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Mortal kombat trilogy pc
Mortal kombat trilogy pc







mortal kombat trilogy pc

It is important to note that Motaro and Shao Kahn are 'compressed' because they are huge, but by this i mean, their file seem more than simply encoded (or is all files just compressed 🤔 dunno yet). DAT), it then iterate the texture cache and uncompress the texture(s) if it's flagged as compressed then it assign the palette by looking at the Color LookUp Table, there's a good global called 'decompBuffer' or something, it's used a lot by the game, once all of their algorithm has finished to decompress what's inside the texture cache, the sprite driver will create a new object and 'clip' a rectangle on the screen, which is our sprite x/y/u/v mapped, as the PS1 used PolyFT4 to draw a RECT as a primitive (Sprite).

mortal kombat trilogy pc

It seem that it load the data into the VRAM texture cache (mostly our Fighter data.

mortal kombat trilogy pc

The PC Version is in fact the PS1 Version Ported to PC This is managing the drawing process and texture cache management. PC version is basically the PS1 Version, they did use PSY-Q and compile with OpenWatcom, the version is a "Beta" that's why there was embedded debug symbols 😂. Work in progress Reverse Engineering MKTrilogy with the help of the symbols Mortal Kombat Trilogy PC Decompressor Reversing a 1996 Win95 Game









Mortal kombat trilogy pc