Hello

Welcome, Guest. To unlock the rest of the forums
please login or register.
Did you miss your activation email?

Author Topic: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions  (Read 3867 times)

Offline Teancum
  • Admin
  • Ultimate Member
  • ************
  • Posts: 5944
  • Upvotes: 117
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #15 on: March 18, 2014, 03:54pm »
Best you could do with building fusions is to write a .py script that checked if another character is on the team. Like say Thing activates his Extreme it might check to see if Human Torch is on the team. If so, play a specific set of combat anims and effects. But there are still three major problems: 1) you can't control the second character at all, 2) you can't determine who to "fuse" with, and 3) if more than one character already has their Extreme powered up they'll do them all in a row in MUA.

As far as MUA2 PSP and Wii levels, Wii textures can't be read by MUA and so the model will show up, but no texture. PSP textures crash MUA PC
« Last Edit: March 18, 2014, 03:56pm by Teancum »

Offline MUALover

  • Marvel Modder
  • Incredible Member
  • **********
  • Posts: 1179
  • Upvotes: 69
  • Owl City - "When Can I See You Again?" <3
    • My not-so-great website
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #16 on: March 19, 2014, 06:50am »
Best you could do with building fusions is to write a .py script that checked if another character is on the team. Like say Thing activates his Extreme it might check to see if Human Torch is on the team. If so, play a specific set of combat anims and effects. But there are still three major problems: 1) you can't control the second character at all, 2) you can't determine who to "fuse" with, and 3) if more than one character already has their Extreme powered up they'll do them all in a row in MUA.

As far as MUA2 PSP and Wii levels, Wii textures can't be read by MUA and so the model will show up, but no texture. PSP textures crash MUA PC

Thanks a lot for the suggestions, Teancum! I'll try to experiment with it soon :D

Maybe retexture WII models will work? But it surely will consume a lot of time.

As for handlers from MUA2 that was reported not working, are they require the new Alchemy version? What does the N-Space say about that?
Phoenix Force :phoenix: and the Merc with a Mouth :deadpool:
ReverbNation Profile
My Releases
My Workbench

Offline Teancum
  • Admin
  • Ultimate Member
  • ************
  • Posts: 5944
  • Upvotes: 117
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #17 on: March 19, 2014, 09:25am »
Handlers are part of the .exe, so yes.

Offline MUALover

  • Marvel Modder
  • Incredible Member
  • **********
  • Posts: 1179
  • Upvotes: 69
  • Owl City - "When Can I See You Again?" <3
    • My not-so-great website
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #18 on: March 21, 2014, 08:40am »
Handlers are part of the .exe, so yes.

Hmm ok then, thanks so much for the informations, they are very helpful.

Another note, the gameplay on the WII emulator doesn't always have 'smooth' fps.. which it depends on your computer's system requirements.
Phoenix Force :phoenix: and the Merc with a Mouth :deadpool:
ReverbNation Profile
My Releases
My Workbench

Offline MUALover

  • Marvel Modder
  • Incredible Member
  • **********
  • Posts: 1179
  • Upvotes: 69
  • Owl City - "When Can I See You Again?" <3
    • My not-so-great website
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #19 on: December 16, 2015, 11:01am »
I know that resurrecting an old topic is restricted but..

