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Mortal Kombat Mythologies: Sub-Zero (PlayStation)

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This page contains notes for the game Mortal Kombat Mythologies: Sub-Zero (PlayStation).

Region:

NTSC-U

Console:

PlayStation

Viewer Discrepancy#

If the format is not written in gameshark format and contains spaced values, the values are written in Array (Little Endian). Reverse the Byte endian type in an alignment order of 2-Byte to match up with PSX gameshark codes if needed.

Generic Codes#

WIP

Notes#

  • Character properties such as special attacks are stored in the game's executable.
  1. 40 = Active Hitbox
  2. 80 = Disabled Hitbox

Character Information#

Main Character ID Modifier#

All Levels Except Earth:

300E8140 00??

Earth Level:

300E8258 00??

Value

Character ID

00

MONK1 (Staff) [Earth Level + Test Characters Level]

01

MONK2 [Temple Level]

02

MONK3 (Sword) [Temple Level]

03

MONK4 (Baston) [Wind Level]

04

MKSZ (Sub-Zero) [All Levels]

05

MONK6 (Halberd) [Water Level]

06

HOUND

07

HANGGLID

08

WINDGOD [Wind Level]

09

HULK MONK [Fire Level]

0A

FAST MONK [Fire Level]

0B

WATERGOD [Water Level]

0C

FIREGOD [Fire Level]

0D

ASSASSIN1 (Kia) [Fortress Level]

0E

GRUNT1 [Fortress Level]

0F

GRUNT2 (Axe) [Fortress Level]

10

HEADLESS

11

UNDEAD SCORPION [Prison Level]

12

SCORPION (MKSZ>Scorpion) [All Levels]

13

ASSASSIN3 (Jataaka) [Fortress Level]

14

PRIS GRUNT1 [Prison Level]

15

PRIS GRUNT2 (Laser Rifle) [Prison Level]

16

PRIS GRUNT3 (Laser Bazooka) [Prison Level]

17

PRIS GRUNT4 (Spread Bazooka) [Bridge Level]

18

PRIS GRUNT5 (Ice Rifle) [Test Characters Level]

19

Telekenesis Monk [Earth Level]

1A

MONK5 [Water Level]

1B

QUANCHI [Fortress Level]

1C

ASSASSIN2 (Sareena) [Fortress Level]

1D

SHINNOK (Fortress Level)

MKSZ (Sub-Zero)#

Action Properties#

Address

Value (2-Byte)

State ID

800AF280

3650

Ice Blast

?

4918

Polar Blast

?

3650

Ice Blast

?

4918

Polar Blast

?

3D0C

Air Ice Blast

?

60C4

Ice Clone

?

6A7C

Slide

?

70B4

Super Slide

?

72C0

Freeze On Contact (Buggy?)

?

7A3D

Throw (Buggy?)

UNDEAD SCORPION#

Action Properties#

Address

Value (Array)

State ID

800ACC14

24 A7 03 80

5

800ACC18

68 BF 03 80

?

800ACC1C

98 BF 03 80

?

800ACC20

38 BD 03 80

2HP

800ACC24

68 BD 03 80

2LP

800ACC28

A8 B2 03 80

2BL

800ACC2C

A0 BE 03 80

2HK

800ACC30

04 BF 03 80

2LK

800ACC34

10 B7 03 80

5HP

800ACC38

DC B9 03 80

5LP

800ACC3C

D8 B4 03 80

5BL

800ACC40

B0 BD 03 80

5HK

800ACC44

20 BE 03 80

5LK

800ACC48

C8 BF 03 80

?

800ACC4C

F8 BF 03 80

?

800ACC50

B0 AF 03 80

8

800ACC54

3C B1 03 80

2

800ACC58

F8 B1 03 80

?

800ACC5C

78 B2 03 80

~2?

800ACC60

D0 B2 03 80

~2?

800ACC64

00 B5 03 80

~5BL

800ACC68

00 B6 03 80

5?

800ACC6C

88 B5 03 80

5Turn

800ACC70

B8 B5 03 80

2Turn

800BC324

7C F7 01 80

Spear

800BC328

E8 F6 01 80

Teleport Punch

Low Punch replaced with Spear (L1+X Enables; X Disables)

D00D7F6C 0082

800ACC38 F77C

D00D7F6C 0082

800ACC3A 8001

D00D7F6C 0080

800ACC38 B9DC

D00D7F6C 0080

800ACC3A 8003

Player High Punch Modification:

800AE716 ????

