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Mortal Kombat: Deadly Alliance (PlayStation 2, Xbox, GameCube)

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Title Screen

Mortal Kombatː Deadly Alliance

Developer: Midway Games
Publisher: Midway Games
Platforms: PlayStation 2, Xbox, GameCube
Released in US: November 16, 2002 (PS2), November 18, 2002 (Xbox), November 17, 2002 (GameCube)
Released in EU: February 14, 2003 (PS2/Xbox/GameCube)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Mortal Kombat: Deadly Alliance is the first installment of the Mortal Kombat series on sixth-generation consoles. It introduces new game mechanics such as each playable character having distinct fighting styles based on Martial Arts and a Krypt where players can unlock new arenas, characters, costumes, and other extras.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Graphics

Locked Character Icons

There are unused locked icons for all of the characters that are supposed to be unlocked by default. What is more bizarre is that the icons for Bo' Rai Cho and Scorpion differ from what ended up on the retail roster. These icons are used in the demo version found on the February 2003 UK PS2 Magazine Demo disc 30, with the exception of Scorpion, Li Mei, and Kenshi, whose locked icons aren't used in the demo.

MKDA ShangTsungLocked.pngMKDA BoRaiChoLocked.pngMKDA QuanChiLocked.pngMKDA LiMeiLocked.pngMKDA ScorpionLocked.pngMKDA SonyaLocked.pngMKDA KenshiLocked.pngMKDA MavadoLocked.pngMKDA JohnnyCageLocked.pngMKDA SubZeroLocked.pngMKDA KanoLocked.pngMKDA KungLaoLocked.png

Video Placeholders

The unlockable videos from the Kontent Gallery have placeholder images in krypt_art.ssf. The placeholder graphic for MK Gold Endings has an icon for Falling Giants Arena Sketch instead of the icon used in the final. Maybe this slot in the gallery was originally reserved for a video of the sketch.

Unused Video

BLADEA~1.PSS

An alternate video for Blade Arena Test from the Kontent Gallery. It ends with a pan around the underground section of the arena, which would be omitted from the variant of the video that is used. Found only in the PlayStation 2 release.

Unused Arenas

Studio

GMKD5D-1.png

An unused arena named studio.ssf is inside the art folder for all releases. It resembles the studio where the motion capture was done for the game and seems to be a test background for characters. While it was used in some ending slides for the likes of Johnny Cage and Mokap, it is unavailable as a stage otherwise. The Action Replay code provided below will only work on Versus and Practice mode.

Release Action Replay code
GameCube (USA) 004184eb 00000016

Senate of Elder Gods

Mkda senateofeldergods 00000001.png

An arena named senateofeldergods.ssf is only in the PlayStation 2 release. Unlike Studio, It is completely inaccessible as the game ignores the arena even after using any sort of memory editor. It appears to be very incomplete, as only one texture can be found after extracting the SSF archive.

Arttool

Mkda arttool 00000009.png

Arttool is an inaccessible arena in all releases. Judging by the textures present, it was used by the developers to change the positions of various art assets.

Unused Areas

Wu Shi Academy

MKDA HiddenGround.png

Wu Shi Academy has an underground section that cannot be normally seen by the player. It is fully textured, so perhaps it was meant to be seen at some point during development or it was intended to be filled with water like in the opening cutscene.

Unused Konquest Missions

There were originally fifteen training missions at the beginning of Konquest. While the number of trials was lowered to eight, the rest are able to be played by forcing the game to allocate fifteen slots for training instead of eight.

Release Action Replay code
GameCube (USA) 040D29E0 2C00000F
040D3F10 2C00000F
040D5940 2803000F
040D6248 2804000F
0406D634 38C0000F
040D6B84 2804000F
040D75FC 2C05000F
040D7604 38C0000F

Mission 9

MKDA Konquest9.png

A duplicate of Mission 5, except with Scorpion in place of Sub-Zero and Quan Chi in place of the opponent. Blocking high and low attacks are separated into two objectives.

Mission 10

MKDA Konquest10.png

A duplicate of Mission 6, but the only objective is to change Sub-Zero's fighting styles.

Mission 11

MKDA Konquest11.png

The second objective of Mission 6 was separated into its own mission at one point in development.

Mission 12

MKDA Konquest12.png

A duplicate of Mission 7, but the only objective is to beat Scorpion with the Kori Blade.

