Marvel Mods

Marvel Ultimate Alliance I & II => Console Versions => Topic started by: Crescent_jason on December 23, 2007, 08:51AM

Title: How to Edit MUA for PSP
Post by: Crescent_jason on December 23, 2007, 08:51AM
Hi Guys noob here! Sorry if there is any similar thread bout this i just dont know where to start...

How do I edit my MUA for PSP? or what software do I need to use to edit the MUA ISO?

Many thanks!!!!!!!
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 23, 2007, 09:06AM
Well, there's not a lot you can do on the PSP, but you can add Colossus and Moon Knight.  The problem is that the PSP can only read MUA PSP animation sets and XML2/MUA PSP/PS2 models.  So adding any more characters than that is possible (in other words, the game allows for more) but since it really limits a person on animations it's tough to create a new character altogether. 

Here are some helpful topics:

http://marvelmods.com/forum/index.php?topic=1181
http://marvelmods.com/forum/index.php?topic=744.0
http://marvelmods.com/forum/index.php?topic=626.0
http://marvelmods.com/forum/index.php?topic=618.0
http://marvelmods.com/forum/index.php?topic=603.0

You'll see that xDisciplex got XML2 PSP characters to show up, but it wouldn't read the animations, so they basically just run and stand around.
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 23, 2007, 10:12AM
But if I'll be adding up characters NPC to be exact which are already in there will that be possible? I mean how about just changing the skin of Invisible woman with Jean's? and make fly like spiderwoman?


I really wanted Jean Grey wearing Phoenix to be in it...

*** reading the links***
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 23, 2007, 06:35PM
Basically you can do whatever you want, so long as you use MUA PSP animations to do so.  You'll need to read up in the threads (or search, I'm not sure if I linked to it) to find out how to extract/insert files into your iso.  Next you need to read up on the Modding Rundown: FBs topic in the Knowledge Base forum.  Lastly you'll need a basic understanding of modding from the other Knowledge Base topics.

But to answer your question:  Yes, you could totally do Jean in MUA, but she would only have the powers she has as an NPC and whatever you add to that.  Each character gets two animation sets, so you could possibly add more powers.  Basically you can create anything that a PC user can, you just need to have an animation to go with it, which is why it's tough for the PSP (since it only reads MUA PSP animations).  For that I'd read up on Modding Rundown: Animations.  And since the PSP can read PS2 models you could also do a Jean Grey with four outfits like any other character.

If you need help, let me know.  I think I have parts of the MUA PSP ISO on my hard drive.  If you want to do something basic I'll add to it if you can test it.  I don't have a PSP, but I can probably help you build mods.  I'll have to look at what's on my hard drive after vacation.  I'm pretty sure we can come up with something.
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 24, 2007, 08:54AM
Dude I sincerely thank you very much. And yes I need your help. Uhmmm... I don't know where to start, don't worry I'm a quick study. Also do you have Jean in her Phoenix costume? Thank you again and Merry Christmas!

and bro one more thing... where can I find this Modding Rundown: Animations is it a thread or someting?
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 24, 2007, 11:42AM
Pretty much all the threads you'll need can be found in the Knowledge Base section.  Everything that applies on the PC applies to any other console, except that the PSP/PS2 and Xbox get all the the files needed for a character compiled into a FB. 

As far as Jeanie's costumes go, they shouldn't be a problem.  The game uses her Dark Phoenix costume for when you fight her, and there are PS2 skins (which work on every system) of her Ultimate (both long and short hair versions), Phoenix (green), Original (the 1960's Jean) and Classic (think the 90's cartoon series).

Oh, also run a search for fbextractor and fbbuilder by Norrin Radd.  They're awesome tools that will make life easier when doing mods.

As far as she goes, you can do a complete mod for her, minus sounds (we don't know how to do sounds on the PS2 or PSP).  You can reskin the Ms. Marvel mannequin for the character select menu, you have plenty of skins to choose from, and you can create powers/animations using the boss version of her as a base and adding another MUA PSP character's animations.

As far as xDisciplex and I were able to figure out, you can have the regular 27 characters + Colossus + Moon Knight + at least one more character.  The stage only allows for 29 characters (27 + Colossus and Moon Knight), but we can cheat around that like I did on the Xbox.  I made it so you push up or down on certain characters to get to secret ones.  For instance, on the Xbox I push up on any of the X-Men to get Gambit, down on any of them to get Angel.

