Marvel Mods

Marvel Ultimate Alliance I & II => Console Versions => Topic started by: Noelemahc on March 31, 2008, 01:32am

Title: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on March 31, 2008, 01:32am
Welcome to my "let's study and dissect the PSP version of the game" thread.

The CANs and CAN'Ts of the PSP:
The CAN'Ts:

The FIGURE OUTs:

I'll keep updating this as I test more tests and/or make more discoveries and/or invent more absurd tasks for myself.
Title: Re: Noel's PSP Thread of D00M.
Post by: Noelemahc on March 31, 2008, 09:42pm
Yeah, I'm edging myself back into the game.


I'm fairly certain you knew this already, but you can reskin PSP models in pretty much the same way as PS2 models or any other models out there. The only real difficulty will lie in re-swizzling the textures afterwards.

Case in point:
1. Take one texture from deadpool_1404.fb (PSP), save into format that is easily unswizzlable (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/Skintest.gif) (direct hex rip -> 32x512x4bit DDS). Make a swizzle-base texture (a simple guide - two, actually, one made of a gazillion 8x32 blocks (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/Swizzlebase.gif); and one made of two gazillion 8x16 blocks; for 16-colour and 256-colour textures respectively; simply alternating blocks of different colours within a 32x512 and 16x1024 DDSes will suffice).
2. Take one texture from deadpool_1404.fb (PS2), save into format that is easily openable (direct hex rip -> 256x256x8bit, I'm a barbarian, I know).
3. Recolour (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/Skintest-PS2m.jpg) result of 2.
4. Swizzle, swizzle, little star (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/Swizzlebase-copy.gif).
5. Insert into game, bitch about lack of screenshot taking software, photograph (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/P3310003.jpg) game scenes (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/P3310004.jpg).
Take some (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap001.jpg) tasty screensnaps (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap002.jpg).

I can also tell you now that the _c.fb packages are as redundant on the PSP as they are on the PC. I only modified the texture in the general FB, and left the _nc untouched. Lo and behold, the in-menu texture was the original, while in-combat I've had the mod. Yay. Gonna see if I can strip them out of the WAD altogether to save some space, that would be of much help...

EDIT: Oh, right, nearly forgot.

"Noel, why the heck would we wanna modify the PSP textures and swizzle all that shizzle, when we can instead use the l33t PS2 models with their high-polyness and 256-colour textures?!"
"You see, little munchkin, the PSP exclusives, should you wish to retexture them, have no PS2 models; so sooner or later you will HAVE to do this. That, and the PSP icons and portraits are in a format that requires you mos def use the original files and mod those, because of the size constraints."

It's miraculous what a hangover can do to one's thinking processes.

Next up: custom portrait checking and my learning how to use the FB Builder.
Addendum: Checked. The icons and HUDs of the PS2 use the same size as the PSP. The only difference is that PS2 uses v3 headers and PSP uses v4 headers; and that the PSP is swizzled. Blunt c&p of portraits allows to achieve a removal of the need to swizzle the HUDs at all. Just don't forget to make sure you either c&p the equivalent file from the PS2 version OR that you've changed all the filenames and internal model number references accordingly and have carried over the FB pre-header for the relevant file. No need to rebuild the FB, even.

Next up: the mannequin, customized model and (drumroll please) custom voice checking. I've figured out the sound format ages ago, after all, so I only need to acquaint myself with ZSMEditor.
_____________________
A couple more shots of the X-Men Deadpool custom skin (these are actual pixel size, btw):
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap005.gif) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap006.gif)
So my swizzling technnique is working, apparently. Yay me.

Also, this is how the PS2 portraits compare to PSP portraits when running the PSP version of the game:
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap004.gif)
So, yeah, I'm gonna make that part of my plan - update not only the playables portraits affected by the Official Characters mod, but also all the others as well, to a crisper, decent-er state. Obviously, updating the non-playables portraits will be one heckuva bitch, seeing as they're all FBed far far away from clear easy access. I need me a better HEX editor, apparently.
Title: Re: Noel's PSP Thread of D00M.
Post by: xDisciplex on March 31, 2008, 11:39pm
That is amazing work!  Been trying to figure stuff out like that w/ the PSP for sometime as well, just not as advanced as you and Teancum unfortunately, but tried my best to get mods on the PSP going :)

Can't wait to see what else you do for us who use the PSP for MUA as well!
Title: Re: Noel's PSP Thread of D00M.
Post by: Noelemahc on March 31, 2008, 11:48pm
Thanks, xDisciplex. It's just that I've had the technique for this prepped ages ago, when I figured out how to RIP those textures. I just had nothing to test on with how it would work in reverse. Now I do :) It will get better soon, I promise ;)

In the news: Tried editing the herostat to add the Black costume for Moon Knight, but it seems my herostating is rustier than my photoshopping and he stopped being selectable. I gotta brush up on that coding skill then.

