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View topic - Mortal Kombat I maps

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  • Joined: 07 Feb 2011
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Mortal Kombat I maps
Post Posted: Mon Feb 28, 2011 4:15 pm
There are only 2 arenas in the game, Goro's Lair and The Pit. Still working on The Pit ^^

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Images removed from thread, maps are here: http://www.smspower.org/Maps/MortalKombat-SMS
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Post Posted: Mon Feb 28, 2011 5:06 pm
Incomplete page here:

http://www.smspower.org/Maps/MortalKombat-SMS

I've given you edit permissions if you want to upload directly. Please read the Image Standards page - in particular, the PNGOUT part makes a big difference. The thumbnail should be a representative 100x100 square.
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Post Posted: Mon Feb 28, 2011 7:19 pm
OK, I completed it myself :) My screenshot autostitcher works better than I'd expected here.
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Post Posted: Mon Feb 28, 2011 7:48 pm
Oh, I was almost finishing it :p

Going to MK3 now.
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Post Posted: Wed Mar 02, 2011 11:44 am
I have a question. I was almost finishing the GG maps for this game, and I enabled the tilemap viewer, and the stage is bigger than what the screen shows.

But even if you jump or crouch, those parts of the stage never appear at the screen. Should I finish the map only using what the screen shows (like picture 1), or should I add everything from the tilemap viewer (like picture 2)?
tilemap_version.png (15.96 KB)
Tlemap screen
tilemap_version.png
Mortal_Kombat_(V3.3)_(JUE)-01.png (7.35 KB)
Normal screen
Mortal_Kombat_(V3.3)_(JUE)-01.png

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Post Posted: Wed Mar 02, 2011 3:28 pm
It looks like the game was developed simultaneously for both systems (which was not unusual) and simply changes the HUD location and palette for the GG. However, there also seems to be more detail in the GG graphics so you can't palette-swap from the SMS ones. If I was mapping it I would probably try to get the full area (for example, some of the SMS maps are missing the leftmost or rightmost 8 pixels). However, there is a strong argument that if you can't see it in the game, it does not need to be mapped...

Here's a tip: in Meka, open the Memory Editor and switch to VREG view. Edit the value at address 09 (the second-to-last value) to adjust the vertical scrolling. Position 08 affects horizontal scrolling, I don't know if there is a horizontal gap too.

If the game resets the value as it runs, you can try using F12 to freeze the game, then edit the scrolling value, and then press Alt+F12 to run for a single frame which may be enough to avoid it changing back. Otherwise, some ROM hacking is needed.
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Post Posted: Mon Mar 07, 2011 11:10 pm
Hello ^^

I uploaded 2 versions:
- a map using what only the screen shows;
- a map using the full area.

Just choose what's the best option for SMS Power, or add both if you want :p
Goro's Lair normal.png (17.48 KB)
Goro's Lair
Goro's Lair normal.png
Goro's Lair expandido.png (21.53 KB)
Goro's Lair (expanded)
Goro's Lair expandido.png

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Post Posted: Tue Mar 08, 2011 9:04 am
I'd expect them to be a multiple of 8 (or 16) pixels in width and height. How did you "expand" them? Tilemap grabs or scrolling register adjustment?
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Post Posted: Tue Mar 08, 2011 12:36 pm
I used your tip. Edited the adress in the memory editor, to reach the top screen, took some screenshots, and then I repeated it with the bottom part.
MK_GG_bottom.png (6.15 KB)
Bottom part
MK_GG_bottom.png

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