Mortal Kombat: Deadly Alliance (PlayStation 2, Xbox, GameCube)
| Mortal Kombatː Deadly Alliance |
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Developer: Midway Games
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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.
Contents
Sub-Page
| 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.












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
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
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
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
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
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
A duplicate of Mission 6, but the only objective is to change Sub-Zero's fighting styles.
Mission 11
The second objective of Mission 6 was separated into its own mission at one point in development.
Mission 12
A duplicate of Mission 7, but the only objective is to beat Scorpion with the Kori Blade.
Mission 13
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
The player needs to use 3D walk to circle around Shang Tsung and kick him into the arena's barrier.
Mission 15
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
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
| To do: Document the version numbers from any missing international releases. |
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 |
Show Ticks
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 |
Render Collision Regions
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. |
- Games developed by Midway Games
- Games published by Midway Games
- PlayStation 2 games
- Xbox games
- GameCube games
- Games released in 2002
- Games released in November
- Games released on November 16
- Games with unused areas
- Games with unused code
- Games with hidden development-related text
- Games with unused graphics
- Games with unused cinematics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- To do
- Mortal Kombat series
Cleanup
Cleanup
Cleanup
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer
Games > Games by developer > Games developed by Warner Bros. Games > Games developed by NetherRealm Studios > Games developed by Midway Games
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
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Games > Games by publisher > Games published by Warner Bros. Games > Games published by Midway Games
Games > Games by release date > Games released in 2002
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 16
Games > Games by series > Mortal Kombat series
Hidden categories > Pages missing date references
Hidden categories > Pages missing developer references
Hidden categories > Pages missing publisher references