800AE718 ????

DEFAULT VALUE:

0000

0000

EXAMPLE MODIFIED VALUE (Death):

3650

8007

Animation and Velocity Properties#

Address

Default Value

State ID

Type

800ACAAA

4800

6 (Velocity)

2-Byte Signed

PRIS GRUNT3 (Laser Bazooka)#

Action Properties#

Address

Value (Array)

State ID

800BC17C

84 FA 01 80

CPU Bazooka Projectile?

800BC368

84 FA 01 80

CPU Bazooka Projectile?

PRIS GRUNT5 (Ice Rifle)#

VFX Modifier#

Address

Value (Array)

Level

800E8278

BC 73 18 80

Test Characters Level

Test Characters Level: L1+X Injects VFX Modification for PRIS GRUNT5

D00D7F6C 0082

800E8258 0018

D00D7F6C 0082

800E8278 73BC

D00D7F6C 0082

800E827A 8018

QUANCHI#

Action Properties#

Address

Value (Array)

State ID

800BC380

34 FD 01 80

Forceball Special

800BC384

F0 02 02 80

Rod Plasma Special

800BC388

E8 00 02 80

Vacuum Special

800BC38C

AC 01 02 80

Telekinetic Lift Special

800BC390

A0 02 02 80

Beam Special

800BC394

C8 02 02 80

Teleport Special

ASSASSIN2 (Sareena)#

Combo 1 : HP-HP-HP-2HP

Combo 2 : HK-HP-HP

Action Properties#

Address

Value (Array)

State ID

800BC3A4

18 03 02 80

Whirlwind Special

800BC3A8

68 03 02 80

Kama Projectile Special

800BCBB8

90 03 02 80

Backflip Attack

800BCBBC

68 AA 01 80

2?

800BCBC0

9C 8E 01 80

5HP

800BCBC4

F4 8F 01 80

Cl.5K

800BCBCC

50 98 01 80

4HK

SHINNOK (Normal Form)#

VFX Modifier#

Address

Value (Array)

Level

?

5C D0 17 80

Fortress Level

TEST CHARACTERS#

Test Characters Level:

300D76A8 0007

Opponent Value:

300D7E48 00??

Value

Test Characters ID

00

MONK1

00

MONK1

01

MONK2

02

MONK3

03

MONK4

04

MONK5

05

MONK6

06

HULK MONK

07

FAST MONK

08

WINDGOD

09

WATERGOD

0A

FIREGOD

0B

GRUNT1

0C

GRUNT2

0D

SCORPION

0E

UNDEAD SCORPION

0F

PRIS GRUNT1

10

PRIS GRUNT2

11

PRIS GRUNT3

12

PRIS GRUNT4

13

PRIS GRUNT5

14

ASSASSIN1

15

ASSASSIN2

16

ASSASSIN3

17

QUANCHI

18

SHINNOK

GFX Opponent Loader#

TEST CHARACTERS Level - Opponent GFX Compile Region Constant Mod

800D7C24 8D74

800D7C26 8018

  • The two codes above are based on Quan Chi's compiled offset region.

Character GFX File Loader (Requires TEST CHARACTERS GFX COMPILE REGION CONSTANT MOD to be enabled):

800F9670 ????

Value

Loaded File Directory (use 'CHARS' directory for character file)

