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SWBF2 PSP modding -- findings
Posted: Fri Jul 30, 2010 7:30 am
by Teancum
I realize that the word "modding" is in the title, but these are findings, not questions; so for now I'm posting this in SWBF2 general. I know I said I wasn't going to do a PSP mod, but I was bored last night and didn't want to work on any existing projects, so I messed around with the PSP version. Here's what I found:
- The game loads faster from the memory card than from a UMD. Go figure
- I found six missing levels on the disc (most folks know about this) -- Coruscant: Jedi Temple, Felucia, Geonosis, Jabba's Palace, Rhen Var Citadel and Utapau. There might also be a few space maps that can be resurrected. All 9 (yes nine, Space Kamino was never finished on any version) exist.
- Keeping mission.lvl stock and only updating shell.lvl -- Coruscant CW Conquest was the only mode that loaded, and it would freeze about 3 minutes in. I know folks have had the other three maps load, so I'll just have to modify those luas.
- Custom models and maps DO NOT work. It looks like Savage Entertainment had to modify the PS2 version of the tools extensively. There are traces of proof throughout the files.
- The PSP uses SetPSPModelMemory() instead of SetPS2ModelMemory(). Important to note as you won't find that documented anywhere in the regular mod tools
- Script-only mods are possible. Localization can be recompiled and then replaced in core.lvl via a hex edtior.
- There is no 'easy' compiling of mods. You have to compile the localization and/or scripts, then use a hex editor to either add them to a lvl file, or to replace the existing one. The bonus is that lvl files are fairly easy to add to. Just take the file from the _BUILD folder, put it in a hex editor, delete the first 8 bytes, then replace and/or add it to the original lvl file.
- The Challenge modes are actually referred to as "mini-campaigns" in the code. It's possible that we could add other mini campaigns, but the lua that runs this would have to be decompiled to the point that we could rebuild it. It's a pretty short file, but would still need decompiled.
- There are no movies on the disc at all. That means on the very slim chance that the Rise of the Empire campaign could be restored that it would have no intro movies.
And there you have it. I don't really like SWBF2 on the PSP, but more because of the PSP than SWBF2. The lack of a second analog stick is really, really crippling. That being said I'd guesstimate less than 10 hours of work are needed to get the four hidden maps running smooth, so if I ever get bored again I just might do it. Of course to play it you would need custom firmware (if you don't know what that is, you don't have it), and we don't talk about that here because... well, it could lead to piracy. We don't want Gametoast to be responsible for handing out that info. Plus we don't know if you're honest or not

Anyways, I thought this might be of interest to 2-3 people, so there you go.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 5:36 am
by SG-17
I got Rhen Var Citadel to load a while ago by simply renaming and replacing the lvl file, but the level wasn't finished.
http://i51.photobucket.com/albums/f353/ ... CREEN1.jpg
http://i51.photobucket.com/albums/f353/ ... creen2.jpg
http://i51.photobucket.com/albums/f353/ ... creen3.jpg
http://i51.photobucket.com/albums/f353/ ... creen4.jpg
http://i51.photobucket.com/albums/f353/ ... creen5.jpg
http://i51.photobucket.com/albums/f353/ ... een6-1.jpg
http://i51.photobucket.com/albums/f353/ ... creen7.jpg
I also heard that Jabba's Palace is also incomplete, the floor isn't solid. Kamino and Death Star also aren't complete to the point they won't load at all. I don't know and don't care about Felucia.
As for the controls I find that the Retro scheme is the most comfortable, you aim with the stick and move with the face buttons.
I do love how it plays in 16:9, I wish there was a way to force the PS2 version to play in 16:9, I hate having it distorted on my HDTV.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 7:22 am
by SW_elite
Now I'm clueless about this at the moment, but it's still very interesting to know. I might have to get into this a few years down the road.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 7:23 am
by Teancum
What was unfinished on Rhen Var? So long as I have CPs and the geometry works I can do something with it.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 9:26 am
by Grev
What's wrong with felucia? Though I played the PSP version last 2/3 years ago, I'm pretty sure everything was fine with it.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 12:36 pm
by Teancum
I'm guessing he meant that he overwrote the Felucia map with Rhen Var. Dunno. Luckily that'll no longer be necessary.
*EDIT*
Then again, it might have been a cut map. I just tried to play it on my PSP and it locked it up. I probably added it back in w/o knowing.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 12:37 pm
by [RDH]Zerted
A lot of people with lower end specs can't handle Felucia.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 2:55 pm
by SG-17
It is just my least favorite map in the game, thats all.
Also the Sky is absent in Rhen Var and it appears that Conquest isn't complete. If you check my screenshots it shows that no tickets appear (rather just barred out) and capturing the CPs does nothing, not even a victory timer.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 4:02 pm
by Teancum
That's more a scripting issue rather than the map itself. Easily remedied. If all the CPs are there, they can be captured, and they can be spawned from it'll be a fairly easy fix to update the LUA.
Re: SWBF2 PSP modding -- findings
Posted: Sun Aug 01, 2010 6:04 pm
by myers73
personally i think the best job was done on felucia, but i understand why people dont like it.
Re: SWBF2 PSP modding -- findings
Posted: Mon Aug 02, 2010 11:47 am
by DarthD.U.C.K.
i found
this randomly on youtube
trusting the readme it seems like somebody managed to get jabbas palace and coruscant working
Re: SWBF2 PSP modding -- findings
Posted: Mon Aug 02, 2010 11:48 am
by Teancum
Yep, that was an old mod posted here loooooong ago.
Updated the first post with the following:
I found six missing levels on the disc (most folks know about this) -- Coruscant: Jedi Temple, Felucia, Geonosis, Jabba's Palace, Rhen Var Citadel and Utapau. There might also be a few space maps that can be resurrected. All 9 (yes nine, Space Kamino was never finished on any version) exist.
***EDIT***
I've built a "PSP Modtools" set. This can stand alone from the regular SWBF2 modtools if you want it to. There are only two things that can be built for the PSP, new scripts and new localization. So I've trimmed everything else out. I still have to write some documentation as the final step requires users to hex edit files to insert their scripts. I may not have to do that in the end since if I remember correctly BattleBelk found a way to process raw chunks of files. Long story short if that's the case I can automate the process even more, pumping out full LVL files, which only leaves putting the files in UMDGen and then transferring the ISO to the PSP. Not bad.
****EDIT #2****
Also figured out how to use BattleBelk's 010 Editor (hex editor) scripts to pull out all of the original sound stuff, so now we can build full lvl files. Sweet.
Re: SWBF2 PSP modding -- findings
Posted: Tue Aug 03, 2010 2:54 am
by SG-17
I remember that mod, Jabba's Palace would never load.
Anyway very nice work Teancum, so you think you can 'fix' and restore the missing levels without having to overwrite?
Re: SWBF2 PSP modding -- findings
Posted: Tue Aug 03, 2010 5:52 am
by Teancum
Not me, but whoever uses the tools can do whatever they want. I think the game plays terrible on the PSP personally. I just wanted to make some tools since it's not that hard to do.
Re: SWBF2 PSP modding -- findings
Posted: Wed Aug 04, 2010 1:27 pm
by CommanderFixer
I'm pretty sure Elite Squadron is modable. Or so I heard.

