Michaël Larouche
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michaellarouche.bsky.social
Michaël Larouche
@michaellarouche.bsky.social
Senior Programmer (Contractor) for @digitaleclipse.bsky.social‬ on behalf of @coldbytes.bsky.social. Zig programming language fan. Profile picture by @johanvinet.com. FR/EN/日本語(勉強しています).
I wonder what the subscription rate of that one versus other cloud providers, and if it has AI?
November 2, 2025 at 6:48 PM
Ça fait parti du jargon du jeu vidéo depuis tellement longtemps mais c’est pas de la vrai intelligence artificielle, plus du « game behavior »
October 31, 2025 at 1:05 AM
Thanks for reading this thread and enjoy MK Legacy Kollection!

www.digitaleclipse.com/games/mortal...
Mortal Kombat: Legacy Kollection
The essential arcade, console, and handheld games from Mortal Kombat's early years return -- with their secrets laid bare.
www.digitaleclipse.com
October 30, 2025 at 1:52 PM
Overall, it was a blast working on a big collection like MK that I played since childhood.

My highlight was we got access to the original @noobde.bsky.social Arcade source code for MK1, MK2, MK3 and MK4. It was really easy to navigate and understand, got really familiar with it at the end!
October 30, 2025 at 1:52 PM
I also ported the GPU rendering of MK4 and added the resolution scaling as a nice bonus, we got great reactions from that one
October 30, 2025 at 1:52 PM
I also implemented the pre-game menu and the move list menu. Quite proud of the way I did the Kombat Kode selection and the auto-input inside the game for all games that have a versus mode.

Speaking of versus mode, I had to find lots of hooks inside the games for the fluid rematch flow and replay.
October 30, 2025 at 1:52 PM
My most obvious fix was to fix Shang Tsung Kombat Tomb stage fatality, however it is done via our C++ callbacks using code breakpoints. So if for instance address ff862250 is executed, a C++ function gets called and we modify the emulation state.
October 30, 2025 at 1:52 PM
I tried to avoid actually modifying the ROM themselves but for some I had no choice. For most of the game, I added the stage names for stages that aren't accessible via normal way like BOTTOM OF PIT in MK1 or GORO'S LAIR. Yes even in the home ports!

I also removed some copyright license.
October 30, 2025 at 1:52 PM
And of course implemented the fatality training mode, the one-button fatality feature was implemented for this mode first but in an upcoming patch it will available as well for normal and versus modes for all the arcade games. For Trilogy, you can use the builtin one.
October 30, 2025 at 1:52 PM
I implemented the training mode for Arcade MK1, MK2, MK3, UMK3, MK4 and MK Trilogy. Quite proud of the seamless switch between AI and Human. For each game, we needed to stop the match to end when health reach zero and all the health filling behaviors.
October 30, 2025 at 1:52 PM
I also found and exposed every secret we can find in every game. Some settings are visible in the GAME SETTINGS, other in ADDITIONAL SETTINGS in the pause menu.
October 30, 2025 at 1:52 PM
First feature I've did was the on-screen move list. Unlike any other fighting games, MK has dynamic states during a match. So it react to what's happening in the game. For every fighting game I had to find these variables: in combat, in finish him, health, sprite mirroring, selected character, etc.
October 30, 2025 at 1:52 PM
Le bon vieux débat!
October 21, 2025 at 8:41 PM
Drink the can Shinji
October 13, 2025 at 12:25 PM