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/vr/ - Retro Games


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5132405 No.5132405 [Reply] [Original]

Did anyone grab that Mortal Kombat source code while the download was up? If possible could you upload/provide links here? The help would be much appreciated.

>> No.5132406

Your 2 slow

>> No.5132435

That was an interesting thread. Shame.

>> No.5132453
File: 3.42 MB, 2448x3264, IMG_20181026_074501.jpg [View same] [iqdb] [saucenao] [google]
5132453

>>5132405
I got your back f a m

https://archive.org/download/MortalKombat3SourceCodeDump

>> No.5132481

Why was the thread deleted?

>> No.5132484

>>5132435
>That was an interesting thread. Shame.

Why was the previous thread deleted? we really should have had that one archived.

>> No.5132492

>>5132484
Legal complaint maybe? I really don't see why otherwise.
It's externally archived on Warosu /vr/thread/5117527

>> No.5132502

>>5132492
>I really don't see why otherwise

Underage moderator who was born waaay after MK mattered, so to him it probably seemed like "illegal warez" instead of "epic fucking leak that we've been waiting for since 1995"

>> No.5132503

>>5132502
Resetera is behind the decision somehow, I'm sure of that

>> No.5132504

>>5132492
>otherwise.
>It's externally archived on Warosu /vr/thread/5117527

Found it. Great, at least the old one was archived somewhere.

>> No.5132513

>>5132492
>Legal complaint maybe? I really don't see why otherwise.
>It's externally archived on Warosu /vr/thread/5117527

>>/vr/thread/5117527

>> No.5132536

>>5132513

I dare say he avoided a direct link for a reason

>> No.5132556

>>5132536
>I dare say he avoided a direct link for a reason

Who gives a fuck? I don't.

>> No.5132613

It probably got deleted due to all the shit about drama from some other forums and the mod/janny was too lazy to prune the crap so they just nuked everything. A great thread got deleted thanks to the combination of people dragging drama from some other forum here, and lazy moderation.

Would be nice if we didn't have so many people here talking about shit that wasn't the source code, the game, or related to either, but the board is unfortunately infested with /v/ermin that would rather talk about politics and drama surrounding videogames than actually talk about videogames.

>> No.5132709

>>5132613
>Would be nice if we didn't have so many people here talking about shit that wasn't the source code, the game, or related to either, but the board is unfortunately infested with /v/ermin that would rather talk about politics and drama surrounding videogames than actually talk about videogames

Agreed. I thought people were making some real progress with compiling the PS1 RC2 source code in that previous thread. Would love to see that compiled.

Also, the N64 betas were interesting too. But some people had to shit that thread up.

I would love to find a solution to the N64 .RGB image files. I tried loading some in this programmed called Texture64, but they came out as a jumbled mess.

http://origami64.net/showthread.php?tid=784

>> No.5132823

>>5132453
Thanks, I'm seeding

>> No.5132925

Hey, PSX source actually has a COMPILER folder with various exes... is that actually a C++ PSX Compiler?

Could you actually make some homebrew with that?

>> No.5133085

>>5132925
Uh anon? It's just the Psy-Q official devkit which has been around for ages. Google "PSXdev".

>> No.5133104

>>5132925
>Hey, PSX source actually has a COMPILER folder with various exes... is that actually a C++ PSX Compiler?
Yeah, it's the official PSX SDK (and possibly a version that has never been leaked before, at that). The PC archive does contain PSX code though.
>Could you actually make some homebrew with that?
Yes, but since it's basically an ancient GCC toolchain you're better off using a cross-compiler instead (i.e. it's only really useful for building leaks like this one).

>> No.5133196

>>5132709
I could be wrong, but I don't think the rgb files have any real image data in them. Too small and doesn't look like an image in a hex editor. The .O files look like they might have something, however.

>> No.5133290

So anything interesting going to happen with this source code? Can we make a modern, definitive version of MK3 or something? Maybe port it to modern windows and linux?

>> No.5133310

>>5133196
>I could be wrong, but I don't think the rgb files have any real image data in them. Too small and doesn't look like an image in a hex editor. The .O files look like they might have something, however.

Keep in mind that the files are limited to 32x32, 64,64, 96x96 texture sizes and most have limited colour pallets. So, the sizes don;t look unrealistic.

Here's some information on how the textures work:

> https://level42.ca/projects/ultra64/Documentation/man/n64man/tools/rgb2c.html
> https://n64squid.com/homebrew/n64-sdk/textures/image-formats/
> http://n64devkit.square7.ch/qa/graphics/tools.htm

Because they are saved as a hex code, I guess.

>> No.5133323
File: 1.88 MB, 350x227, fake3d.gif [View same] [iqdb] [saucenao] [google]
5133323

>>5132709
>>5133196
>>5133310

Those .rgb files are ascii (text) based, they look like MIPS assembly, so my guess is they were bitmap data that was converted to code to be compiled directly into the game's binary. *IF* it's merely bitmap data it's a trivial matter of parsing it back into binary format, shouldn't be hard.
Another possible difficulty is if the original textures were odd sizes and the conversion utility also broke them up into multiple smaller textures, won't know that until looking at them (or somebody who knows how they were encoded originally speaks up.)

