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Joined: 4/26/2004
Posts: 149
I don't know enough about MK2, but I think it'd definitely be cool to see Shang Tsung morphing into whichever character necessary to beat them as quickly as possible. Sounds like a lot of work though; taking each possible character and trying each possible morph against him/her. That's a lot of potential rerecords. What kind of cancelling does MK2 have, if any? Is there anyway to "morph cancel" so there's less frame disadvantage?
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Yes, this game has friendships and babalities, but I don't think you can use any finishing moves on the bosses. =/ -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
Anyone working on this game should be checking out some of these FAQs: http://www.gamefaqs.com/coinop/arcade/game/3565.html The "death punch" sounds interesting. And no, you cannot "Finish" any secret characters or boss characters, which is one of the reasons I think the hidden characters should be skipped.
Do Not Talk About Feitclub http://www.feitclub.com
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
If you ask me the hidden characters would be most impressive to see beaten flawlessly. They are even hard as shit on very easy.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Read some of the glitches. Pretty funny. I made a small test. Note that this is played with actual speed and no re-records. This is just to show the glitch. What I do is freeze the opponent with the first part of the fatality. Forward, forward, down + High kick. Then I type in the second part of the fatality. Forward, down, forward, forward + high punch. Quickly as hell you push low punch + low kick, as you would in the pool fatality normally (low punch+low kick + uppercut). What happends is that Sub-Zero, instead of smashing the opponent into a billion peices, he throws them into the pool. Kinda fun. :) I'm planning on checking out and record more of those glitched fatalities. But not tonight. I think I'm off to bed now. Cheers! http://highness.no-ip.com/MortalKombatII-Version1.1(US)-Sub-Zero_freeze--pool_glitch-ByHighness.rar
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
I did that in the arcades...funny. More fun, for me, was freeze opponent, jump backwards and do second fatality instead (throw the snowball). Funny colors again. OR, as Shang Tsung, freeze, change into Jax, crush head.
Do Not Talk About Feitclub http://www.feitclub.com
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I guess you could try out all fatalities and see what happends. Hmm.. Is it possible to deep-freeze and do babality or friendship? Edit: Checked and it works. Nothing glitches though. It's just ugly to make a deep-freeze and then offer the chunk of ice to buy a Sub-zero doll. ;)
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Seems like this will be harder to make than I thought. Can't press the keys needed in times of needs. Very hard to pull of half circles and stuff like that with advance frame button. Any help on this would be great.
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
Are macros available? EDIT: Don't forget, MK doesn't really use circles, just cardinal directions like Back, Down, Forward.
Do Not Talk About Feitclub http://www.feitclub.com
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Well.. Would that be possible to use with the advance frame then? You mean like the sort of stuff they have in Zsnes right?
Former player
Joined: 7/15/2004
Posts: 124
Highness wrote:
Well.. Would that be possible to use with the advance frame then?
I'm pretty sure it'd be simple. From frame to frame, you could hold down: back -- down+back -- down -- down+forward -- forward, etc.
Joined: 7/20/2004
Posts: 108
I hope none of you are wasting your time with a MKII run. According to this thread, it's impossible to do one with snes9x. It will desync on you every time. I've tried a couple times myself, with no luck, but I've discovered some useful information about the game itself for future reference: - When selecting options or your character, it's faster just to hold down the direction on the D-pad rather than rapid-firing it. - To pull off any special or finishing move, there needs to be a minumum of 2 empty input frames between each button press. For instance, do do Reptile's Head Snack fatality, you need to input the following (assuming you're the correct distance away from your opponent): Back, frame advance x2, back, FAx2, Down, FAx2, LP. - To perform the ever-popular uppercut, you need to advance 5 empty frames between inputting down and HP. Both inputs (D, HP) only need 1 frame to themselves. - To perform the sweep or roundhouse kicks, you need to hold back for one extra frame after inputting the move or it will not work. (B+HK, B) - To jump diagonally, you need to hold the direction for two consecutive frames or it will not work. Jumping straight up only takes one frame of input, though. - Each round will begin to register input exactly 48 frames after the last colored row of pixels disappears in the "FIGHT" text. You'll see what I mean if you frame-advance it.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I made a test movie now. Seems to desynch at diffrent times. And some times it doesn't desynch. You have to alter with turbo mode On/Off. Very weird.
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Try in Genesis or Arcade version perhaps? The game physics are almost exactly the same as far as I know. I used to be teh_pwnage at this game, or at least I thought so. I only played the PC version though, which as far as I can tell had a lot better music.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I have made a movie with Genesis now. How ever it's just some training and fooling around. Shows some fatalities, babality, friendship and glitch pool uppercut with sub-zero. I play through the game. But not serious. I don't even use slowdown so.. If you wanna watch it you can download it here http://highness.no-ip.com/MortalKombat2(JUE)[!].rar Which emulator should I use for the arcade? Is it possible with re-recording etc there?
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
I believe all the MK games up through Ultimate are emulated on MAME. That's not likely to have rerecording, though, so I dunno. *shrug* -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Gonna try with Final Burn Alpha
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Don't bother, none of the MK games are emulated on it. =/ Looks like the Genesis version is the best one to use, then... -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
But the genesis versions are soooo poor in graphical/sound maners that it won't be enjoyable to watch.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Alright people! Nitsuja has made it possible to record MK2 without desync. I made a little test which is just for that purpose. So there are some major goofs. But it shows some techniques and fatalities. The game is set to very hard of course. :) The SMV can be downloaded here: http://highness.no-ip.com/Mortal_Kombat_II_(V1.1)_(U).zip Note that you need to turn off the audio setting: "Volume envelope height reading" in Snes9x in order to be able to watch and/or record a movie of this game. To bad it has some major inpacts on the sound. Anyways. Let's break this game down and talk about fastest ways etc. I think everybody agrees when I say Shang Tsung is the only character to play, right? Since he can morph into all characters except Shao Kahn, Smoke, Noob Saibot and Jade. There will be alot of variation with this character.
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Which version of snes9x was this recorded in? I'm getting desyncs in both WIP and zeldafix3, with VEHR turned off. I'll get back to planning as soon as I can watch the test properly. At the moment it's time for bed.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I used the new improved WIP version that Nitsuja made. Check out the Snes9x Q/A thread.
Joined: 7/20/2004
Posts: 108
Desyncs for me in the first fight. Round 1 is fine, but a few moves into round 2, and it falls apart. I'm using Nitsuja's WIP fix with VEHR off, by the way. What are your other sound settings? I may need to adjust mine.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I can't get it to play back either. In addition to other sound settings, it would help to know the CRC32 of the ROM you're using. (My ROM's CRC32 is 70BB5513, and here's a (partial) test run I can play back with it on my version: http://www.filespace.org/nitsuja/mk2-1.1-test.zip ) (By the way, I think the fixes I put in don't actually affect this game -- volume envelope height reading could already be turned off in the official versions. And I guess turning it off it does screw up the sound, like the intro swish is wrong and the announcer says "F-fight!" instead of "Fight!", but the music and other sound effects sound pretty normal to me.)
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
sound cool, but why it wasn't made for 1.0 instead? 1.1 has extra logo (waste a few secs) im gonna download and check it out. *edit* - watched it... desync for me, you went thru option and leave difficult with "medium" and select baraka and fight like a retard (lol had to say it..) - used zeldafix version with VEHR off. CRC32: 70BB5513
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