0000

MOVIES\BIOS.STR

0004

MOVIES\BRDGFL1.STR

0008

MOVIES\CREDS01.STR

000C

MOVIES\DROWN2.STR

0010

MOVIES\E2WTR.STR

0014

MOVIES\FIREFL1.STR

0018

MOVIES\FMV1.STR

001C

MOVIES\FMV2.STR

0020

MOVIES\FMV3A.STR

0024

MOVIES\FMV3B.STR

0028

MOVIES\FMV4AB.STR

002C

MOVIES\FMV5.STR

0030

MOVIES\FMV6.STR

0034

MOVIES\FMV7AB.STR

0038

MOVIES\LEGAL.STR

003C

MOVIES\MIDWAY01.STR

0040

MOVIES\MK4A.STR

0044

MOVIES\NUFALL3.STR

0048

MOVIES\OPEN.STR

004C

MOVIES\OUTTKES1.STR

0050

MOVIES\PRSNFAL2.STR

0054

MOVIES\QUANDETH.STR

0058

MOVIES\ROCKDETH.STR

005C

MOVIES\SZINTRO1.STR

0060

MOVIES\SZLOGO15.STR

0064

MOVIES\WND2E.STR

0068

MOVIES\WTR2FR.STR

006C

MOVIES\WTRDRN1.STR

0070

CHARS\ASASSIN2.BIN

0074

CHARS\ASASSIN3.BIN

0078

CHARS\ASS2.BIN

007C

CHARS\ASSASSIN.BIN

0080

CHARS\FAST.BIN

0084

CHARS\FIREGOD.BIN

0088

CHARS\GRUNT.BIN

008C

CHARS\GRUNT2.BIN

0090

CHARS\HANGLID.BIN

0094

CHARS\HEADLESS.BIN

0098

CHARS\HOUND.BIN

009C

CHARS\HOVMONK.BIN

00A0

CHARS\HULK.BIN

00A4

LEVELS\BRIDGE\BRDGBG.BIN

00A8

LEVELS\BRIDGE\BRDGFLUF.BIN

00AC

LEVELS\BRIDGE\BRIDGE.LVL

00B0

LEVELS\BRIDGE\BRIDGE.TSQ

00B4

LEVELS\BRIDGE\BRIDGE.TXD

00B8

LEVELS\BRIDGE\BRIDGE.WAL

00BC

LEVELS\BRIDGE\DINO.BIN

00C0

LEVELS\BRIDGE\DINO.LVL

00C4

LEVELS\EARTH\DIRTFLUF.BIN

00C8

LEVELS\EARTH\DEARTH.LVL

00CC

LEVELS\EARTH\DEARTH.TSQ

00D0

LEVELS\EARTH\DEARTH.TXD

00D4

LEVELS\EARTH\DEARTH.WAL

00D8

LEVELS\FIRE\FIRE.LVL

00DC

LEVELS\FIRE\FIRE.TSQ

00E0

LEVELS\FIRE\FIRE.TXD

00E4

LEVELS\FIRE\FIRE.WAL

00E8

LEVELS\FIRE\FIREBG.BIN

00EC

LEVELS\FIRE\FIREFLUF.BIN

00F0

LEVELS\FIRE2\FIRE2.LVL

00F4

LEVELS\FIRE2\FIRE2.TSQ

00F8

LEVELS\FIRE2\FIRE2.TXD

00FC

LEVELS\FIRE2\FIRE2.WAL

0100

LEVELS\FORTRESS\FORTBG.BIN

0104

LEVELS\FORTRESS\FORTFLUF.BIN

0108

LEVELS\FORTRESS\FORTRESS.LVL

010C

LEVELS\FORTRESS\FORTRESS.TSQ

0110

LEVELS\FORTRESS\FORTRESS.TXD

0114

LEVELS\FORTRESS\FORTRESS.WAL

0118

LEVELS\PRISON\PRISFLUF.BIN

011C

LEVELS\PRISON\PRISON.LVL

0120

LEVELS\PRISON\PRISON.TSQ

0124

LEVELS\PRISON\PRISON.TXD

0128

LEVELS\PRISON\PRISON.WAL

012C

LEVELS\PRISON\PRISONBG.BIN

0130

LEVELS\ROCKY\ROCKMAN.BIN

0134

LEVELS\ROCKY\ROCKY.LVL

0138

LEVELS\SKULLMAN\SKULLMAN.BIN

013C

LEVELS\SKULLMAN\SKULLMAN.LVL

0140

LEVELS\SKULLMAN\SKULLMAN.TSQ

0144

LEVELS\SKULLMAN\SKULLMN2.LVL

0148

LEVELS\SKULLMAN\SKULLMN2.TSQ

014C

LEVELS\SKULLMAN\SKULMAN2.BIN

0150

LEVELS\TEMPLE\FLUFF.TXD

0154

LEVELS\TEMPLE\LVLSEL.TXD

0158

LEVELS\TEMPLE\TEMPFLUF.BIN

015C

LEVELS\TEMPLE\TEMPLE.LVL

0160

LEVELS\TEMPLE\TEMPLE.TSQ

0164

LEVELS\TEMPLE\TEMPLE.TXD

0168

LEVELS\TEMPLE\TEMPLE.WAL

016C