Mission 13

MKDA Konquest13.png

The second objective for Mission 7 was also intended to be separated into its own mission. Scorpion's AI is noticeably more aggressive than what it usually is for this trial.

Mission 14

MKDA Konquest14.png

The player needs to use 3D walk to circle around Shang Tsung and kick him into the arena's barrier.

Mission 15

MKDA Konquest15.png

A duplicate of Mission 8, but with Sonya in place of Shang Tsung. Sonya's AI is buggy and will keep hitting the player even when the timer has not run out yet.

Unused Text

Internal Names

Some files and code were labeled with the internal names for characters, modes, and arenas that debuted in this game.

Internal name Actual name
blind Kenshi
canvastraining Wu Shi Academy
CoffinTomb The Krypt
churchruins House of Pekara
drunk Bo' Rai Cho
drunkenfighter Bo' Rai Cho
fatman Bo' Rai Cho
icegirl Frost
icepalace Lin Kuei Temple
Journey Konquest
khan Hsu Hao
koffin The Krypt
seabeast Lung Hai Temple
subzerette Frost
templeruins Sarna Ruins
torch Blaze
vamp_f Nitara
vortex Portal

Repository Log

Starting at 0x23953F in the Xbox executable is a log containing filenames and information pulled from a source code repository relating to the RenderWare SDK.

