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Posted: Sun Sep 24, 2006 12:57 am
by Broadus
I, uh... Can't even begin to imagine being able to do any of that. I've always assumed hex editing means editing all of those numbers. I didn't think you could put pictures in.
Do you mean you got Coruscant working on the PSP version? Nice!
Also, the ground for Geonosis works on Hunt mode, but not 2CTF, so I don't really know about that... For now, I REALLY want to concentrate on getting more AI per team before I start caring about getting outtake levels back into the PSP game.
Thanks for the support, my man.
Just in case anyone is interested, here are the original mission.lvl and shell.lvl files from the PSP game:
http://rapidshare.de/files/33864730/_lvl_psp.zip.html Look familiar to you PC gents? They should.
Posted: Sun Sep 24, 2006 4:44 pm
by 2_lowiq_clone
For starters, I think it's a massive movement forward for modding battlefront 2 for the PSP. too bad I don't have version 1.5, and too bad that you have to have all of battlefront 2 on the memorystick to play. I would love to see some pictures of the new levels in the game! I'm rooting all the way for an AI bot count boost!
Posted: Sun Sep 24, 2006 4:49 pm
by Teancum
That's really odd that you have to edit shell.lvl to change gametypes. PC is nothing like that. Perhaps I was wrong on how close the relations are.
Posted: Sun Sep 24, 2006 5:10 pm
by Broadus
I looked on the PC and it's the exact-same way as the PSP. Shell.lvl makes the levels and their gametypes appear, mission.lvl defines them. So, if you were to edit a gametype for a map, you'd have to go to mission.lvl, but if you wanted to add or remove it, you'd have to go to shell.lvl.
Posted: Sun Sep 24, 2006 5:13 pm
by [RDH]Zerted
No, mission.lvl contains the retail map scripts, but the shell.lvl does control which retail maps are displayed on the menus. There is a list of Beta maps, SP maps, MP maps, and campain map sequences (SP and MP used to be one list until I broke back into two for to allow SP campain maps and not MP campain maps).
I do think the mod tools have all the general source code. What we are missing is any lua files what would have been in the PSP folders (like the PC folders).
edit: Looks like I was beaton to it. Fixed a spelling mistake too.
Posted: Sun Sep 24, 2006 7:01 pm
by Broadus
PICS PICS PICS!
That's right! I've finally got some PICS!
Now that I've gotten your hopes up, I'll inform you that they look God-awful. Turns out we have a digital camera in the house, but I shouldn't be allowed to touch it.
The pictures are really blurry, but I'll describe what's in them so if you squint, click your heels together and believe in your heart, you might make out what the blurry blobs are.
Here's a fun challenge! Try to make out what's in the picture before you read the description.

This is a view of the biggest part of Utapau. As you can see (well, it's almost impossible to see), there's no fog, but the game still runs at top speed whilst viewing it all.

An Episode 2 clone trooper. Much cooler-looking than Episode 3 clone troopers.

More Episode 2 clone troopers. They're sexy. Don't tell my girlfriend I said that.

A third person view of a clone trooper locking onto an enemy in Utapau.

There's the "select command post" screen, showing the map of Jabba's Palace.

Fatty McLarge himself, laughing at me as I take pictures of him in an attempt to destroy him once and for all. If I was a half-naked princess, I could probably kill him.

I'm down here sightseeing at the Rancor zoo while rebels take my throne!
So, there you have it. The blurry, easily mistakeable truth as to the changes I've made to the PSP SWBF2.
Now all I need is more AI per team!!!
Posted: Sun Sep 24, 2006 7:11 pm
by Ipodzanyman
Sweet that is so cool!
Posted: Sun Sep 24, 2006 7:54 pm
by Teancum
[RDH]Zerted wrote:No, mission.lvl contains the retail map scripts, but the shell.lvl does control which retail maps are displayed on the menus.
I do think the mod tools have all the general source code. What we are missing is any lua files what would have been in the PSP folders (like the PC folders).
Oh right. missionlist.lua