So to recap, mods are totally possible.  You're just limited to any animations you actually find in MUA PSP.  The upside to that is there are a lot of NPCs that have fairly big animation sets, making them good candidates for new animations for characters.  So your new characters might not have 7 or 8 powers total, but more like 4-5, but hey, that's still fun right?

Have you thought about anyone else you'd add?  Can I make some recommendations?

Nightcrawler (semi-easy - start with the Mephisto dark version)
Cyclops (semi-easy - start with the Dr Doom dark version)
Psylocke (semi-easy - start with the Dr Doom dark version)
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 24, 2007, 01:57PM
That helps a lot thanks!
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 26, 2007, 08:37PM
from the other thread you informed me about zigzag and pakscape but i cannot find the .wad file in my PSP, I promise I searched for it, the only file that I can find for my mua are the mua.cso, PARAM.SFO, and DATA.

already tried zipzag and pakscape but it cannot open those files, please some assistance here
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 27, 2007, 08:58AM
I replied in the other one, but you'll need to get a program to expand the .cso
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 27, 2007, 03:27PM
do you know any program? I downloaded CISO but it's not working it has some errors, still i will keep on searching for a decompiler, but if you got any recommended software, please advice thanks!
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 27, 2007, 03:36PM
Just keep searching, you'll find what you need.  Try what Iammingy posted in the other thread.
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 27, 2007, 04:03PM
yep I got it now... but I cant see Jean's skin

and can you teach me the proper way to edit the herostat?

also my PSP is ver 3.71 when I tried to load my MUA that has just been converted back to cso it doesnt load... do I need to downgrade my PSP?
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 30, 2007, 03:52PM
Probably, xDisciplex knows all about that.  You can PM him, but it will probably take a week or so to get a response.  He's really busy.
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on December 31, 2007, 10:16AM
yep tried that bro but havent got a reply from him... but i'll keep on trying
Title: Re: How to Edit MUA for PSP
Post by: Teancum on December 31, 2007, 10:29AM
How to add/change characters (http://marvelmods.com/index.php?option=com_content&task=view&id=29&Itemid=43)

You might also search youtube for Downgrade PSP or something.  Youtube is great for video tutorials.

As far as Jean is concerned, you're not gonna see her right away.  She's packed inside the levels themselves, so we'll have to extract her/rebuild her into a character fb.
Title: Re: How to Edit MUA for PSP
Post by: Dark_Mark on December 31, 2007, 12:47PM
I reccommend to downgrade your PSP to firmware 1.50 and then upgrade to a Custom Firmware. 3.52 M33 is the one I'm using. But to downgrade a newer PSP (especially if you have the Slim version), you'll most probably need a Pandora (JigKick) battery.
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on January 01, 2008, 05:55PM
actually I already figured it out... for 3.71 it should always be a ".iso" file or else it will froze. Yep mark I got a slim psp and i got it working now... but I'm still analyzing on how to mod this PSP MUA, and I'm far away from giving up, only I dont have that much time because of new year, so I will start trying it again on my day off. But I always thank you guys for the assistance, I just hope deciple will be able to help me out too.
Title: Re: How to Edit MUA for PSP
Post by: xDisciplex on January 01, 2008, 10:53PM
Added a reply to your message.  Sorry about the delay - been really busy this last semester with film shoots and getting ready for a feature film shoot coming up plus the holidays.

I haven't been able to come on here as much, mainly because after Teancum and I tried to get this going for the PSP we ran into a dead end w/ most of the animation issues with the PSP MUA not reading/working w/ XML1 or 2 animations.

You definitely cannot do these mods if you have a stock PSP, you do need to have one that runs custom firmware, if you have one - great if not I can help you on downgrading it to a version that will work.  I'm currently on 3.52 M33 Custom Firmware as well as Dark_Mark, previously I was on 3.40 OE and it ran MUA fine.

I'd still love to get some more characters added to the PSP version if we could - I'm always up for testing any of your tweaks or mods for the PSP Teancum when you get any since you can't test them.