Also: custom portraits do work! It's sufficient to replace them in the main package (in this case, deadpool_1702.fb) for the effect to take place, as the _c package isn't used anywhere, IIRC, and the _nc... I haven't tested yet :) AFAIK, it only affects the hero selection menu, and therefore the portrait inside it is useless.
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap007-1.jpg)
Title: Re: Noel's PSP Thread of D00M.
Post by: Noelemahc on April 02, 2008, 10:26am
Ohkay, extra costume adding DOES work, I was just dumb enough to forget to modify the powerstyle, which is why everything was going south. Now I WILL have to learn how to use FBBuilder.

But then I remembered my old theory for a hypermod that was inapplicable because the PC version treats packages differently. What if we include a DIFFERENT powerstyle into each FB? That way we could theoretically give every costume a UNIQUE power! Gotta test.
Title: Re: Noel's PSP Thread of D00M.
Post by: iammingy on April 02, 2008, 10:30am
I *think* you can make powers skin-specific in the powerstyle. I know BliZZ and Burning Rage had done it before in their Rogue mods-in-progress.
Title: Re: Noel's PSP Thread of D00M.
Post by: Noelemahc on April 02, 2008, 10:43am
They did? Must've been in the period when I was gone. When I tried doing that way back when, it didn't do much of anything. Could make the effects and all skin-specific, but not the powers themselves.
Title: Re: Noel's PSP Thread of D00M.
Post by: iammingy on April 02, 2008, 10:50am
I am not really sure how it's done since both Rogues mods were not released...haha

I guess that it has to do with the "require" sections in the powerstyle.
Title: Re: Noel's PSP Thread of D00M.
Post by: Teancum on April 02, 2008, 10:55am
A cool trick with FBs is unique menu animations.  There's a lot of instances where I use an anim set that I use during combat, but in the _nc.fb I just rename animations as I need to.  That's what I did with Angel, and he now has a menu_action and a menu_goodbye.

Also, in my experience _nc FBs are also used for the HUBs.  If combatlocked = true in the level's engb then it loads the _nc version, otherwise it loads the regular FB.  Could be wrong, but that's what all my data points to.  Then again, I've always just replaced files in both FBs at the same time, so I could be wrong.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on April 03, 2008, 10:18am
That is, indeed cool. Since the engine remains the same across the platforms, I assume the same tricks will work on the PSP also. Gotta try :)
___________________
Updated first post. Nothing new, just more... sense-making, I guess.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: xDisciplex on April 03, 2008, 10:49am
Awesome progress so far Noel.  I wish I understood how to do as much modding as you, Teancum and other veteran modders, but least I'm glad I helped in some way w/ the PSP version w/ testing some of the XML1 and XML2 skins to get interst in it :)

I can't wait to see what your skills are able to unlock for the PSP community.  Just wanted to let you know your work is appreciated from us who are not able to do "advanced" modding such as yourself.


Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on April 03, 2008, 11:16am
Xbox models can't be used.  xDisciplex and I tried that back in the day with Gambit.  My guess is that the game can't read the texture format.  If only we knew how to export the PS2 format from 3DSMax.

If the sound codecs/format/updates are done I'd recommend asking Winstrol to code the PS2 format vs PSP.  We know the PSP can use higher quality sounds, but we don't know if the PS2 can use the PSP's sounds.

I would also try out the 360 animation files for the DLC characters.  The header formats are really similar so you might be in luck. 

Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: jonchang on April 03, 2008, 09:12pm
Cool Deadpool skin!
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on April 14, 2008, 08:22am
@ Noel -- you might check to see if the 360's mlm_team_back.igb works on the PSP.  It's just raw vertex data, so it's quite possible it does.  If it does, then you've got slots for 33 mannequins instead of 29.  Of course you still would have to figure out how to actually export a PS2 model from 3DSMax, but you would be 1/2 way there.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on April 14, 2008, 08:53am
Yeah, I'll be sure to give it a try. Couldn't get to actual modding for a while, what with the student exams I had to take (did I not mention it? I teach classes now, squee!) and trying desperately to recover my sex life ;)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on April 15, 2008, 01:10am
Making headway. Finally managed to add the PS2 Moon Knight 4101 model reskinned as 4104 (the Black Costume) into the fourth costume slot, and it even showed up in all the selection menus and lists and shtuff (used the talentfile from the Official Character pack), but the bastard crashed when entering ingame. Gotta check whether I've re-built the FB correctly, it seems. Screens:
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap009.jpg) (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap010.png)

Also: the _c.fb packages ARE redundant. Removing them doesn't seem to do anything bad to the game. I of course will try to complete it just to be on the safe side (off the top of my head, they may be used for Arcade's cloning robots and maybe during multiplayer for characters taken by other players, but in SP they're not needed, and removing them all shaves a whopping 16 megabytes off the assetsfb.wad file :)

Also-2: using XML2 loading screens WORKS (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/snap011.jpg). I simply dumped XML2PSP loading screens into the MUAPSP loading folder without writing them into anything - just renamed them so there would be no file replacement. Guess what, they work same as on the PC version (i.e. they appear as loading screens but obviously not in the Review menu). Distortedly, true, but they APPEAR is what matters really. I'll fix the distortion in some equally convoluted way as I do everything else that I do. If you care, this same process can probably be applied to any other loading screen, custom or not; though the ones that aren't already in for chars that are in the game would mean only Storm (XML1 and 2), Deadpool (XML2), Wolverine (XML1 and 2, also - did you know MUAPSP has an exclusive loading screen for him?), Iceman (XML1 and 2), Colossus (XML1 and 2) and Iron Man (XML2). Still, that's something, right?

Addendum: OH MY GIDDY AUNT, MUAPSP uses 512x512 textures as loading screens! Swizzled! That's 2048 blocks of 8x16 pixel size to MANUALLY COPY AND PASTE if you want to swizzle or unswizzle something! Gah!
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: xDisciplex on April 15, 2008, 03:29pm
Awesome work Noel!

Just wanted to let you know I am checking this thread constantly.  With my school and work, the PSP version is what is easily accessible for me, that is why I tried to get the mods going for it w/ Teancum awhile back, but now you are here to help - only good things are to follow suit soon.


Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on April 19, 2008, 11:59am
Okay, if anyone cares, I've unswizzled that Wolverine loading screen (http://img.photobucket.com/albums/v26/ivan_k/Marvel/PSP/480x272study2-complete.gif) (the GIF supposedly preserves the palette of the original texture, this is the decoded dump, so it's okay that it's 512x512 and upside-down). It's the 0301 one, meaning it replaces the "in the cold and dark Alaska" loading screen all other consoles have. If the flying-towards-screen Wolverine on this looks familiar, you've probably seen him on the multiplayer backdrop that some versions have :)

Feel free to check if this is present in any other version, and if not - to make a redist of it for use with other versions.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: dark_raven on April 20, 2008, 09:01am
how can you create a portrait avaible for PSP?

thanks
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Noelemahc on April 20, 2008, 10:02pm
Let's assume for a moment that you're not a masochist and don't want to swizzle the texture afterwards. In that case, you will need a PS2 portrait file, any will do.
You create your custom portrait art, turn it upside-down, and export it from Photoshop or GIMP or what-have you, as a 64x64 8-bit indexed DDS. You then follow my old PS2 skinning tutorial (found in the Knowledge Base someplace) to inject the new texture data into that PS2 portrait file, rename it to the new character code (i.e. if it's gonna be Ultimate Deadpool, you rename it to hud_head_1702.igb), and replace the old portrait (I assume we're not talking creating brand-new characters just yet) with it. One way is to steal the portion of the .FB you took it from (including not only the IGB itself, but also the 196 bytes of pre-header that tells the game engine what this file is and how long it is); another - more tedious, but unavoidable if you didn't take the portrait of the very same character's very same skin as base - is to decompile the PSP .FB you're modifying, replace the portrait, and rebuild the .FB afterwards.