After I extracted some of the files from the PS3 version of the game, I found another interesting things :
1. Powerstyles for all characters are in the .muc file format. For example, I took Jean Grey's Restraining Wave powerstyle, and this is what inside the .muc file (Not all code can be copied to this post, though) :
Quote
<igx name="ps_jeangrey">
    <object refname="Power3PsychicWave" root="true" type="CCombatNode" _comboTextFinisher="Inferno" _comboTextStarter="Searing">
        <var name="_aiType" value="COMBATBEHAVIORS_AOE" />
        <var name="_animEnum" value="EA_POWER3" />
        <var name="_blendMode" value="eBM_Tween" />
        <var name="_chains" ref="ps_jeangrey.Power3PsychicWave_chains" />
        <var name="_comboTextFinisher" value="Inferno" />
        <var name="_comboTextStarter" value="Searing" />
        <var name="_endChainTime" value="1.0" />
        <var name="_hasMutliChainWindows" value="True" />
        <var name="_name" value="power3ground" />
        <var name="_powerType" value="eCPT_Radial" />
        <var name="_priority" value="NODE_PRIORITY_UNINTERRUPTABLE" />
        <var name="_startChainTime" value="0.90" />
        <var name="_startInputTime" value="0.10" />
        <var name="_triggers" ref="ps_jeangrey.Power3PsychicWave_triggers" />
        <var name="mAIReuseTime" value="37" />
        <var name="mIcon" value="2" />
        <var name="mIsPower" value="true" />
        <var name="mLockAngles" value="true" />
        <var name="mNoAutoAim" value="True" />
    </object>
    <object refname="Power3PsychicWave_chains" root="true" type="IChainLinkList">
        <listitem ref="ps_jeangrey.idle_idle" />
        <listitem ref="ps_jeangrey.shared_nodes_combat_powers_powers" />
        <listitem ref="ps_jeangrey.psychicwave_walk" />
        <listitem ref="ps_jeangrey.psychicwave_run" />
        <listitem ref="ps_jeangrey.psychicwave_sprint" />
    </object>
    <object refname="Power3PsychicWave_triggers" root="true" type="CCombatNodeEventList">
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_3" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_4" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_6" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_7" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_5" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_8" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_9" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_10" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_11" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_12" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_13" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_14" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_15" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_16" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_17" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_18" />
        <listitem ref="ps_jeangrey.Power3PsychicWave_triggers_19" />
    </object>
</igx>

To see all the code, please download the file here : https://www.sendspace.com/file/biskng
(Open it with notepad)

2. There's a "Fusion" folder inside the "Data" folder, which contains an individual fusion code for an each character. They are in the .muc file format.
Quote
<igx name="jeangrey_fusionCreateTornado">
    <object refname="fusionCreateTornado" root="true" type="CCombatNode">
        <var name="_chains" ref="jeangrey_fusionCreateTornado.fusionCreateTornado_chains" />
        <var name="_triggers" ref="jeangrey_fusionCreateTornado.fusionCreateTornado_triggers" />
        <var name="_animEnum" value="EA_FUSION_CREATE_TORNADO_START" />
        <var name="_blendMode" value="eBM_Tween" />
        <var name="_name" value="fusion_create_tornado" />
        <var name="_priority" value="NODE_PRIORITY_UNINTERRUPTABLE" />
        <var name="mBlendMode" value="eBM_Tween" />
        <var name="mBlendTime" value="0.0" />
        <var name="mIsFusion" value="true" />
        <var name="mLockAngles" value="true" />
        <var name="mLockChaining" value="True" />
        <var name="mLockSpeed" value="True" />
        <var name="mLockTransitionAngles" value="True" />
        <var name="mNoAutoAim" value="True" />
    </object>
</igx>
To see all the code, please download the file here : https://www.sendspace.com/file/ze2qjq
(Open it with notepad)

3. In the actors folder, all files are in the .igz format. There's an "effects" folder inside the actors folder and contains (maybe) numerous effects models for the characters (example : invisiblewoman_vortex_bubble.igz)

4. There's an "anims" folder that contains (maybe) all animation files for the characters. They are in the .hkx format. (example : 23_songbird.hkx)

5. There's an "animtranslationreference" folder. The contents inside of it are in the .igz format. (example : common.igz)

