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Topics - Dark_Phantasmagorical

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Released Maps and Mods / BF1 PS2 shell munger
« on: November 14, 2019, 11:47:21 PM »
BF1 PS2 shell munger;sa=view;down=1526

This does as it says, it munges the PS2 shell.
I will be updating this download, but I know there are some people that wanted to get started working with it.  There are a bunch of files that still need reconciled but it is usable.  Please read the Readme to get started with your PS2 shell mods.

Forum News and Forum Rules / Errors on Website
« on: November 07, 2019, 01:16:49 PM »
The website is still browseable, but we are working on the errors between SMF and an apparently recent update to the PHP on the host.  Please be patient.

Released Maps and Mods / Sound and Full Motion Video Extractor for BF1
« on: October 31, 2019, 08:30:40 PM »
So if you have been keeping up, I have been releasing some of the sounds from the demos and also ported the tutorials/special features from consoles for PC.  If you're interested, you should check them out.  This is the magical tool that does the legwork, receiving its first public release:

I won't go into the details (there's a readme and source code for that), but essentially, you can take any file from the BF1 sound folder (common.bnk or .lvl files), follow the instructions on running it, and receive mostly playable sounds from it.  I say mostly because you need a program to listen to the compressed sounds from the .lvl files, but they can be converted and munged back in without much loss at all (there's not really a recompression phenomenon).

Right now, it only does BF1 sounds, but next on the "Features" list is BF2 support.  Common.bnk for BF2 already works (same exact format) but you should make sure you use the BF2 switch for compatibility reasons anyway.

If you want the program, up above links to the release quality exe.  If you're so inclined, hopefully I commented the source code well enough for those who want to look at it to understand it.

I would also like to ask anyone that has the language localizations to please contact me - For a bigger project I am hunting down the alternate languages.

Released Assets / Xbox Demo Sounds
« on: October 21, 2019, 10:46:48 PM »
Xbox Demo Sounds;sa=view;down=1521

Included is all the sounds in the Xbox demo of the game.  This should be most of the included sounds because there wasn't really that much.  There's some tactical VO, shell VO, sounds, background sound clips, and other goodies.  Same issues as with PS2, you're going to have to dig through the hashes (and some of them didn't name correctly anyway).

I've already done the work of converting them back to a munge-friendly format that should play on any media player.

Released Assets / Extracted Shell VO (PS2 Demo)
« on: October 18, 2019, 09:14:45 PM »
Extracted Shell VO (PS2 Demo);sa=view;down=1520

Here's some shell (not in-battle) VO that we don't get to hear in the PS2 demo but is included.  I have extracted and converted them back into a standard format for hearing and usage.
Of note:
  • Raxus Prime
  • GC Bonuses
  • DSKAS001
  • Just cool temp/beta VO all around

This is part of a bigger project I am working on.  Many of these files do not have names and are just hashes from the .lvl.  There's two possible reasons for this - I don't have all the hashed names (unlikely), or those names were removed and never used again (very likely).

Released Maps and Mods / BFBuilderPro 2.01.hta
« on: October 09, 2019, 07:51:23 PM »
BFBuilderPro 2.01.hta;sa=view;down=1519

This is an unofficial release of BFBuilder with various fixes that I meant to release a while ago.
  • Added support for importing stock maps and automatically fixing permissions
  • Better error handling on some VBscript functions (ReadAllData is pretty bad)
  • Less likelihood of projects breaking when files are removed

Just put this in the same folder as your current BFBuilder application and you can use it.

Credits to Pandemic Studios for SWBF1 and the mod tools, and myself for creating the extra content.

I made a video about this a long time ago:
<a href="" target="_blank" class="new_win"></a>

Released Maps and Mods / Tutorial Videos converted to PC
« on: October 04, 2019, 06:43:05 AM »
This is part of a larger project I am working on to extract all sounds and videos from the game files.  As most of you know, the tutorial videos do not exist for PC version, but the code is in there to work with them.  If you are interested (this is a big download, FYI, almost 500 MB), you can download tuteng.mvs and place it in your Data\_LVL_PC\Movies\ folder

To save download space and time, I separated the shell.lvl needed for this.  This should be an almost stock shell with the exception of two things:

ifs_main - disable two instances of tutorials where hidden on PC (just comment the code)
ifs_tutorials - change movie_width to 620 and movie height to 480 (don't judge me, I know it's not a proper resolution)

You have to hit escape to back out of the tutorials screen.  The back button does not work for any reason that I can discern.