LEVELS\TEMPLE\TEMPLEBG.BIN

0170

LEVELS\THRONERM\MONSTER.BIN

0174

LEVELS\THRONERM\MONSTER.LVL

0178

LEVELS\THRONERM\SHINFLUF.BIN

017C

LEVELS\THRONERM\THRONERM.LVL

0180

LEVELS\THRONERM\THRONERM.TSQ

0184

LEVELS\THRONERM\THRONERM.TXD

0188

LEVELS\THRONERM\THRONERM.WAL

018C

LEVELS\WATER\WATER.LVL

0190

LEVELS\WATER\WATER.TSQ

0194

LEVELS\WATER\WATER.TXD

0198

LEVELS\WATER\WATER.WAL

019C

LEVELS\WATER\WATRFLUF.BIN

01A0

LEVELS\WATER\WTRGOD.LVL

01A4

LEVELS\WATER\WTRGOD.TSQ

01A8

LEVELS\WATER\WTRGOD.TXD

01AC

LEVELS\WATER\WTRGOD.WAL

01B0

LEVELS\WIND\WIND.LVL

01B4

LEVELS\WIND\WIND.TSQ

01B8

LEVELS\WIND\WIND.TXD

01BC

LEVELS\WIND\WIND.WAL

01C0

LEVELS\WIND\WINDBG.BIN

01C4

LEVELS\WIND\WINDFLUF.BIN

01C8

LEVELS\WIND\WINDGD.LVL

01CC

LEVELS\WIND\WINDGD.TSQ

01D0

LEVELS\WIND\WINDGD.TXD

01D4

LEVELS\WIND\WINDGD.WAL

01D8

LSDS\FIGHTSFX.LSD

01DC

LSDS\SUBZERO.WMD

01E0

LSDS\SUBZERO.WSD

01E4

LSDS\SZL1SFX.LSD

01E8

LSDS\SZL1TUNZ.LSD

01EC

LSDS\SZL2SFX1.LSD

01F0

LSDS\SZL2SFX2.LSD

01F4

LSDS\SZL2SFX3.LSD

01F8

LSDS\SZL2TUNZ.LSD

01FC

LSDS\SZL3SFX1.LSD

0200

LSDS\SZL3SFX2.LSD

0204

LSDS\SZL3SFX3.LSD

0208

LSDS\SZL3TUNZ.LSD

020C

LSDS\SZL4BOSS.LSD

0210

LSDS\SZL4SFX.LSD

0214

LSDS\SZL4TUNZ.LSD

0218

OVERLAYS\BRDGDEMO.BIN

021C

OVERLAYS\BRIDGE.OVR

0220

OVERLAYS\EARTH.OVR

0224

OVERLAYS\FIRE.OVR

0228

OVERLAYS\FORTRESS.OVR

022C

OVERLAYS\PRISON.OVR

0230

OVERLAYS\TEMPLE.OVR

0234

OVERLAYS\WATER.OVR

0238

OVERLAYS\WIND.OVR

023C

OVERLAYS\WINDDEMO.BIN

0240

CHARS2\MKSZ.BIN

0244

CHARS2\MONK.BIN

0248

CHARS2\MONK2.BIN

024C

CHARS2\MONK3.BIN

0250

CHARS2\MONK4.BIN

0254

CHARS2\MONK5.BIN

0258

CHARS2\MONK6.BIN

025C

CHARS2\PGRUNT1.BIN

0260

CHARS2\PGRUNT2.BIN

0264

CHARS2\PGRUNT3.BIN

0268

CHARS2\PGRUNT4.BIN

026C

CHARS2\PGRUNT5.BIN

0270

CHARS2\QUANCHI.BIN

0274

CHARS2\QUANCHI2.BIN

0278

CHARS2\SCORPION.BIN

027C

CHARS2\SHINNOK.BIN

0280

CHARS2\WATERFX.BIN

0284

CHARS2\WATERGOD.BIN

0288

CHARS2\WINDGOD.BIN

028C

LCDS\FIGHTSFX.LCD

0290

LCDS\SZL1SFX.LCD

0294

LCDS\SZL1TUNZ.LCD

0298

LCDS\SZL2SFX1.LCD

029C

LCDS\SZL2SFX2.LCD

02A0

LCDS\SZL2SFX3.LCD

02A4

LCDS\SZL2TUNZ.LCD

02A8

LCDS\SZL3SFX1.LCD

02AC

LCDS\SZL3SFX2.LCD

02B0

LCDS\SZL3SFX3.LCD

02B4

LCDS\SZL3TUNZ.LCD

02B8

LCDS\SZL4BOSS.LCD

02BC

LCDS\SZL4SFX.LCD

02C0

LCDS\SZL4TUNZ.LCD

02C4

LSDS2\SZL5BOSS.LSD

02C8

LSDS2\SZL5SFX.LSD

02CC

LSDS2\SZL5TUNZ.LSD

02D0

LSDS2\SZL7SFX1.LSD

02D4

LSDS2\SZL7SFX2.LSD

02D8

LSDS2\SZL7TUNZ.LSD

02DC

LSDS2\SZL8SFX.LSD

02E0

LSDS2\SZL8TUNZ.LSD

02E4

LSDS2\SZL9FXA1.LSD

02E8

LSDS2\SZL9FXA2.LSD

02EC

LSDS2\SZL9FXA3.LSD

02F0

LSDS2\SZL9FXQC.LSD

02F4