Out of the 3 you listed, I'd say Psylocke and Cyclops would be my top two to work on to get in MUA.  Hopefully more people will get interested in this and help us out getting it nailed down.  There has to be someway around the animations in PSP to work w/ XML1 and 2 animations, we've just tried so many things - I feel as if my brain is fried :P

Anyhow - I'll keep checking back here and I still work on 'trying' to get new mods for the PSP in my spare time, but I've also been working on Guitar Hero mods for the PS2 as well, addicting.

Any questions/suggestions let me know.
Title: Re: How to Edit MUA for PSP
Post by: Teancum on January 02, 2008, 08:07AM
It's all about using existing MUA animations in a creative way.  Cyclops and Psylocke can be done using their boss animation sets, plus an existing playable's _4_combat.  The hardest part really comes down to creativity.  For instance, 90% of Gambit's power animations can be used from Moon Knight.  (his staff move, the grab-smash, his first power as Gambit's card throw, etc)  The hardest part on my side is that I don't have a PSP so testing/fixing & debugging/re-testing takes awhile.  I've gotta do the work, then upload, you guys test... you get the picture.

I'm still up for adding characters for you guys.  It's just a long road.

@ xDisciplex -- LOVE custom GH2 mods.  Nothing better than your favorite real-life tracks in Guitar Hero.  Have you seen the PC clone Guitar Zero?  They came out with a new beta Christmas day, and I gotta tell ya, it's awesome.  I'm working with the author on an Xbox port.  Once it's ported to Xbox, my PS2 is getting sold.
Title: Re: How to Edit MUA for PSP
Post by: xDisciplex on January 02, 2008, 09:06AM
T -

I totally understand your side w/ the long road - since you can't test your own work for the PSP,  but if you're willing - I am as well to test anything you are able to write for the PSP.

I've heard of the Guitar Zero for the PC, just never seen it yet.  I'm working on my 3rd custom disc for GH at the moment for my PS2, I'm basically taking off all 64 songs (40 in main section and 24 you can buy) and replacing them with ones I like and I even made my own chart for expert for a song from my old band and put it in there :)  It makes the replay value of the game so much better doing these mods.  The only downside is the site I go to (scorehero) takes down any songs from any GH games or from Rock Band and someone did Don't Fear The Reaper and I can't find the chart now to put in mine....sucks.

Back to MUA - I'd vote for finishing Gambit if we can - since we started on him first and have worked alot on trying to get him done.  So if we can manipulate his power moves to work by using Moon Knight's that sounds good to me.  Same w/ Psylocke and Cyclops - I honestly don't mind if they only have a handful of power moves, I don't need the full set to enjoy playing as them you know?  Also have you been able to find the files for the bosses in MUA on the PSP?  I haven't been able to locate the villians sets to mod and try to import as being playable.  I'd love to get Bullseye and Dr. Doom in game as well - even if is only a few power moves in this case too.

Let me know your thoughts.

Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on January 02, 2008, 05:00PM
hmmm... I would also love to help you guys with this one... but first I need to know or at least successfully add up at least one character (i will try this one again on friday since it's my rest day). So for now i'll try to read more files in here and will try to mess with the mua file more. Thank you guys and I also hope too more people will be interested...
Title: Re: How to Edit MUA for PSP
Post by: Crescent_jason on January 05, 2008, 06:10PM
Right now I do have X-Men Legends 2 for PSP and I am trying this, though I still got no success, I will pursue this one since xDisciplex told me only PSP files will work on PSP... Probably there something wrong with the herostat prog can you guys help me with this?
Title: Re: How to Edit MUA for PSP
Post by: lpjunior on February 19, 2008, 12:38PM
Alright, giving editing the PSP a try, since I've got my 3.90 M33 custom firmware;
I've got my .cso of MUA, extracted assetsfb.wad with UMDGen, extracted it with WinRar, replaced Herostat.engb with the edited Colossus/Moon Knight one. This is where I'm clear.

What I'm running into is this;
-do I repack the .wad with Winrar and rename it .wad, or is there another program to compile a .wad?
-When I run UMDGen to save the edited disc image as a .cso, I get an error that "badaudio.vag" is at 127961, and next LAB is at 142758. Naturally I change that, but I'm not sure I should be.

Thoughts?