Now, I give a caveat to the first file - I spent a lot of time converting them because of their PS2 format being goofy.  My extractor did not really do a great job because I didn't quite have all the information to rip everything perfectly (in fact it totally crapped out on tutorial03, which I had to do manually, and one of them has flickering at one point which I didn't notice until ingame testing).  I think I know where my issues lie but I didn't find them until after I made this.  I do plan to release my source for this, but not until I actually have the videos exactly as they should be.  They sound great though - I was pleased with the sound quality.
When all the files are in "perfect" condition and I fix the tutorial screen, I will release a final version of this.  As of now, consider it 90% complete.

Edit: I forgot that I added two ancillary videos in here that can't be accessed by normal means.  You can access them by adding another button (or replacing another) on the tutorial screen.  They are "tutorial01cw" and "pandemic_logo"

-updated links:

Released Maps and Mods / Localization Changer v 1.0
« on: May 06, 2019, 07:12:49 PM »
Localization Changer v 1.0;sa=view;down=1487

This program can be used to change the localization language of your core.lvl file.  The choices are English, Spanish, Italian, French, German, and UK English.
What does this mean?  Since the Steam/GOG versions only released in English, people cannot play in their preferred languages.  What this program does is asks you to select a language, then hit change.  Find your core.lvl (if your Steam/GOG is in a standard folder, then it will start in a standard folder, otherwise just the C:\ drive), and then select it.  The program will come up with a Success if it runs correctly and then close.

Please note:
This will not work correctly if your core.lvl has been modified.  There are not a large number of checks, so if you are using a custom team chat mod, you do NOT want to use this.  Your core.lvl will not load.  It uses static offsets from the stock core.lvl (which is the same on physical and Steam versions).
All the localizations in the core.lvl are accessible here.  There are no other languages contained within.
This does NOT change or modify sounds. I believe the English sounds are the only ones included with the English version.
Images in English (Copyright screen, Victory/Defeat, etc) will still be in English.
UK English is included, however, there is some localization missing.  This is not a problem with this program.  I did not notice localization missing from the other languages, however, what you see is what you get.
A typical folder structure is "C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\Data\_LVL_PC\" or "C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - Battlefront\GameData\Data\_LVL_PC\".  If you do not have your program set up this way or are using the physical disk, you still need to get to GameData\Data\_LVL_PC

I have included a stock core.lvl file intended to be used as a backup in case warnings were not heeded.  This was tested by myself on the Steam version.


General / Peter Mayhew
« on: May 02, 2019, 09:26:51 PM »

Forum News and Forum Rules / Server List
« on: February 13, 2019, 09:47:23 PM »
I have added the server list to the home page.  Please take a look at it and judge it harshly.
Sometimes it doesn't load in the iframe.  You can go to to see it in its full glory.

If you want to see expanded functionality, go ahead and ask.  I'm not afraid to try stuff, considering I have a different version of this page on my personal server.

General / Copyright - Using Apeiron as an example
« on: February 01, 2019, 08:11:21 AM »
This is a great video to explain the limits of Fair Use and copyright when it comes to video games, and is relevant to our community here.  I gained a lot of useful information from this video (I watched the original SidAlpha video too, but this one is better backed up)

Note that this should not discourage modding here - it is the reason, however, that we should be mindful of using other assets.  Or creating a standalone or recreating the game in another engine.  Lucasarts does have legal rights to order us to take down any of our mods, but we have had discussions here about how they encourage modding, so that is not a big fear.  For greater discussion, see here:

Once again, not to incite fear, just informational.  If you've read the 2nd link, you can see the EULA that Disney has actually broadened as compared to the original mod tools EULA.

SWBF1 Modding Tutorials / How to have 6+ units in your game
« on: October 27, 2018, 09:17:00 AM »
Well I released a video a long time ago that it was possible, and now I'm going the tutorial route with it.  This does require modification of the .exe file, which may leave some of you wary, but all it does is change a hard-coded spawn screen limit from 5 to 6.  If you haven't seen it:

The three things you have to do are this:
You need a common.lvl builder. (local link needed)
1.) Edit the ifs_pc_spawnselect.lua file and raise numslots accordingly.  If you want one extra unit (6) you raise it by one (to 5, lua starts at 0).  Replace the common.lvl in your game's folder.  Oh yeah and you probably want to do some scripting like above because your units will run off the screen.

2.) Edit/create a mission file for the level you want to use.  Mission.lvl builder here:;sa=view;down=319
--------->You're going to add a 6th AddUnitClass line to one or both of the teams.

3.)  Have a hex editor, I use PSPad (  Find these offsets in the Battlefront.exe:  1A9985 and 1A94B2.  Change the 05 to 06 (or whatever, just remember that 0A in hex is 10, not 10) at both offsets.  If you do not wish to edit your .exe, you can do the same thing in Cheat Engine (Battlefront.exe+offset) and it will only adjust the value while the game is running.

