btw does MKVSDCU use the same sound format as MK9 oub.?
EDIT:the versus screen mk3 sound needs a reupload.
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btw does MKVSDCU use the same sound format as MK9 oub.?
EDIT:the versus screen mk3 sound needs a reupload.
Last edited by futuretime23; 01-31-2012 at 01:35 AM.
i have created fake patch 1.01,what does this patch mean for 3.55 users?
it allows you to play the original MK9 with all mods and dlc,plus all the specials WORKING,the infinites as well(like cyrax's) and as well finishers.
what do you have to do to make it work?
for safety reasons delete the asset folder in dev_hdd0/game/BLUS30522/USRDIR/MK9
after that go to dev_hdd0/game/BLUS30522/USRDIR and go in the patch folder,delete the MKSCRIPT folder,and voila!
you are playing vanilla MK9 on 3.55 with no eboot patching,and btw MK9 1.05 is coming soon.
Last edited by futuretime23; 01-31-2012 at 04:54 PM.
i was trying to get the npcs to work oub.i asked for curiosity,besides i could do a sound mod and i couldnt start the game(i got the trophy error) another thing you didnt answer to my pm regarding google+,but still i thank you very much for your help oub.,you are definitely one of the best mk9 modders around.
Kinda offtopic but hey, it's still Mortal Kombat :P :
@ futuretime23
what you are doing here is wrong
comparing offsets from different scripts?
useing a offset from 1 script in a other script??
i will try to explain why this does not work and how to find "(readable) real offsets" within the mk script in a noob friendly way (if thats even possible :s)
the mkscripts contain headers (headers contain like a sort of "index table" where you can find for example "offsets",sizes of "data",amounts etc,if you still dont know what im talking about just stop reading right here)
in this example i will use the mkscript from char_kitana
first 80 bytes
starting after these bytes 00 00 00 01 51 86 F3 0A(starting at offset 0x40)is where the actual "index table" begins (this is for all the mk script binaries the same EXCEPT for the offset i mentioned,this may differ and is related to the char name lenght)Code:00 00 06 26 00 00 00 00 00 00 06 60 00 00 00 00 00 00 00 14 00 00 00 00 00 00 00 10 43 48 41 52 5F 4B 69 74 61 6E 61 2E 6D 6B 6F 00 00 00 05 0A 00 00 00 00 00 07 E3 C0 00 00 00 01 51 86 F3 0A 00 00 01 43 00 00 03 A2 00 00 00 DB 00 00 00 08 00 00 00 C1 00 00 00 1A 00 02 6E 04 00 00 00 2A 00 04 20 60 00 00 47 E4 00 02 74 20 00 00 04 AA 00 02 62 28 00 00 0B DC 00 00 00 00 00 00 00 00
now at offset 0x64 you will get 00 00 47 E4 this is the size of the stringblock
now at offset 0x50 you will get 00 00 00 C1 this is the amount of the 6th byte block (i call this the 6th byte block because i dont know yet what it is or how its related to the rest of the bytes (yet)) the size of the 6th byte block is 0xC10 divided by 10(10 in hex = 16 in dec) gives C1 = 00 00 00 C1 voila.this means the lenght per "data in bytes"(lets call it data for the moment) is 16 byte which matches the amount "C1"
but i was talking about offsets so to make a long story short....
find the stringblock (starts immediately after the bytes FF FF FF FF)always starts with "GFGGameInfo"
you now know the size (00 00 47 E4)
now copy and paste string block and make it a new file ...
open it up again in a hex editor,and now compare the offsets from the stringblock with the 6th byte block (attachment below) "bytes" and tell me what you see.....
yep thats right the 4 bytes like 00 00 28 D5 are OFFSETS for strings within the stringblock (at offset 0x28D5 string=NPC_XRay_Female)
this was the simplest example i could think of (this byte block contains offsets for strings within the stringblock only,most of the rest of the byte blocks contain more then just offsets for strings in the stringblock)
this is just 1 byte block of the 10 byte blocks + stringblock which are found within the mk script binary and they are all connected with each other in some kind of way.
this is all found by looking at the header of the script binary and locating those byte blocks and deciphering its contents
i already uploaded my bookmarks for hexworkshop but this gives atleast an good explanation of why you cant compare offsets from 1 script with a other script.
no offence there futuretime
edit :and yes maybe we can "swap" those offsets for strings but havent tried it yet tho
Last edited by digitaloverdose; 01-31-2012 at 06:32 PM.
ah ok,digital,even then it was just a theory,i recently tried doing only the babality part,using reptile_elder's mk9game.ini but that didnt work,and i planning to use the coalesced.ini.
another thing,digital,i noticed the xbox trainer uses an ingame char swapper,that was how you played in the arcade mortal kombat games as the unplayable chars(though you also had to swap movesets for exception of certain chars)
since in the xbox 360 you do this through the executable,do you think its possible to do this on ps3 but not through the means of eboot?
last thing,is there a specific string that prevents the bosses from entering a "finish him" state? i only noticed goro was able to enter a finish him state on challenge 59,but the mkscriptbinary for that challenge(towerblock14 IIRC) just mentions RESURRECTION_GORO_SETUP.
still,i thank you for helping me,you are awesome man!![]()
this is the eboot.elf file:MK9EBOOTELF355341.rar
aka the decrypted eboot.bin,however its not 3.56 signed like the original,rather signed for lower firmwares,like 3.55 and 3.41,since even installing everything correctly cygwin couldnt unself the eboot.bin into an elf,so i had to use ebootmod,grab the modified eboot.bin and put it on cygwin and then i was able to get the eboot.elf since apparently cygwin(when using readself) did not detect any metadata in 3.56 eboot but it could detect on the modified eboot.
I got RAIDEN Meat Fully on Ground but not Scorpion yet
I can get him on the ground but then his spear would not work right so at this time
its having him on the ground or having his spear?

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