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Author Topic: Midway Arcade Treasures 2  (Read 373 times)

Razor_Ramon

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Midway Arcade Treasures 2
« Reply #30 on: October 03, 2006, 04:38:00 AM »

IMO the best way to play MK ultimate/final on xbox is with xmugen and Mkproject 4.1

It  looks,sounds and runs so much better then the snes/gen/ps1/n64 emu versions,its as close to arcade ver you can get,It has every stage and music{high quality mp3's} from mk1/2/3/U ,All the boss char are playable,plus you get mugen features so you can have 2vs2 at the same time,also you can push back to block like in street fighter,but you can also block using a button like normal

You can get Xmugen HERE

And MKproject 4.1 HERE


IPB Image IPB Image IPB Image IPB Image
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VampX

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Midway Arcade Treasures 2
« Reply #31 on: October 03, 2006, 06:17:00 AM »

QUOTE(Razor_Ramon @ Oct 3 2006, 12:45 PM) View Post

IMO the best way to play MK ultimate/final on xbox is with xmugen and Mkproject 4.1


IMO that "thing" is not Mortal Kombat.
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DMEnduro

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Midway Arcade Treasures 2
« Reply #32 on: October 14, 2006, 03:25:00 AM »

CODE
interleave mk2.rom 1 uj12.l91 ug12.l91
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xxwillisxx

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Midway Arcade Treasures 2
« Reply #33 on: October 14, 2006, 10:49:00 PM »

UMK3.sr is on "Mortal Kombat: Armageddon Premium Edition" for PS2 , its in the "DESI" folder
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VampX

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Midway Arcade Treasures 2
« Reply #34 on: October 16, 2006, 09:31:00 AM »

QUOTE(xxwillisxx @ Oct 15 2006, 06:56 AM) View Post

UMK3.sr is on "Mortal Kombat: Armageddon Premium Edition" for PS2 , its in the "DESI" folder


Gotta love how there's a MAT2.sr file on there,
once again proving that both MK1 and UMK3 were supposed to be on Midway Arcade Treasure's 2  rolleyes.gif

until some smartypants person suggested they just use both games as bonusses.

anyhoo as soon as i get my hands on the premium edition of MKA i'll take a looksie,
and hopefully figure out how to get this to run with the MAT2 mk emulator.
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Fred_PJ

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Midway Arcade Treasures 2
« Reply #35 on: October 16, 2006, 07:02:00 PM »

It's time for a new "Mortal Kombat Pack"... wink.gif
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tw3nz0r

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Midway Arcade Treasures 2
« Reply #36 on: October 22, 2006, 07:56:00 AM »

Bump because I don't want this to die.
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DMEnduro

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Midway Arcade Treasures 2
« Reply #37 on: November 22, 2006, 02:14:00 AM »

QUOTE("MissSplitch")
I don't know; I just find it hard to believe that something would be hard-coded in any method not filesize/checksum swapping oriented to run MK3, but not run UMK3, being that they are so similar.


I can think of a very good reason for hard-coding. Speed. We already know it's been done, with the DCS Sound System. They didn't bother coding chip accurate emulation, probably because it was infeasible due to the speed hit the overall emulation would take (you can look at MAME and see it). So what they did (I speculate) was lump in samples, then instead of the main program code calling on the DCS code to play a sound, a native Xbox function is hooked in, and can just play the sound with a minimum of processing overhead.

How are we to know that they didn't use similar tricks with other parts of the emulation.   uhh.gif

I'm not trying to discourage anyone, because I would love to see this work. I just think some various perspectives on the situation might help.
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MissSplitch

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Midway Arcade Treasures 2
« Reply #38 on: November 22, 2006, 05:41:00 AM »

Hardcoding something to lock what sets it would use/what addresses the data was parsed from would not speed the game up, as you are equating with the DCS bypass. Dumping out the emulation for DCS leaves the system entirely to the romset, which is loaded into memory at once anyway. Being hardcoded wouldn't provide anything more convenient to operation.

UMK3 was akin to an expansion pack today; with the little extra info on top of the parent set of MK3, I don't think that hardcoding the start address of a few files is getting any extra performance. The PS2 runs the thing with no problem, and that's much weaker than the xbox, so I'm sure any specific addressing of files isn't done to bolster performance.

Doesn't matter though, if nobody's able to figure out the architecture, there's no way to get it over to the xbox.
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DMEnduro

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« Reply #39 on: November 22, 2006, 02:19:00 PM »

Sorry, I didn't really understand you to mean that sort of hard-coding, with the file sizes. I don't think that the emulator is specifically trying to lock us out of using different files for the ROMs by checking checksums or sizes, because the hacked MK2 sets work. Instead, the emulator doesn't know how to cope with the extra data we're trying to feed it.

Was UMK3 available as an upgrade kit for MK3 in the arcades? If so, I don't think it was designed for the ROM chips to be replaced on board, rather a full board swap. Not really like an expansion pack.
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MissSplitch

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Midway Arcade Treasures 2
« Reply #40 on: November 23, 2006, 01:04:00 AM »

How is something that is extra content that needs the original to run not an expansion pack? UMK3 was a kit back in the day, yes.

Even the way mame handles it requires MK3 present as a parent rom, and the ultimate extension is relatively small.

If wonder if something can be figured out by trying to go the other way, and make the xbox mk3 run in ps2's umk3 place? See what the loading comparisons are for both.
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l11l1VeNoM1l11l

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« Reply #41 on: April 16, 2008, 09:47:00 AM »

Digging up an old thread.

Has anyone gotten any further on this?

MK1 isn't much of a necessity as it runs almost perfect in MAME with the speed hacks (as opposed to all of the sequels...they still sound cruddy and run slow if the sound is enabled).

To make things easy, I think MK3 should just be replaced by UMK3 instead of trying to add it as a whole.

What's the status on editing the emulator's .xbe so that it calls for 20 mb instead of 18?  If you asked me I would say that it's the only problem.  After that, renaming everything should work.  Although new wav files would need to be created and implemented in the xbe for the new characters' names, special attacks and fatalities.

If someone could edit the .xbe, I would GLADLY create the new wav files and host them in a zip file. You'd just have to tell me what to name each one. I have almost all of the 2d Mortal Kombat (1-U3) sound samples  in mp3 format.

My question is where to I find the UMK3.sr file? Is it ripped from the PS2 MKA or is it the X-Box 360's Live Arcade version?

If it's the 360's I'd say drop it altogether. That thing wasn't even emulated that well by the 360. It sounded great, but it was definitely slower than it should have been.
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WaCk0

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Midway Arcade Treasures 2
« Reply #42 on: October 26, 2008, 01:56:00 AM »

I'll get UMK3.sr soon (maybe a couple of weeks) and try to run this thing. We cant give up it this!  ph34r.gif

VeNoM: Its from PS2 MK:A

Edit:
Does anyone tried this?
http://wiki.xentax.c...e=Game_Requests
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