It should work in your game now.  This is online and offline compatible as far as I know.

Notes that you need to read:
  • You NEED Auto Assign for this to work properly.  Units 6 and 7 will be assigned to switching teams and you won't be able to select your unit.
  • The max BF1 can support is 12 units (13 with hero).  However, unless testing, I recommend you limit yourself to 10.  You won't be able to spawn if you do (same cause as above).  Buttons seem to be based on indexing and the spawn screen was never meant for more than 5 units
  • Always make a backup of your .exe
  • Never actually could fix the loadout and unit name mismatch
  • There are other notes I wanted to make but don't remember them.

Released Maps and Mods / Endor Demo Maps recompiled
« on: September 20, 2018, 08:50:27 PM »
Endor Demo Maps recompiled;sa=view;down=1470

Swap with your current Endor.  Please backup!

This isn't really a big deal - just for curious modders.  I have not fixed these up to the best of my ability.  I copied the files that were compatible with the munger and pulled the rest from stock Endor's asset folder.  As such, all textures and objects are the files that came at the game's release/BFBuilder tools.  Someone much more talented than me would have to get those objects into a PC-ready form.

The XBOX version has the most changes.  With this: the generator did not have a CP included and the Shield Bunker is not there.  Also, the beloved log trap is there.    The PS2 version is pretty close to the same and could honestly be passed off as the real map with some small exceptions and different tree placement.  In both, I believe that there is a higher focus on connecting the catwalks for the Ewok village, unlike in the released game.  I didn't check to make sure, though.

The Pandemic devs left almost everything they used in the BFBuilder tools.  Therefore, all objects should be present, however, due to development changes, some stuff doesn't line up (like the tree catwalks).  The minimap is stock BF1, as I didn't see a map in DylanRocket's files that i remember.  This makes it so that especially on the XBOX version, nothing lines up correctly.

Pandemic Studios - for Battlefront 1
George Lucas - Star Wars!
DylanRocket for finding and extracting, thread here:
Me, for making an effort to PC compile them.

Star Wars Battlefront (2004 Original) / Glitches in SWBF1
« on: July 06, 2018, 08:36:55 PM »
Hello SWBFGamers,

We are working on a documentation/video of the glitches of SWBF1 - we think it would be a fun thing to write down and then video.  If you can think of any, please post!

Bespin: Platforms
Bespin: Cloud City
  • Above the chamber glitch -- includes "super jet jump" to top of building
  • Droideka clip through wall
  • 2 person jump through ceiling
  • Ammo droid courtyard clip
Endor: Bunker
  • Shield Generator Clip (Led)
Geonosis: Spire
  • Wall clip behind spire (I've seen AI get in it - how does a human?)
Hoth: Echo Base
  • Tauntaun Echo Base wall glitch
  • Control room wall clip
Kamino: Tipoca City
  • Cloning Center Droid Clip
Kashyyyk: Islands
Kashyyyk: Docks
Naboo: Plains
Naboo: Theed
  • Ammo droid clip (Led)
  • Rolling Person with water vehicle
  • tilt after getting hit with a grenade near rotunda while prone
Rhen Var: Citadel
  • Glitch above observatory (get behind the wall)
  • Ruins (?) CP tower glitch
Rhen Var: Harbor
  • Ice caves broken wall
  • scale the cliffs with a vehicle (not quite a glitch but area is slightly OOB)
Tatooine: Dune Sea
Tatooine: Mos Eisley
  • Cantina Glitch (lay down)
  • Sideways Walk glitch
  • Several building door clips
  • Hangar Roof teleport (gdh)
Yavin IV: Arena
Yavin IV: Temple
  • Out of Bounds speeder bike clip (near outpost)
  • Bounce down temple
Tatooine: Jabba's Palace
  • Rancor Camera Glitch (Led)
  • Explore the "real" outside! (see Kelle post)

Thanks for your help!

Videos and Screen Shots / Dark_Phantom's New Videos
« on: May 29, 2018, 08:09:45 PM »
Hello SWBFgamers,

I have told a couple of you this, but I figured I'd post it to the public.  I have started speedrunning and just general streaming of Battlefront 1.  I got up enough nerve to stream for the first time today and actually quite enjoyed it.  If you wish to check out my past streams (as of this moment, 0 because archiving and local recording were not enabled  :slap:) or catch future ones, you can try here:

I have previously posted speedruns on my Youtube channel (HERE), and will continue to do so for runs I think are worthy.  If you want to see the current records, go to

Thanks for watching!

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