$Id: rphanim.c,v 1.84 2001/11/21 11:45:06 rburg Exp jamesa $
$Id: stdkey.c,v 1.17 2001/04/02 13:10:05 johns Exp mattt $
$Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $
$Id: rpmatfx.c,v 1.100 2001/10/23 12:23:26 mattt Exp mattt $
$Id: multitexxbox.c,v 1.17 2001/11/09 13:11:47 Valery Exp Valery $
$Id: multiTex.c,v 1.13 2001/11/01 16:36:16 mattt Exp davidg $
$Id: multiTexEffect.c,v 1.7 2001/10/30 21:10:55 mattt Exp markf $
$Id: bacamera.c,v 1.364 2001/11/28 10:55:41 rburg Exp rburg $
$Id: baimage.c,v 1.198 2001/10/29 15:13:55 markf Exp rburg $
$Id: baframe.c,v 1.183 2001/08/20 10:23:00 markf Exp $
$Id: bamatrix.c,v 1.180 2001/11/05 12:19:42 johns Exp rburg $
$Id: badevice.c,v 1.197 2001/11/26 16:58:54 rburg Exp rburg $  
$Id: baraster.c,v 1.186 2001/10/25 17:23:12 iestynb Exp katherinet $
$Id: batypehf.c,v 1.25 2001/03/09 10:22:55 johns Exp katherinet $
$Id: baimmedi.c,v 1.126 2001/10/25 11:46:53 katherinet Exp rburg $
$Id: baim3d.c,v 1.123 2001/11/01 10:46:17 katherinet Exp $
$Id: bavector.c,v 1.134 2001/11/06 15:18:59 iestynb Exp rburg $
$Id: baimras.c,v 1.37 2001/02/01 10:55:12 johns Exp mattt $
$Id: batextur.c,v 1.235 2001/11/09 16:41:08 mattt Exp $
$Id: batkbin.c,v 1.32 2001/09/18 17:17:27 mattt Exp $
$Id: babinfrm.c,v 1.46 2001/03/16 18:34:58 johns Exp Ads $
$Id: babinary.c,v 1.137 2001/10/02 13:44:50 mattt Exp mattt $
$Id: bastream.c,v 1.84 2001/09/20 08:22:48 mattt Exp rburg $
$Id: baerr.c,v 1.51 2001/11/28 09:46:33 rburg Exp rburg $
$Id: batkreg.c,v 1.61 2001/11/07 13:52:46 Colinh Exp Colinh $
$Id: bafsys.c,v 1.46 2001/07/16 15:39:07 johns Exp rburg $
$Id: babintex.c,v 1.85 2001/09/18 17:13:17 mattt Exp mattt $
$Id: bamemory.c,v 1.122 2001/10/03 14:17:02 rabin Exp rburg $
$Id: baresour.c,v 1.81 2001/11/08 18:38:36 Colinh Exp rburg $
$Id: p2core.c,v 1.219 2001/11/28 10:35:56 rburg Exp rburg $
$Id: bapipe.c,v 1.25 2001/08/17 14:58:03 iestynb Exp iestynb $
$Id: baresamp.c,v 1.55 2001/01/24 17:10:32 katherinet Exp johns $
$Id: babbox.c,v 1.35 2001/11/22 11:26:32 rburg Exp rburg  $
$Id: basync.c,v 1.59 2001/07/16 15:40:46 johns Exp Ads  $
$Id: osintf.c,v 1.1 2001/01/12 15:51:00 Markj Exp  $
$Id: rwstring.c,v 1.23 2001/02/01 10:55:31 johns Exp johns $
$Id: bacolor.c,v 1.38 2001/03/15 16:24:12 katherinet Exp rburg  $
$Id: p2heap.c,v 1.81 2001/10/15 16:09:24 iestynb Exp markf $
$Id: nodeImmInstance.c,v 1.54 2001/02/01 16:55:56 johns Exp Roba  $
$Id: nodeTransform.c,v 1.73 2001/11/28 16:19:09 rburg Exp rburg $
$Id: nodeImmStash.c,v 1.22 2001/08/17 14:58:32 iestynb Exp $
$Id: nodeImmRenderSetup.c,v 1.69 2001/02/13 16:00:35 Roba Exp iestynb $
$Id: nodeImmMangleTriangleIndices.c,v 1.56 2001/09/20 11:09:14 iestynb Exp rburg  $
$Id: nodeCullTriangle.c,v 1.55 2001/09/18 12:38:26 iestynb Exp johns  $
$Id: nodeClipTriangle.c,v 1.87 2001/10/26 16:12:00 antonk Exp rburg $
$Id: nodeSubmitTriangle.c,v 1.69 2001/04/02 10:14:52 Williame Exp  $
$Id: nodeImmMangleLineIndices.c,v 1.54 2001/09/20 11:09:36 iestynb Exp rburg  $
$Id: nodeClipLine.c,v 1.59 2001/10/11 08:40:37 johns Exp rburg $
$Id: nodeSubmitLine.c,v 1.56 2001/02/13 16:11:09 Roba Exp  $
$Id: palquant.c,v 1.28 2001/08/20 15:08:26 johns Exp davidg $
$Id: p2renderstate.c,v 1.30 2001/02/01 12:55:40 katherinet Exp johns  $
$Id: p2dep.c,v 1.88 2001/10/11 10:54:27 johns Exp rburg $
$Id: p2stdcls.c,v 1.21 2001/01/31 12:21:44 johns Exp  $
$Id: p2clpcom.c,v 1.16 2001/01/25 15:57:42 johns Exp  $
$Id: p2resort.c,v 1.18 2001/01/31 10:35:09 johns Exp johns $
$Id: balight.c,v 1.254 2001/10/25 09:29:48 markf Exp iestynb $
$Id: baclump.c,v 1.403 2001/11/14 13:16:36 markf Exp Markj $
$Id: bageomet.c,v 1.316 2001/11/06 13:45:29 Markj Exp Markj  $
$Id: baworobj.c,v 1.161 2001/11/05 12:19:46 johns Exp katherinet  $
$Id: baworld.c,v 1.418 2001/11/08 20:47:18 mattt Exp Markj $
$Id: bamateri.c,v 1.196 2001/10/09 10:30:50 katherinet Exp johns  $
$Id: bamatlst.c,v 1.66 2001/09/21 09:36:39 johns Exp iestynb $
$Id: basector.c,v 1.162 2001/11/08 20:44:07 mattt Exp  $
$Id: bamesh.c,v 1.105 2001/10/17 11:08:03 markf Exp Markj $
$Id: bameshop.c,v 1.67 2001/08/31 09:57:51 johns Exp  $
$Id: bapipew.c,v 1.90 2001/10/16 19:22:44 iestynb Exp mattr  $
$Id: babinwor.c,v 1.164 2001/10/16 14:43:22 Markj Exp mattt $
$Id: nodeLight.c,v 1.52 2001/09/24 17:05:56 iestynb Exp  $
$Id: nodePostLight.c,v 1.48 2001/07/16 15:28:46 johns Exp iestynb  $
$Id: nodeAtomicInstance.c,v 1.85 2001/07/10 11:45:04 johns Exp Markj $
$Id: nodeAtomicEnumerateLights.c,v 1.40 2001/09/18 12:44:17 iestynb Exp Markj $  
$Id: nodeMaterialScatter.c,v 1.48 2001/09/24 17:05:49 iestynb Exp $ 
$Id: nodeWorldSectorInstance.c,v 1.99 2001/09/24 17:06:45 iestynb Exp Markj $
$Id: nodeWorldSectorEnumerateLights.c,v 1.40 2001/09/18 12:43:52 iestynb Exp Markj  $
$Id: p2stdclsw.c,v 1.26 2001/07/11 11:48:14 iestynb Exp $ $Id: chrprint.c,v 1.1 2001/06/28 09:12:36 johns Exp  $
$Id: rtcharse.c,v 1.61 2001/07/05 11:14:51 johns Exp $
$Id: skinxbox.c,v 1.28 2001/10/23 13:17:31 antonk Exp antonk $
$Id: rtquat.c,v 1.48 2001/11/05 18:24:49 iestynb Exp johns $