>> No.5133354

Torrent guy from the last thread. It's available and seeded here:

magnet:?xt=urn:btih:311d64fe0f98fd6efba9e5c012c11f14be235457&dn=MortalKombat3SourceCodeDump&tr=http%3A%2F%2Fbt1.archive.org%3A6969%2Fannounce&tr=http%3A%2F%2Fbt2.archive.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.coppersurfer.tk%3A6969%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.si%3A1337%2Fannounce&ws=https%3A%2F%2Farchive.org%2Fdownload%2F&ws=http%3A%2F%2Fia601507.us.archive.org%2F2%2Fitems%2F

Just remember that if Archive.org removes the source, it's still seeded on coppersurfer and demoi so it will bve as if the file was never removed when Archive.org removes it.. I'm committed to seeing this for a few months at least to help others study it and to keep a copy safe.

>> No.5133737

>>5133323

Oh good point.

>> No.5133778
File: 1.71 MB, 498x338, tenor.gif [View same] [iqdb] [saucenao] [google]
5133778

>>5132405
came here to congratulate the anon that did this possible
thank you so much

stay based m8

>> No.5133790
File: 23 KB, 400x400, thumbs.jpg [View same] [iqdb] [saucenao] [google]
5133790

>>5133778
This. Thanks man.

>> No.5133791
File: 138 KB, 352x338, devirumuycruy.jpg [View same] [iqdb] [saucenao] [google]
5133791

>all these unused sounds
absolutely delicious

>> No.5133805

>>5133791
>shao khan has various unused voice lines
some of them are
TOASTY
CRISPY!
FROSTY!
DANGER
FINISH IT!

>> No.5133807

>>5133791
Alot of these were already in that shitty Arcade Kollection. It's just that in here, they're uncompressed, and it looks like there's unused music that didn't make it into the roms or didn't have anything that would make play in the code.

http://www.mortalkombatwarehouse.com/umk3/#sounds

>> No.5133923 [DELETED] 

Top tier Genesis 16bit platformer staring Ronald fucking McDonald. The game was made by Treasure. Same developer that made Gunstar Heroes, Dynamite Headdy, and Alien Soldier.

>> No.5133926 [DELETED] 
File: 225 KB, 800x1137, ronald.jpg [View same] [iqdb] [saucenao] [google]
5133926

>>5133923


Oops, forgot to post an image.

>> No.5134853

>>5133354
> Just remember that if Archive.org removes the source…

> 2038-20
> people still don't understand hash is all you need, as long as someone is seeding and uses DHT

Stop spreading bullshit. Here's how you share it: 311d64fe0f98fd6efba9e5c012c11f14be235457

>> No.5134856

>>5132405
Would be more interested to see if the supposed Turok source code that was leaked actually surfaced anywhere

>> No.5135086

>>5134856
are you talking about https://archive.org/details/turok-source.7z ?

was posted here a month ago iirc

>> No.5135616

>>5133290
>So anything interesting going to happen with this source code?
It will and is, but discussion regarding that has moved since there's no real point posting it where it'll be deleted. People direct linking archived threads etc. just puts them off.

>> No.5135758

>>5135616
where?

>> No.5137371 [DELETED] 

Why is this the only thread I see on this board without the spoop theme?

>> No.5137724

I find the sudden lack of discussion disturbing.

>> No.5138130

>>5132503
resetera members should all take turns passing around a shotgun with a fresh box of shells and kill themselves as quickly as possible.

>> No.5138132

>>5132709
the RGB files are nothing but palette data for the graphics. you'd thing RGB would be a dead give away, no?

>> No.5138136

>>5138132
+THINK.. god damn it. i need more coffee.

>> No.5138538

>>5138132
>the RGB files are nothing but palette data for the graphics. you'd thing RGB would be a dead give away, no?

It's not pallet data, because there are pallet files included with the accompanying image files. RGB is the only image format that the N64 can read, it is part of the IRIX operating system and uses RGB hex values to generate an image.

Here is a good write up on how it works:

https://n64squid.com/homebrew/n64-sdk/textures/image-formats/

>> No.5138558

>>5138538
Great, now we just need someone with a SGI workstation to take a look at them for us. I tried looking around for a VM that can emulate SGI hardware or support an IRIX OS install, but I can't find anything. GXemul only supports NetBSD on SGI hardware, SimOS hasn't been worked on since 2001 and the download link is dead, there just doesn't seem to be any emulator out there for SGI.

>> No.5139040

>>5138558
oh god the first emulator that will attempt running these fucking workstations is going to be MAME isn't it

>> No.5139138

>>5139040
The problem is the SGI workstations used proprietary graphics hardware. People would need to reverse engineer that shit just to have a hope of emulating it.

>> No.5139150

>>5138558
Save up however many thousands of dollars the real machines cost, and there you go.

>> No.5139331

>>5139150
SGI machines are still pretty cheap, and Acclaim essentially used Indy machines, so that basically means you're looking at spending hundreds, not thousands

>> No.5140979

bump