<--at me
Posted: Mon Sep 25, 2006 11:38 pm
by darth-jedi
Im still working on the Coruscant screens (I cant find my camera), but they will be up as soon as possible.
As I said before, couldn't we hex-edit out the extra unused stuff like the wookie catamaran? and then make room for other parts of the maps that were left out but are there? If so I would like to know how because I don't want to make the new maps replace old ones. ( I am working on it myself but can't do it all on my own.)
P.S. Nice pics!
Posted: Tue Sep 26, 2006 12:39 am
by Broadus
Thanks! Those pics were kind of hard to get. Not like I had to kill anyone for them. Would've been nicer if they were perfectly clear.
Also, thanks for working at this whole PSP-modding thing, man. Good to have someone else trying to make the PSP version of SWBF2 better.
I suck at this probably more than you, my man, but I don't like replacing old, full-working maps, either, so I'll take a crack at that, too.
Posted: Tue Sep 26, 2006 7:39 am
by Teancum
darth-jedi wrote:As I said before, couldn't we hex-edit out the extra unused stuff like the wookie catamaran? and then make room for other parts of the maps that were left out but are there? If so I would like to know how because I don't want to make the new maps replace old ones. ( I am working on it myself but can't do it all on my own.)
P.S. Nice pics!
Nope. Unfortunately not. That's stored in an entirely different lvl.
Posted: Wed Sep 27, 2006 6:19 pm
by darth-jedi
Then edit that lvl if you can get it, the smaller size for that lvl could mean that you could make other ones larger.
Sorry no pics yet of coruscant but has anyone gotten more space maps working yet? I got all the three levels you got working and now Felucia (while replacing more and more maps) if I can stop my virus protection from uploading files, ill upload the files to get all those maps for everyone. I cant stop the protection because my mom has the password to it and I cant alter it.
Posted: Wed Sep 27, 2006 6:40 pm
by Broadus
I tried all of the space maps. Unlike the non-space maps, the space maps that were cut out don't even get to the loading screen, suggesting that they're completely useless... Although in Galactic Conquest, there will be levels like "Space Over Hoth", even though there's no normal level called Space Hoth in the list of levels.
It's awesome that you got both Coruscant and Felucia working! Mind describing their problems, if you've discovered any?
I've discovered a few disappointing things about modifying the mission.lvl and shell.lvl. I was playing SWBF2 PSP multiplayer with my friend (the first time I ever played SWBF2 PSP multiplayer was yesterday), and if you take out a level in the shell.lvl and replace it with another one- for example, replacing Kashyyyk with Geonosis- neither Kashyyyk nor Geonosis will show up on the list of playable maps in multiplayer.
Also, if you modify a level in the mission.lvl- such as me exchanging Episode 3 clone troopers with Episode 2 clone troopers- and you try to play that particular modified level/era with a player that doesn't have that same level/era modified the same way (they would need the modified .ISO), their game will crash.
I discovered those multiplayer problems because I was playing off of my modified .ISO while my friend was playing my UMD of SWBF2.
You know what I discovered? The only way to have fun on PSP multiplayer is to do Hero Assault or one of the challenges. Those challenges are boring and pointless on single player, but they're a hoot on multiplayer.
Posted: Mon Oct 02, 2006 3:42 am
by Broadus
For giggles, I replaced the CIS on Naboo Hunt with Naboo Guards (so it's Gungans versus Naboo Guards), which are normally only seen in SWBF1 and SWBF2's campaign in Naboo. Not really important. But I did it on the PSP.
Posted: Fri Oct 13, 2006 12:03 pm
by jango232
you gotta pm me when you get mor updates with this great break though
Posted: Fri Oct 13, 2006 6:45 pm
by Broadus
Well, my PSP broke, and I won't have a new one until next Monday (hopefully Sunday), but I guess I could make a guide and release what I have so far... Y'know what? I'm going to do that right now!
Posted: Fri Oct 13, 2006 6:56 pm
by Qdin
yeah - you should do that
it's important to know how much we can mod other consoles

Posted: Mon Oct 16, 2006 4:37 pm
by Broadus
Well, here it is:
http://www.gametoast.com/index.php?name ... 681545d23b
There's the topic of my release. That's the modifications I've made so far, along with a detailed guide to explain dumping, editing and compiling.