Build Date

A build date for RenderWare is also in the Xbox executable at 0x2398ED.

Core built at Sep  2 2002 11:50:40

NFL Blitz 2002 Error Messages

At 0x27AC50 in the Xbox executable are some error messages relating to NFL Blitz 2002, another game Midway developed.

Please insert the Blitz 2002 game disc.
This disc is not for Blitz 2002. Please insert the Blitz 2002 game disc.
The disc could not be read. Please read the XBOX Instruction Booklet for more information.

missingwav.txt

An empty text document named missingwav.txt can be found inside the sound folder from the Xbox release. Perhaps it was a file used during development to list which sound files were missing at the time.

MK5BANKS.MMB

A file listing of sound assets before they were packed into msx files can be found inside the Xbox release.

announcr.msb
announcr_names.msb
bg_acid_bath.msb
bg_dragonfly.msb
bg_drum_arena.msb
bg_ice_palace.msb
bg_koffin.msb
bg_konquest.msb
bg_konq_thunder_1.msb
bg_konquest_hail_1.msb
bg_konquest_rain_1.msb
bg_konquest_wind_1.msb
bg_lava_shrine.msb
bg_lunghai.msb
bg_lost_tomb.msb
bg_outsideshangpalace.msb
bg_shang_palace.msb
bg_ship.msb
bg_vortex.msb
c_blaze.msb
c_cyrax.msb
c_drahmin.msb
c_drunk.msb
c_icegirl.msb
c_jax.msb
c_jonnycage.msb
c_kahn.msb
c_kano.msb
c_kenshi.msb
c_kitana.msb
c_kunglao.msb
c_limai.msb
c_mavado.msb
c_moloch.msb
c_nitara.msb
c_quanchi.msb
c_raiden.msb
c_reptile.msb
c_scorpion.msb
c_shangtsung.msb
c_sonya.msb
c_subzero.msb
end_blaze.msb
end_boraicho.msb
end_cyrax.msb
end_drahmin.msb
end_frost.msb
end_hsuhao.msb
end_jax.msb
end_johnnycage.msb
end_kano.msb
end_kenshi.msb
end_kitana.msb
end_kunglao.msb
end_limai.msb
end_mavado.msb
end_mocap.msb
end_nitara.msb
end_quanchi.msb
end_raiden.msb
end_reptile.msb
end_scorpion.msb
end_shangtsung.msb
end_sonya.msb
end_subzero.msb
fightfx1.msb
fighter_cp.msb
fighter_cyrax.msb
fighter_drahmin.msb
fighter_eb.msb
fighter_hs.msb
fighter_jax.msb
fighter_lb.msb
fighter_moloch.msb
fighter_ph.msb
fighter_reptile.msb
fighter_sd.msb
fs_concrete.msb
fs_dirt.msb
fs_marble.msb
music_ending_1.msb
music_fatality.msb
music_koffin.msb
music_konquest.msb
mk5tune1.msb
music_drum_arena.msb
mk5tune3.msb
music_tune4.msb
music_tune5.msb
music_tune6.msb
music_tune7.msb
music_tune8.msb
music_tune9.msb
music_tune10.msb
music_tune11.msb
music_moloch.msb
shell.msb
test_might.msb
test_sight.msb

Unused Code

Moloch's Unused Moveset

GMKE5D-9.png

When an Action Replay code is used to play as Moloch, it turns out he has an unused moveset that his AI is programmed to ignore. This unused moveset is Netherrealm, which is seemingly borrowed from Drahmin. Some of the combos from it do work, while others will not due to the size of the character. When the player performs any sort of throw in Netherrealm, Moloch will freeze until either the game is reset or the round is completed. Keeping this in mind, it is possible that he was intended to be an unlockable character but ended up being cut from the roster.

