilogy and/or the 3DO source code. Original sounds in Arcade Kollection (not including different new sounds) are actually higher quality than the Arcade original (no compression artifacts from DCS sound system). This would actually be legal since you'd have to own Mortal Kombat Arcade Kollection and Mortal Kombat Trilogy. Perhaps a program written for Linux and later cross-compiled for Windows would work for this (I have no intention of doing this anytime soon, and I don't even own Mortal Kombat Arcade Kollection).
Smaller sprites, compression artifacts (colors deteriorated on character sprites; scorpion looks kinda grey instead of yellow for instance), lower sound sampling rate, loads of details, resolution and animations missing from backgrounds (glowing light in MK2 wastleland missing for instance), framerate is lower if played in Dosbox or Windows XP, music at wrong sampling rate (it's 48khz playing at 44khz so it plays slower than it should), lots of glitches (endurance boss match screw up character sounds), lower resolution (320x240 vs 400x254 Arcade original); some other stuff like character endings are debatable (think they're gone). Trilogy was basically ported from the playstation version which isn't impressive; system had 1mb of ram and wasn't capable of perfect Mortal Kombat Arcade translations.
This is one of the main reasons John Carmack is the coolest good guy in the gaming industry. I still play Doom to this day and there's so many ways to change the game and compile it for different systems; and it never gets old, irritating or exhausting. I still mess around with Doom even though it's 20 years old. Nobody releases their source codes and it's a true shame. If I ever get $1000 bucks to spend it's his.
In Linux you can have tear free gameplay if you use a recent ATI video card with the official (closed source) fglrx drivers (best opencl performace as of right now; maybe dosbox can use it sometime?); there's an option in amdcccle (catalyst control panel) called "tear free" that forces everthing to vsync (even simple 2d rendering on the desktop, including virtualbox). Only downside is it's not always stable after quitting a game or fullscreen program and can cause lock-ups and artifacts; also, Dosbox's accurate video emulation nature still exhibits tearing when emulating Mortal Kombat Trilogy in Dos. Read further if you want to proceed, and/or if you have a computer CRT and want natural scanlines (hopefully but probably).
If you use a CRT that can do over 120hz or higher refresh rate at lower resolutions (many can with custom modelines), you can get a natural low 320x240 resolution at 120hz or more; I also got natural scanlines on my CRT at this resolution since it's not the usual vesa double-scanned mode. (My CRT is a wonderful Samsung 955DF that was popular back then (didn't even get the best reviews which is strange; being a tweak freak pays off maybe) and is extremely well built; pure blacks, better dotpitch and no distortion unlike more expensive CRT's (it actually is flat too); looks better right now than my more expensive 21" viewsonic CRT that has a Sony Trinitron Tube and does 2048X1536).
You can use the CRU tool and make a custom edid file (has to be renamed to nameofdetectedmonitor.edid and put in /etc/ati/ in Linux). Be very careful not to go over your monitor's limits as that will definitely destroy it for good (I don't take any responsibility; you have been warned)!
With custom resolutions tested in Linux and working properly, you can change your desktop Linux resolution to 320x240 (at 120hz or higher; whatever custom 320x240 resolution you made) and start virtualbox with guest mode video mode, set to auto switch (probably have to run virtualbox from terminal or alt+F2 since desktop will be too small at 320x240). Switch virtualbox to fullscreen and after virtually booting to Windows desktop, click your Mortal Kombat Trilogy cd image to automount via daemon tools lite (image file extension should already be associated with daemon tools lite assuming you already installed it properly and it autostarts on bootup), and run Mortal Kombat Trilogy (switch game to fullscreen too).
After this, you should be running the game in a native 320x240 resolution and you should get natural scanlines (only doubscanned modes disable scanlines) with no screen-tear. Basically makes the game look like it's running in pure RGB on a CRT TV, but it's in better quality coming off a computer monitor as it's razor sharp. Double horizontal resolutions (640x240 for example) also give natural scanlines (but virtualbox right now doesn't have a forced scale mode in fullscreen without filtering).
Not sure what the optimal refresh rate is but in higher resolutions (640x480 for example), I found 85hz to be more smooth which is kind of odd (this would translate to 320x240 at 127.5hz if you can't go over 160hz or even 180hz). Might be able to find out with fraps but not sure. Seems to have slowdown similar to the Saturn port too; think overall this game had bad ports since it was built for Playstation hardware (wonder if the PAL version has better resolution and graphics like arcade if it had a release; PAL systems could definitely have arcade like resolution at their standard timings).
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