6. There's an "effect_ent" folder inside the "data" folder. The contents inside of it are in the .mua format. (example : humantorch_f_to_jeangrey_debris_ents.mua)
Quote
<igx name="humantorch_F_TO_jeangrey_debris_ents">
    <object refname="debris" root="true" type="CEntityDef">
        <var name="mEntity" ref="humantorch_F_TO_jeangrey_debris_ents.debris_mEntity" />
    </object>
    <object refname="debris_mEntity" root="true" type="CPhysicalEntity">
        <var name="_lifetime" value="2" />
        <var name="_loopFx" value="char/humantorch/humantorch_F_TO_Shoot_Trail" />
        <var name="_material" value="eMAT_ObjectPlasticOrRubberHollow" />
        <var name="_modelName" value="effects/humantorch/humantorch_tornado_ent" />
        <var name="_noPickup" value="False" />
        <var name="_stopDebris" value="False" />
        <var name="_stopFly" value="False" />
        <var name="_stopHero" value="False" />
        <var name="_stopNPCAltEnemy" value="False" />
        <var name="_stopNPCEnemy" value="False" />
        <var name="_stopNPCNeutral" value="False" />
        <var name="_stopProjectile" value="False" />
        <var name="_stopWalk" value="False" />
    </object>
</igx>

7. Entities are in the both .mua and .muc file formats. (example : ents_jeangrey.mua)
Quote
<igx name="ents_jeangrey">
    <object refname="jeang_p1_mind_proj" root="true" type="CEntityDef">
        <var name="mEntity" ref="ents_jeangrey.jeang_p1_mind_proj_mEntity" />
    </object>
    <object refname="jeang_p1_mind_proj_mEntity" root="true" type="CProjectileEntity">
        <var name="_dieOnContact" value="true" />
        <var name="_explodeOnContact" value="true" />
        <var name="_explodeRadius" value="24" />
        <var name="_lifetime" value="3" />
        <var name="_loopFx" value="char/penance/penance_projangst_power1" />
        <var name="_noGravity" value="true" />
        <var name="_radius" value="6" />
        <var name="_stopProjectile" value="false" />
        <var name="mAnimActive" value="true" />
        <var name="mDeathBundle" ref="ents_jeangrey.jeang_p1_mind_proj_mEntity_mDeathBundle" />
        <var name="mFxLevel" value="1" />
        <var name="mLoopFXStartOn" value="true" />
        <var name="mRemoveOnDeath" value="true" />
    </object>
</igx>

8. Talents are in the .xmlb format. (This is Jean Grey's talent file, there's a 'milestone' thingy in there..)
Quote
XMLB talents {
   talent {
   descname = Telekinetic Grip ;
   description = For more control, hold $ATTACK and aim with left stick. ;
   descshort = Special ;
   milestone1 = 4 ;
   milestone2 = 7 ;
   name = jeang_p1 ;
   power = power1 ;
   power_icon = ePIT_RangedProjectile_AOE ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = jeang_p1_req ;
         value = 1 ;
         }

         talentvalue {
         level = 3 ;
         name = jeang_p1_req ;
         value = 1 ;
         }

         talentvalue {
         level = 4 ;
         name = jeang_p1_req ;
         value = 5 ;
         }

         talentvalue {
         level = 5 ;
         name = jeang_p1_req ;
         value = 10 ;
         }

         talentvalue {
         level = 6 ;
         name = jeang_p1_req ;
         value = 14 ;
         }

         talentvalue {
         level = 7 ;
         name = jeang_p1_req ;
         value = 18 ;
         }

         talentvalue {
         level = 8 ;
         name = jeang_p1_req ;
         value = 22 ;
         }

         talentvalue {
         level = 9 ;
         name = jeang_p1_req ;
         value = 26 ;
         }

         talentvalue {
         level = 10 ;
         name = jeang_p1_req ;
         value = 30 ;
         }

         talentvalue {
         level = 11 ;
         name = jeang_p1_req ;
         value = 34 ;
         }

         talentvalue {
         level = 12 ;
         name = jeang_p1_req ;
         value = 38 ;
         }

         talentvalue {
         level = 13 ;
         name = jeang_p1_req ;
         value = 42 ;
         }

         talentvalue {
         level = 14 ;
         name = jeang_p1_req ;
         value = 46 ;
         }

         talentvalue {
         level = 15 ;
         name = jeang_p1_req ;
         value = 50 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_dmg ;
         value = 23 27 ;
         }

         talentvalue {
         level = 3 ;
         name = jeang_p1_dmg ;
         value = 44 49 ;
         }

         talentvalue {
         level = 6 ;
         name = jeang_p1_dmg ;
         value = 76 84 ;
         }