If we ARE talking swizzling, it's easier and harder at the same time. You only need to open the .FB with a hex editor, and extricate the portrait art and palette, again, accoring to my PS2 skinning tutorial - just bear in mind that the texture you're extracting is swizzled. Copy its contents into a  pre-made empty 16x128 (it's important!) 8-bit indexed DDS, unswizzle (the texture you then open in your DDS editing software will appear as a list of blocks of image; just copy and paste them one by one, filling the mosaic out, it's easy to get the hang of it, especially on such a small picture). Edit it, then re-swizzle (you should have figured out the principle by trial-and-error at this point), and re-save that 16x128 indexed DDS. Then, again, via hex-editor, copy the new data into the FB and you're all set.

If this sounds too confusing, say so, I'll make piccurs :)

PS2 method is more tedious because you'll spend more time reinjecting the file; the PSP method is more unwieldy because of the swizzling. Also, the PS2 uses 64x64 portraits, while the PSP relies on only 32x32. The sharpness difference is vast, I've posted an example earlier in this thread.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Peyo on May 14, 2008, 09:32am
do you have the ultimate deadpool hud fix for psp done cause i tried doing it and it didn't work cause i didn't understand it very well
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on July 16, 2010, 05:16am
I'm hijacking Noel's thread for some more findings:

CAN

CAN'T

UNKNOWN (need to test more)

I need to test MUA2 models/animations more.  I may just inject a MUA2 model and animation file into an existing MUA1 character.  I don't really care if their powers or Fusions "work" yet, because if I can get the model and animations the rest is absolutely possible, albeit with some tweaking.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 27, 2014, 06:40pm
Animated models from MUA2 PS2 crash the game. PSP MUA2 animations and models work in MUA1, as per the picture below.

(http://imagizer.imageshack.us/v2/800x600q90/571/stqo.png)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 27, 2014, 06:58pm
Which means you can mod certain characters in the game (green goblin, gambit etc)?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 27, 2014, 07:00pm
Yep :gambit:

I plan on adding at *least* Gambit. Testing XML2PSP animations now.

**EDIT**

Like Noel noted before. XML2PSP animations do nothing.

BUT, as Noel noted XML2PSP models work fine:
(http://imagizer.imageshack.us/v2/800x600q90/811/3ut5.png)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 28, 2014, 07:05am
Extra costumes are possible. Here's costume #5 for Wolverine (only tried 5 so far).

(http://imagizer.imageshack.us/v2/800x600q90/819/y6e1.png)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on January 28, 2014, 09:58am
:| 360's animations like Hawkeye's currently is impossible, is it?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 28, 2014, 10:46am
I haven't tried 360 animations yet.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 28, 2014, 04:49pm
Xbox 360 animations *do* work. That will allow me to update  :hawkeye: Hawkeye and convert  :hulk_icon: Hulk, using the MUA2PSP model and Iammingy's reskins.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 28, 2014, 05:01pm
I miss my (broken) PSP now ._.. Stupid ex girlfriends >:(.

But cool discoveries. Good job TC!
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 28, 2014, 05:13pm
Hey Blaw -- have you ever captured the character select stage? I'm curious whether the hardpoints where the mannequins are placed get captured.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 28, 2014, 05:24pm
Yes with DX Ripper. But I didn't see any particular points in the stage when exported in max. It was just the models, nothing else.
It's possible that the stage uses certain dummy/points created in max.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 28, 2014, 05:28pm
I'm sortof wondering if we can recreate the same points and add new ones to the stage. This'd be useful for both the PSP mod (since I'm short one mannequin spot and the 360 stage doesn't work), and on the original Xbox mod, should I ever go back to it. The problem is we don't know the correct FOV to capture 3D in MUA, do we? Is there a FOV setting that doesn't distort the models on capture?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 28, 2014, 06:59pm
I believe we can't even get the correct FOV. When you rip the character menu you will see it ripped from the sides (If I remember correctly).
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on January 28, 2014, 07:19pm
:) try using my final version of Hawkeye Upgrades (arrow pack) & a flip jump edition. They'll do.