LSDS2\SZL9FXSH.LSD

02F8

LSDS2\SZL9SFX.LSD

02FC

LSDS2\SZL9TUNZ.LSD

0300

LCDS2\SZL5BOSS.LCD

0304

LCDS2\SZL5SFX.LCD

0308

LCDS2\SZL5TUNZ.LCD

030C

LCDS2\SZL7SFX1.LCD

0310

LCDS2\SZL7SFX2.LCD

0314

LCDS2\SZL7TUNZ.LCD

0318

LCDS2\SZL8SFX.LCD

031C

LCDS2\SZL8TUNZ.LCD

0320

LCDS2\SZL9FXA1.LCD

0324

LCDS2\SZL9FXA2.LCD

0328

LCDS2\SZL9FXA3.LCD

032C

LCDS2\SZL9FXQC.LCD

0330

LCDS2\SZL9FXSH.LCD

0334

LCDS2\SZL9SFX.LCD

0338

LCDS2\SZL9TUNZ.LCD

Example Code:

HANGGLIDE GFX Loaded As Opponent Data

800D7C24 8D74

800D7C26 8018

800F9670 0090

800D76A8 0007

800E8258 0007

Notes#

  • D0 77 01 80 & 1C 79 01 80 are CPU-based inputs that randomize normal attacks. These are generally "enders" of their respective special move tables.

Music#

Jataaka & Kia BGM#

Value (Array)

Type

94 96 13 80

Loop Pointer

Sprite Ripping#

Read-Me#

  • Use EPSXE or other emulator with native 320x240 resolution WITHOUT dithering effects & scanlines. Do NOT ruin rips by adding unnecessary filters.
  • If using EPSXE, Peops Soft Driver (PeopsSoftGpu118 used for this method) is the video plugin of choice. AVOID using the OpenGL2 video plugin as some pixels tend to warp and background vram clogs with unnecessary graphics that disrupts the background removal procedure, resulting in bad sprite-ripping procedures.
  • The codes will freeze the game in the title FMV stream. Enable these once at the main menu.
  • The background removal procedure only works on the TEST CHARACTERS level.

Compiled Codes#

All codes compiled for ease of use (requires bkg color codes below):

800D76A8 0007

800D8230 0000

300FB385 0047

800E812C 0002

800D7E70 0200

80033890 0101

800D7A9C 0000

800D7E10 0000

80129248 4100

8012924A 3E01

3017D630 002A

3017D64B 0042

3017D668 0000

3017D67B 0042

...and add either one of these codes below for a desired bkg color:

Background Color = Red

8017D634 80D0

8017D664 80D0

Background Color = Green

8017D634 D080

8017D664 D080

Background Color = Yellow

8017D634 D0D0

8017D664 D0D0

Separated Codes#

Test Characters Level

800D76A8 0007

Remove Character Lighting FX

800D8230 0000

Remove Lifebars

300FB385 0047

Remove Main Character Shadows

800E812C 0002

Default Z-Axis Magnification Position

800D7E70 0200

Disable Z-Axis Magnification Boss Lock

80033890 0101

Enable Background

800D7A9C 0000

No Clipping

800D7E10 0000

Master Background Remove

80129248 4100

8012924A 3E01

3017D630 002A

3017D64B 0042

3017D668 0000

3017D67B 0042

Background Color = Red

8017D634 80D0

8017D664 80D0

Background Color = Green

8017D634 D080

8017D664 D080

Background Color = Yellow

8017D634 D0D0

8017D664 D0D0