never going to do anything useful as all the data that defined each character was missing
Right... This looks more impossible than I imagined (might try some things still). Looks like the best option is converting graphics and sound from Mortal Kombat Arcade Kollection, for Mortal Kombat Trilogy and/or the 3DO source code. Original sounds in Arcade Kollection (not including different new sounds) are actually higher quality than the Arcade original (no compression artifacts from DCS sound system). This would actually be legal since you'd have to own Mortal Kombat Arcade Kollection and Mortal Kombat Trilogy. Perhaps a program written for Linux and later cross-compiled for Windows would work for this (I have no intention of doing this anytime soon, and I don't even own Mortal Kombat Arcade Kollection).
What exactly is missing from it that makes it fall short of "arcade quality"?
Smaller sprites, compression artifacts (colors deteriorated on character sprites; scorpion looks kinda grey instead of yellow for instance), lower sound sampling rate, loads of details, resolution and animations missing from backgrounds (glowing light in MK2 wastleland missing for instance), framerate is lower if played in Dosbox or Windows XP, music at wrong sampling rate (it's 48khz playing at 44khz so it plays slower than it should), lots of glitches (endurance boss match screw up character sounds), lower resolution (320x240 vs 400x254 Arcade original); some other stuff like character endings are debatable (think they're gone). Trilogy was basically ported from the playstation version which isn't impressive; system had 1mb of ram and wasn't capable of perfect Mortal Kombat Arcade translations.
This is one of the main reasons John Carmack is the coolest good guy in the gaming industry. I still play Doom to this day and there's so many ways to change the game and compile it for different systems; and it never gets old, irritating or exhausting. I still mess around with Doom even though it's 20 years old. Nobody releases their source codes and it's a true shame. If I ever get $1000 bucks to spend it's his.
EDIT (09-25-2013):
Thought I'd post this in case other members seek a better Mortal Kombat Trilogy experience:
You need:
Recent ATI video card with FGLRX drivers in Linux
Linux + Windows dual boot config
CRU monitor utility installed in Windows (see below for link)
VirtualBox installed in Linux (running Windows as guest)
Mortal Kombat Trilogy PC
Optional: CRT Monitor capable of over 120hz for 320x240 with natural scanlines
In Linux you can have tear free gameplay if you use a recent ATI video card with the official (closed source) fglrx drivers (best opencl performace as of right now; maybe dosbox can use it sometime?); there's an option in amdcccle (catalyst control panel) called "tear free" that forces everthing to vsync (even simple 2d rendering on the desktop, including virtualbox). Only downside is it's not always stable after quitting a game or fullscreen program and can cause lock-ups and artifacts; also, Dosbox's accurate video emulation nature still exhibits tearing when emulating Mortal Kombat Trilogy in Dos. Read further if you want to proceed, and/or if you have a computer CRT and want natural scanlines (hopefully but probably).
Use Virtual Box to run Windows XP. After installing the latest patch from this person (http://home.comcast.net/~heavyweights/games/mkt/ ) you can mount MK Trilogy disc via Daemon Tools lite and have perfect music playback with round announcements (as of patch 2.4 from cubanraul); you may have to manually enable music in the game's menu afterwards.
If you use a CRT that can do over 120hz or higher refresh rate at lower resolutions (many can with custom modelines), you can get a natural low 320x240 resolution at 120hz or more; I also got natural scanlines on my CRT at this resolution since it's not the usual vesa double-scanned mode. (My CRT is a wonderful Samsung 955DF that was popular back then (didn't even get the best reviews which is strange; being a tweak freak pays off maybe) and is extremely well built; pure blacks, better dotpitch and no distortion unlike more expensive CRT's (it actually is flat too); looks better right now than my more expensive 21" viewsonic CRT that has a Sony Trinitron Tube and does 2048X1536).
Only problem with fglrx drivers, they can't ignore edid so custom modelines in xorg.conf are ignored; also, enable tear-free option before proceeding further if your following this. Also, you have to dual boot into a native Windows install and run the CRU program located here: http://www.monitortests.com/forum/Thread-Cust … ion-Utility-CRU.
You can use the CRU tool and make a custom edid file (has to be renamed to nameofdetectedmonitor.edid and put in /etc/ati/ in Linux). Be very careful not to go over your monitor's limits as that will definitely destroy it for good (I don't take any responsibility; you have been warned)!
With custom resolutions tested in Linux and working properly, you can change your desktop Linux resolution to 320x240 (at 120hz or higher; whatever custom 320x240 resolution you made) and start virtualbox with guest mode video mode, set to auto switch (probably have to run virtualbox from terminal or alt+F2 since desktop will be too small at 320x240). Switch virtualbox to fullscreen and after virtually booting to Windows desktop, click your Mortal Kombat Trilogy cd image to automount via daemon tools lite (image file extension should already be associated with daemon tools lite assuming you already installed it properly and it autostarts on bootup), and run Mortal Kombat Trilogy (switch game to fullscreen too).
After this, you should be running the game in a native 320x240 resolution and you should get natural scanlines (only doubscanned modes disable scanlines) with no screen-tear. Basically makes the game look like it's running in pure RGB on a CRT TV, but it's in better quality coming off a computer monitor as it's razor sharp. Double horizontal resolutions (640x240 for example) also give natural scanlines (but virtualbox right now doesn't have a forced scale mode in fullscreen without filtering).
Not sure what the optimal refresh rate is but in higher resolutions (640x480 for example), I found 85hz to be more smooth which is kind of odd (this would translate to 320x240 at 127.5hz if you can't go over 160hz or even 180hz). Might be able to find out with fraps but not sure. Seems to have slowdown similar to the Saturn port too; think overall this game had bad ports since it was built for Playstation hardware (wonder if the PAL version has better resolution and graphics like arcade if it had a release; PAL systems could definitely have arcade like resolution at their standard timings).
If you read this far then you really are living in death. You can also fix audio latency in Linux if using Alsa sound system. You have to edit a ~/.asoundrc file and use the software mixer with specified buffer size settings. Tweaking this removes sound latency so everything (including virtualbox and probably wine) will have no sound latency (all sounds will be spot on). Look at the archlinux wiki, gentoo wiki, gentoo or archlinux forums for examples of this. You can also use a really high resampling algorithm and specify the output sampling rate (mix more than one channel with software mixer) so you get the best sound possible out of your soundcard.
Regards