:( & If only Cyclops, Nightcrawler, Dr. Doom, Magneto & Sabretooth are in there as additional extra but... i'm pretty sure Cyclops would make it on this one. As well as having Nightcrawler and Doom's hud changed into that DLC one.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 29, 2014, 06:50pm
Six costumes is the max. Added a 7th costume; the game didn't crash, but the 7th costume didn't show up. I need to re-check 360 animations, though. I realized I messed up and put in the wrong file in place of the 360 anims.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 31, 2014, 04:18pm
Up to 31 characters in the herostat (including defaultman). It hasn't crashed, but then again some characters are in "fake" menulocation slots (like 99). I'll worry about adding in proper menu locations later, but it looks like I can have 30 playables. Makes sense since there's 27 by default, then Moon Knight and Colossus (29), then defaultman (30), and then the fact that the game was going to include Longshot and Iron Fist at one point. That should mean (if I'm right) around 32 playables.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 31, 2014, 06:31pm
We'll I'll 'frickin be. Mannequins exported with PS2 optimizations *do* work on PSP. That means boltons will work, too. That really opens up the possibilities. Thanks to Blaw for exporting this. Now I just have to figure out how to export a handful of mannequins and boltons again based on community PC versions. Probably'll have to 3D rip them and start over, but hey, it's just awesome that it's possible!

(http://imageshack.com/a/img401/1791/z91n.png)

*EDIT*
This also confirms that it does indeed auto-convert the texture, so no special need for texture plugins on export.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 31, 2014, 07:16pm
What if I use the PS2 optimization on a rigged model?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on January 31, 2014, 07:27pm
Give it a spin, dude and I'll test it out. :D If it works then it'll likely work on XML2 as well. I have some other ideas for changing the optimization ini files if it doesn't (just the PS2 ones).
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: BLaw on January 31, 2014, 07:52pm
Give this a shot: https://www.mediafire.com/?w4ctjj40ku5r135

Interesting.. the file size is smaller than the model I released (6.8MB vs 2MB)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 01, 2014, 07:18am
Dang, black screen'd the PSP. There's some interesting stuff about optimizations in the different INI files. It's not high priority for me, but I think I'll be playing with those down the road. I sortof wonder where in the actor-specific optimizations it breaks
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 01, 2014, 05:53pm
Up to 31 characters in the herostat (including defaultman). It hasn't crashed, but then again some characters are in "fake" menulocation slots (like 99). I'll worry about adding in proper menu locations later, but it looks like I can have 30 playables. Makes sense since there's 27 by default, then Moon Knight and Colossus (29), then defaultman (30), and then the fact that the game was going to include Longshot and Iron Fist at one point. That should mean (if I'm right) around 32 playables.

31 is the hard limit. It's confirmed

***EDIT***

360 DLC stage works fine. That means I can have mannequins and visible slots for all 31 characters!
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on February 02, 2014, 08:57am
:) good to hear. Does this mean we can add/change into another characters (almost) from GE depends from this "31 max", example: mostly Hulk as common, & Cyclops (mostly because he has full set from MUA2 (such as his manny) (i dunno if NC, Maggy, Sabs, & Doom are counted) as "additional extra file inside (as in: in ISO)", but not in a gameplay?

:D Speaking of Hulk. I'm going to release Red Hulk Hud now
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 02, 2014, 09:11am
Yes, I've already started a mod:

http://marvelmods.com/forum/index.php/topic,9120.0.html
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on February 02, 2014, 09:17am
Here ya' go (released on my topic below)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 18, 2014, 07:21pm
So I think I know now what the memory limit for /actors is on the PSP. If you combine all animations and the character model for that FB it cannot exceed ~550kb. More than that seems to crash the game. So I have to be careful which reskins I choose.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 19, 2014, 12:32pm
I've restored colossus with his load screen and the 5 hidden room missions, but Colossus doesn't have any voice and I can't see his sound files within the iso. Is there any way to restore his voice?