Anyways, I think ES was much better than other SWBFs on portable systems. PS2 modding is often questioned by more n00bish folks(no offense),and usually they end up upset, and want tehwr wittle Pwee Es Twee, thinking that can be modded. The people ask about PS3 and Xbox. In my opinion, PC is your best bet. Because if they can type a message on You Tube, that means it's more than likely they can go buy the PC SWBF2, because modding on it is much easier. However, I once was a PS2 modding believer, but there is simply NO way I'm going to spend lots of money on something that may be illegal.(For example, people put their SWBF2 PS2 disc in their PC, and hex-edit and override a stock map with a mod map).PC modding is really the easiest way, and I'm pretty sure mod tools wouldn't work on the PSP. That's just my opinion, after witnessing so many people asking that simple question. My final answer: YES, it is possible, but it's hard to do, and somewhat expensive.

Too much for me to comprehend.
Re: SWBF2 PSP modding -- findings
Posted: Wed Aug 04, 2010 2:48 pm
by Teancum
Elite Squadron can be hacked for cheaters, but you can't mod it, adding new characters, gametypes, maps, etc. Just wanted to clarify there. As for SWBF2 PS2 mods, it's 100% possible. I've even released a PS2 version of the tools that will compile stuff for the PS2. But nobody has stepped up and tried to do anything with it.
Re: SWBF2 PSP modding -- findings
Posted: Wed Aug 04, 2010 7:33 pm
by CommanderFixer
Yeah... the issue with PS2 modding is that it would require a large sum of technology to mod... I think. I wonder if you could mod in new eras and the Unnofficial v1.3 patch. Hehe, that'd be fun, wouldn't it?

Re: SWBF2 PSP modding -- findings
Posted: Wed Aug 04, 2010 7:40 pm
by Teancum
Nope, not necessarily any more than any other platform, you just need to know how to run backups from the PS2 hard drive (which would require a fat PS2). I haven't owned a PS2 in years (no big loss) so I haven't ever looked into it.
Re: SWBF2 PSP modding -- findings
Posted: Thu Aug 05, 2010 10:04 am
by CommanderFixer
I'd be willing to try your PS2 mod tools, but my memory card can only hold 8MB. Is that of any relevance? I have a PS2 slim, by the way. You were right, PSP modding is easy. I saw a how-to video on You Tube, showing how you can get some of the non-featured stock maps. However, they did not show how to get regular mod maps. Would it be possible to convert/port mods for the PC SWBF2 over to the PSP:? ? I know it's possible for the PS2.
Re: SWBF2 PSP modding -- findings
Posted: Thu Aug 05, 2010 11:04 am
by sim-al2
CommanderFixer wrote:I'd be willing to try your PS2 mod tools, but my memory card can only hold 8MB. Is that of any relevance?
Um, yeah that would be a problem.

You need a hard drive for sure.
Would it be possible to convert/port mods for the PC SWBF2 over to the PSP?
I think he said that new content would be impossible without the PSP version of the modtools. Another problem is that the PSP is even more toned down then the PS2. Many PC mods require more resources then the stock game. Look at say, the XBox mod. The Xbox has more power then both the PS2 and the PSP and it still has issues with adding more units.