That is to say, labels for variables and debug symbols are stripped and removed, and all that remains is an unreadable list of commands to the processor. In the conversion from human readable source code to these binary files, all symbolic logic is destroyed. The end result of this compilation process is called a binary file, because if you look at it, it's nothing but a list of electrical current configurations to feed to the processor, that the processor can understand. When you write something for a processor, you write in a human readable language, and then compile the code down to these 1's and 0's for the processor to understand. These "languages" are as low level as you can possibly go - they are essentially electrical currents being feed through input and output pins on the processor (this is the whole "computers think in 1's and 0's" stuff people talk about). There are actually thousands of "assembly" languages. Assembly, for example, isn't a language, it's a mnemonic device specific to a single processor. Like, lots of differences between the two, too many to list off the top of my head.Įvery microprocessor has what is essentially it's own proprietary "language" that it speaks, which are represented in human readable languages as something called an OpCode. The two PC ports are actually very, very different. A leak of the Sculptured Software assets was found years ago, when the 3DO version of UMK3 was uncovered (which descended from the Genesis/SNES port of MK3). This is very obviously a leak from GT Interactive. The MS Dos port is by Scultured Software, and thus looks and feels more similar to the Genesis and SNES versions.īoth versions even retain their menus - the MS Dos version features the crumpled paper looking blue menu of the Genesis/SNES version, while the Windows 95 port features the 3D cube menu that the PSX version of MK3 used (and then ports derived from that version also used the same menu, namely Ultimate MK3 on the Saturn, and MK Trilogy). The Windows 95 port, which is the one in this leak, is from GT Interactive. But unlike most games like this, where the Windows 95 support is just the DOS version running directly in windows 95, they are actually completely different ports. The Home release of MK3 for PC is a dual-release disc, it works in both Windows 95 and MS Dos. The home versions of MK3 were handed out to two different studios - GT Interactive, which handled the "32-bit" ports, and Sculptured Software, which handled the "16-bit" ports. That'd have made the MK ports for the SMS much more playable.There are TWO MK3 PC ports. Honestly I'd have rather used a HUD with an opaque background so the scenery could scroll smoothly. The main reason for this is the HUD I think - there's only one scroll layer and they wanted the scenery to appear behind the HUD, so they had no option but to do it in software, which resulted in the tiles being moved by hand instead of being scrolled (and this is also why the 8-pixel steps). There was no excuse for making the scrolling the way they did, though, which contributes to practically most of the shittiness - since instead of smooth scrolling now you had some seriously jerky movement as the camera always moved in steps of 8 pixels. They knew that they couldn't make an arcade port of the game so they were realistic about it and made a very low key, scaled down version of it that works on the hardware. With the SMS version it's so scaled down it's like the developers knew what they were getting into.
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