EDIT: Nevermind, fixed it with PS2 version sound files.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 19, 2014, 02:26pm
Teancum, can you upload the 360 DLC stage?, I want to upload a next gen patch with fixed Moon Knight select spot.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 20, 2014, 07:10am
Yeah, give me a day or two. Would you like a herostat with everyone already positioned correctly? Right now I have Colossus in the back (where Hulk would be) and Captain Marvel flying in front of him. Ronin is in the back row as well to the right of Captain Marvel, and Hawkeye/Black Widow are in the back row on the left. If you want to mess around with it yourself that's fine to, the characters will automatically position themselves according to the numbers on the 360 stage.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 20, 2014, 07:44am
Yeah, give me a day or two. Would you like a herostat with everyone already positioned correctly? Right now I have Colossus in the back (where Hulk would be) and Captain Marvel flying in front of him. Ronin is in the back row as well to the right of Captain Marvel, and Hawkeye/Black Widow are in the back row on the left. If you want to mess around with it yourself that's fine to, the characters will automatically position themselves according to the numbers on the 360 stage.

Just the stage, thank you, I just want to restore the inactive stuff.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 20, 2014, 12:43pm
Can do -- what did you mean about the 5 hidden room missions? Are the next-gen simulator missions still on the disc? (I haven't checked)
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 20, 2014, 05:30pm
Can do -- what did you mean about the 5 hidden room missions? Are the next-gen simulator missions still on the disc? (I haven't checked)

Yep, the missions are still there.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 06:31am
https://www.mediafire.com/?56eijep8oqayuoe

Drop this into assetsfb.wad --> \packages\generated\maps\package\menus. Overwrite the original
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on February 21, 2014, 07:57am
O_O What is that?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 09:05am
https://www.mediafire.com/?56eijep8oqayuoe

Drop this into assetsfb.wad --> \packages\generated\maps\package\menus. Overwrite the original

Thank you mate!

You were right about the herostat positions, now is all messed up and still Moon doesn't show itself. I would need the right position of everyone. I will catch a MUA Gold iso and get the numbers from there.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 10:55am
Just know that the numbers are 1-33. The PSP slots to the left of Ms Marvel and right of Spider-Woman are totally gone, so you'll have to deal with having your characters in the back row.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 12:35pm
Just know that the numbers are 1-33. The PSP slots to the left of Ms Marvel and right of Spider-Woman are totally gone, so you'll have to deal with having your characters in the back row.

Slot 25 still doesn't work, so I can't see Moon mannequin. Is there a fix for that or I should put him in the back also?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 12:49pm
Moon Knight doesn't have a mannequin. I forgot to mention that. Here's an updated version with the manny. Replace the file in the same folder as the last download.

http://www.mediafire.com/download/00efb58793lxbpb/characters_heads.fb
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 01:05pm
Moon Knight doesn't have a mannequin. I forgot to mention that. Here's an updated version with the manny. Replace the file in the same folder as the last download.

http://www.mediafire.com/download/00efb58793lxbpb/characters_heads.fb

Holy cow, so that's the problem, then the PSP stage should be enough. Many thanks, Teancum!
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 01:11pm
No, it won't. You have to use both. Moon Knight's slot is broken on the PSP stage.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 01:14pm
No, it won't. You have to use both. Moon Knight's slot is broken on the PSP stage.

That's what I thought, but didn't know about the missing Moon mannequin. Then I should put the exclusive characters in the back.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 01:48pm
OK, all working as intended now, except some little weird things. In the left part of the stage, you must tap left and right 2 times in order to advance between the characters, and between Moon and MsMarvel there is an empty locked spot. Any way to fix this?
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 03:12pm
I you have to extract team_psp.fb, then edit the xmlb file to remove references to the extra slots (whichever ones you didn't use), then rebuild the fb file. I haven't done that yet because I have 30 characters in my herostat, whereas you have 29 with Moon Knight and Colossus.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: En Sabah Nur on February 21, 2014, 05:33pm
I've fixed the slot 25 in the PSP stage, it wasn't configured in the xmlb. It overlaps a bit with Black Widow, but whatever... what matters is now I have all the next gen content working properly, so tomorrow I will upload the patch. Thanks for your help, Teancum!

One more thing, I also used the Moon Knight PSP mannequin. It was hidden in the characters_heads_ng.fb file.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: Teancum on February 21, 2014, 06:11pm
As far as the mannequins are concerned, the PS2 and PSP mannequins are identical feature-wise. They're both 256x256 textures.

Either way, glad to hear that you're close to release.
Title: Re: Noel's PSP Thread of D00M {Now with a TO-DO list!}
Post by: LarsAlexandersson on January 15, 2015, 07:05am
wait, if i'm remember that i ain't wrong. PS2 igb files & sounds works on PSP, right?