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Mortal Kombat Komplete Edition (Switch)
PORTSNATIVE

Mortal Kombat Komplete Edition (Switch)

NATIVE PORTFIGHTING / COMBATALPHA

Mortal Kombat Komplete Edition (Switch)

Mortal Kombat Komplete Edition

OriginXbox 360

TechnologyNative C/C++ port (engine reimplementation)

View official project

About the project

Mortal Kombat Komplete Edition es la edición de 2012 del juego de lucha de 2011 desarrollado por NetherRealm Studios y publicado por Warner Bros. Incluye todos los personajes descargables y los trajes clásicos.

Official project information

Author's original READMEOpen on GitHub ↗
<p align="center"><img src="app/icon.jpg" width="128" alt="mk9-nx icon"></p>

mk9-nx

A static recompilation of Mortal Kombat Komplete Edition (Xbox 360, title 575207FD) for PC and Nintendo Switch, made with the ReXGlue SDK. It is built on usf4-nx (Ultra Street Fighter IV), which follows the method of sa2-nx (docs/porting-a-360-game-prompt.md).

This repository holds no game data. You need your own copy of the game: the Xbox 360 disc, dumped to a plain .iso. The game files and the shaders made from them are never committed or published; the installer makes them from your own disc.

Status

  • Switch (Atmosphère, homebrew NRO): the game draws with Renut's renderer on deko3d, the Switch's own graphics API (reNut by masterspike52, used with the author's permission, as banjo-nx, sa2-nx and usf4-nx carry it), at 1280x720. Fights hold 60 fps on most stages (the heaviest, Hell, about 59), measured on a console with the CPU at 1785 MHz, the GPU at 768 MHz and the memory at 1800 MHz. Arcade and Tag Ladder, Practice, Challenge Tower, the Krypt and Story mode's opening cutscene were played on the console. The menus, the move list and the controller settings show Switch buttons (mk9_button_icons in mk9.toml: "switch" or "xbox").
  • PC: the development build; not released.

Every finding and measurement: docs/mk9-notes.md.

How to install (Switch)

  1. Open the installer page: https://thorhax.github.io/mk9-nx-installer/
  2. Choose your game's disc image (a plain .iso of the Xbox 360 disc, not a compressed CCI/GOD/ZAR image) or a folder you extracted the disc into, then press Create mk9-nx.zip. Everything runs in your browser and your game files never leave your computer: the page checks your copy, downloads the Switch build from this repository's releases, and makes the shaders and the game folder from your files. Making the shaders (19,010 of them, on all the computer's cores) takes about 10 minutes on a PC with 8 cores; keep the tab open.
  3. Extract the downloaded mk9-nx.zip (about 7 GB) into sdmc:/switch/.

Your mk9-nx folder then holds mk9-nx.nro, LICENSES.txt, the renderer's shaders (deko3d_glsl.bin, made from your disc) and the game files in game_root/. The Homebrew Menu shows the folder as the game, with its icon (an NRO named after its folder). Start it with a title takeover (hold R while launching an installed game) or a forwarder with full memory; the album applet does not give the game enough memory. The game writes mk9.toml (your settings) at its first start.

The first time you play, a stage's shaders are compiled while it loads, and an effect seen for the first time can pause the game for up to about a second; they are kept on the SD card (deko3d_shaders.bin) for the next sessions.

Language: the game is in English unless you choose another of its languages. Add a line to mk9.toml (in sdmc:/switch/mk9-nx/, written at the first start), for example user_language = 5 for Spanish, and start the game again. The numbers are the Xbox 360's language IDs; the disc has text for these six:

user_languageLanguage
1English (the default)
3German
4French
5Spanish
6Italian
9Portuguese

At every start the game checks the size of its files (and, after a crash, the bytes of the files it was reading): a missing or damaged one is named in an error dialog. Make the disc image again if it says so.

Updating: open the installer page again and press Create mk9-nx-update.zip: it only holds the new NRO and the shaders. Extract it over your folder; your settings, saves and game files stay. Coming from 1.0.2 or earlier, delete the old mk9.nro in the folder (the game is mk9-nx.nro since 1.0.3) and remake a forwarder that pointed at it.

Building

See docs/building.md: the PC build, and the Switch build in the devkitpro/devkita64 Docker image (a release build: -DSA2_RENUT_RELEASE_SHADERS=ON, no game shader in the NRO). The disc goes in assets/game_root (the executable is default.xex, lower case); the decrypted image for the analysis tools comes from python3 tools/xex_image.py assets/game_root/default.xex out/default_image.bin.

Icon

app/icon.jpg is the project's own icon. To use your own on your Switch build, put a 256x256 JPEG at app/icon_local.jpg (git-ignored) and rebuild.

License

GPL-3.0, see LICENSE. Third-party components: THIRD_PARTY_NOTICES.md. Mortal Kombat is a trademark of Warner Bros. Entertainment; this project is not affiliated with or endorsed by Warner Bros. or NetherRealm Studios.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
alpha
Original platform
Xbox 360
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 0

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