         talentvalue {
         level = 9 ;
         name = jeang_p1_dmg ;
         value = 150 166 ;
         }

         talentvalue {
         level = 10 ;
         name = jeang_p1_dmg ;
         value = 174 193 ;
         }

         talentvalue {
         level = 12 ;
         name = jeang_p1_dmg ;
         value = 232 257 ;
         }

         talentvalue {
         level = 15 ;
         name = jeang_p1_dmg ;
         value = 341 377 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_hvy ;
         value = 1 ;
         }

         talentvalue {
         level = 5 ;
         name = jeang_p1_hvy ;
         value = 2 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_pwr ;
         value = 18 ;
         }

         talentvalue {
         level = 15 ;
         name = jeang_p1_pwr ;
         value = 18 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_life ;
         value = 40 ;
         }

         talentvalue {
         level = 10 ;
         name = jeang_p1_life ;
         value = 180 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_size ;
         value = 0.7 ;
         }

         talentvalue {
         level = 10 ;
         name = jeang_p1_size ;
         value = 1 ;
         }

         talentvalue {
         level = 1 ;
         name = jeang_p1_rng ;
         value = 125 ;
         }

      }

      milestone {
      desc =  ;
      level = 0 ;
      }

      milestone {
      desc = Knocks back foes. ;
      level = 4 ;
      }

      milestone {
      desc = Overcomes foes' crushing resistance. ;
      level = 7 ;
      }

      level {
      cost = ~39Cost:~~ %jeang_p1_pwr $EP ;
      description = !BADREF:@HERO_JEANGREY@HERODETAILS_JEANGREY_P1_LVL_DESC ;
      value = ~39Base Dmg:~~ %jeang_p1_dmg Crushing ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %jeang_p1_req ;
         }

      }

   }

9. All effects in the "effects_igx" (in MUA, the folder called simply "effects") folder are in the .igz format.

10. There are multiple file format in "maps" folder.
I took a 'Chemical Plant' map folder, and these are the contents :
- cpa_map2.boyb
- cpa_map2.igz
- cpa_map2.mua
- cpa_map2.navb
- cpa_map2.shz
- cpa_map2_chatter.igx
- cpa_map2_collision.hkx
- cpa_map2_entities.mua
- cpa_map2_fx.mua
- cpa_map2_lights.mua
- cpa_map2_mixpoints.mua
- cpa_map2_tiles.mua
- cpa_map2_timeline.mua

11. Materials are in the .igz file format

12. There's two formats in the "models" folder : .hkx and .igz

13. Packages are in the .pkgb file format. There's also fusion packages in the folder.

14. Scripts are written in .py file format.

15. Shaders are in the .igz file format.

16. There are two different sounds directory. The first one contains .igx files, the second one contains .wav files.

17. Textures are in the .igz format.

18. There's a grand total of 42.605 files and 1.619 folders from the extraction. Not to mention the ones that can't be extracted. The size is 3.48 GB. Movies sizes are not included.

That's all for now. And sorry for my bad english :D
« Last Edit: December 17, 2015, 01:51am by MUALover »
Phoenix Force :phoenix: and the Merc with a Mouth :deadpool:
ReverbNation Profile
My Releases
My Workbench

Offline jayglass
  • Marvel Modder
  • Fantastic Member
  • **********
  • Posts: 394
  • Upvotes: 103
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #20 on: September 17, 2016, 08:09am »
Black panther is hidden in the Wii and Ps2 versions

Offline BaconWizard17

  • Admin
  • Incredible Member
  • ************
  • Posts: 2166
  • Upvotes: 131
  • Sometimes you just gotta go for it, ya know?
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #21 on: September 17, 2016, 09:13am »
The PSP has slower load times on all games. It's just a slow console.

Offline jayglass
  • Marvel Modder
  • Fantastic Member
  • **********
  • Posts: 394
  • Upvotes: 103
Re: New Discoveries from MUA2 PS2/Wii/NDS and PS3 Versions
« Reply #22 on: May 22, 2017, 10:32am »
wii and ps2 version has 3 extra slots