Debug Functions

Game Version

Hmmm...
To do:
Document the version numbers from any missing international releases.
GMKD5D-3.png

The game version can be displayed on the Game Options menu through an Action Replay code.

Release Version Number
Xbox (USA) 0.223
Xbox (EU) 0.244
GameCube (USA) 0.223
GameCube (EU, De) 0.243G
PlayStation 2 (USA) 0.223
Release Action Replay code
GameCube (USA) 0406442C 41820018
GameCube (EU, De) 04054CF0 48000018
(Source: Ralf)

Show Ticks

GMKD5D-4.png

A debug display for frame ticks. The number can jump from 0 while in one of the menus to 200,000 while the player is in a fight.

Release Action Replay code
GameCube (USA) 04004000 80630000
04004004 28030000
04004008 40820008
0400400C 481c1114
04004010 481c0db4
041C4DC0 4BE3F240
04419998 00000001
GameCube (EU, De) 04004000 80630000
04004004 28030000
04004008 40820008
0400400C 481A0324
04004010 4819FFC4
041A3FD0 4BE60030
04418080 00000001
(Source: Ralf)

Render Collision Regions

MKDA Collision.png

A debug display for collision areas.

Release Action Replay code
GameCube (USA) 04419980 00000001

Development Leftovers

Empty Folders

Unique to the GameCube release is the presence of three empty folders in the art directory: Gico, Kpix, and Pix. These were development directories where art assets were stored before being packed into the SSF archives.

Source Safe Remnant

A file named mssccprj.scc is inside of the sound folder from the GameCube release.. It is a Source Code Control file that specifies a list of files to be exported to a directory. This was specifically used for the sounds and music also present in the folder.

SCC = This is a Source Code Control file

[announcr_names.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_acid_bath.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_dragonfly.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_drum_arena.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_ice_palace.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_konq_thunder_1.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_konquest.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_konquest_hail_1.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_konquest_rain_1.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_konquest_wind_1.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_lava_shrine.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_lost_tomb.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_lunghai.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_outsideshangpalace.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_shang_palace.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_ship.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[bg_vortex.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_blaze.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_cyrax.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_drahmin.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_drunk.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[c_icegirl.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[c_jax.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[c_jonnycage.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_kahn.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_kano.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_kenshi.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_kitana.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_kunglao.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_limai.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_mavado.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_moloch.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_nitara.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_quanchi.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_raiden.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[c_reptile.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_scorpion.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_shangtsung.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_sonya.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[c_subzero.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_cp.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_cyrax.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_drahmin.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_eb.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_hs.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_jax.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[fighter_lb.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_moloch.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_ph.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_reptile.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fighter_sd.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[fightfx1.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", DDVNAAAA

[fs_concrete.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fs_dirt.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[fs_marble.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[music_koffin.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[shell.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[temp_jax.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

[test_might.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", IOIOAAAA

[test_sight.dsp]
SCC_Aux_Path = "\\mk5ss\mk5db\"
SCC_Project_Name = "$/mk5/sndsgc", GPCNAAAA

ELF File

An ELF file with debug symbols named mk5gc_release.elf is present inside the root folder from the GameCube release. Upon further research and testing, it is identical to the retail dol file and likely is leftover from compiling the game.

Unused Sounds

Extended Test Your Sight Music

The music that plays while the player is making a choice in Test Your Sight is actually a thirty second song. It fades out after a few seconds during gameplay, and the player cannot normally hear the rest.

Announcer Dialogue

"Moloch"
Since this is paired with all of the other sounds on the character selection screen, it could be more proof that Moloch was going to be an unlockable character.
"Fat!"
Unknown. Possibly a sound for either Konquest or one of the mini-games.
"iFantastico!"
Unknown. Possibly a sound for either Konquest or one of the mini-games.