Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - BAD_AL

#1
SWBF1 Modding / Printing to the log in BF1
September 14, 2021, 10:27:09 PM
As a BF2 modder I was kind of shocked to find out that the print statements in BF1 didn't go to the BFront.log file like they do in BF2.

Phantom mentioned that although the print statements don't go to the log, we do have the ability to read and write files.

So if you want to get your print statements to a log for debugging you can add this code to your addme or mission file for better debugging:
debug_log = openfile("BFrontDebug.log", "w+")
old_print = print
print = function( arg1, arg2, arg3, arg4)
local print_this = arg1 .. (arg2 or "" ) .. (arg3 or "") .. (arg4 or "") .. " \n"
write(debug_log, print_this)
flush()
old_print(arg)
end
It also works for the game exe (non-steam).
You may have to wait until the game exits for it to write to the file.
#2
Get SPTest to work with Steam BF1

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1594

Get SPTest to work with the new Game from steam (also may need to have the registry key mentioned in
 thread: https://www.swbfgamers.com/index.php?topic=14406.0 ).


SPText.exe crashes for a few reasons with the 2020 Steam Game.
1. It is incompatible with the new 'binkw32.dll'.
2. There are a few new functions and a new table defined in the latest exe
   (which are referenced in the new .lvls).

For the new functions & table, I modified 'shell_interface' and 'game_interface' to define them.

The incompatibility with 'binkw32.lvl' forced me to create another folder alongside 'GameData'
 which I called 'Debug'.

In the Debug folder I have SPTest.exe and the 2004 version of 'binkw32.lvl' in there;
 and copied 'eax.dll' & 'unicows.dll' from 'GameData' there too.

Then I make directory links to Addon and Gamedata.

You just have to place the 'Debug' folder next to your 'Gamedata' folder and run the 'setup_Sptest.bat' file.


#3
Released Assets / SWBF1 & SWBF2 Sound Build Env
May 22, 2021, 01:29:10 PM

https://www.moddb.com/games/star-wars-battlefront-ii/downloads/swbf1-swbf2-soundenv-for-modders#downloadsform


After playing around with Phantom's Sound Extractor (and adding more file names to the hash look up table) I realized that we could pretty much re-create the whole sound build environment for BF1 & BF2.
I got to create a few new tools along the way and wrote a program that ended up generating the largest batch file I've ever encountered (7MB+) to do the PCM16 wav conversions for the extracted files.
The end result is ~3.74 GB Download of all the streams and sound effects used in SWBF1 & SWBF2 (in PCM16 wav format). It's actually super fun to listen to them all.

Super Props to Phantom for the extractor tool and helping out getting me a few files that the tool failed to extract correctly.
Super props to my buddy marler8997 for writing the audio deinterlacer program that separated the quadraphonic (.st4) sound files.
#4



YouTube Release trailer



GT thread: http://gametoast.com/viewtopic.php?f=35&t=34510

Download here:
https://www.moddb.com/mods/star-wars-battlefront-2-xbox-mod-map-dlc-installers/addons/realm-of-chaos-xbox-dlc-installer

This is a DLC Installer that has been modified to install the Realm of chaos Custom Map (+Sides mod) for Star Wars Battlefront II on Xbox.
These installers were originally supplied by Harcroft and Amygrrl, the installer's modifications were performed by BAD_AL.


Original Content:
Dann Boeing, Pandemic, LucasArts

Xbox Port:
BAD_AL/cbadal

Side mod additions (Chaos dudes also playable) on:
  • Bespin (Conquest)
  • Death Star (1 flag ctf)
  • Geonosis (Conquest)
  • Hoth (Conquest)

With special thanks to AnthonyBF2, Teancum and Shaymin for sharing Xbox/console modding know-how.


PC Release (GameFront)

SWBFII console modding wiki:
https://github.com/BAD-AL/SWBF2_Xbox_mod_effort/wiki
#5
Released Maps and Mods / XBOX in Jinglin' Town
December 18, 2020, 11:22:13 AM
I think many of you all know that there has been a recent breakthrough enabling us to create SWBFII DLC content for the XBOX platform (and XBOX 360).

My first map release is a port of the Dann Boeing classic "Christmas in Jinglin' Town".
This release enables 4 player split screen on the (modded) OG Xbox as well as (modded) XBOX 360.
Play it in split screen with your brothers, wife, girlfriend, sons, daughters and have a Jinglin' great time this Christmas season!

(GT Release Link)
http://gametoast.com/viewtopic.php?f=35&t=34485

(XBOX SWBFII DLC maps)
https://www.moddb.com/mods/star-wars-battlefront-2-xbox-mod-map-dlc-installers

#6
SWBF2 Modding / PC Shell interface
July 15, 2020, 12:19:05 PM
I've always preferred the Console interface (up,down,left,right,a,b) to the PC's forced mouse and keyboard use.
I feel it's just faster to use the buttons(up,down,left,right,accept,back).

Also, with the possibility of playing the game under a WindowsXP Virtual Machines or Wine on various mobile platforms, I think it would be good to have a console style interface option on the PC version of the game.

Looking into the feasibility of this led me to discover the following functions on the shell screens:
[spoiler]
   Input_Accept = function(this) ...
   Input_Back = function(this)  ...
   Input_GeneralLeft = function(this,bFromAI) ...
   Input_GeneralRight = function(this,bFromAI) ...
   Input_GeneralUp = function(this,bFromAI) ...
   Input_GeneralDown = function(this,bFromAI) ...
[/spoiler]
These functions receive (and process) the events from the Up, down,left,right,accept,back buttons.
The screen where I spend the most (annoying) time moving the mouse around is the character select screen ( ingame.lvl 'ifs_charselect.lua').
But there's a problem. Looking at the source code we get the following message/comment:
[spoiler]
ifs_charselect1 = NewIFShellScreen {
   nologo = 1,
   bDimBackdrop = 1,
   -- Actual contents are created in ifs_charselect_fnBuildScreen

   -- Note: for now, the exe is handling all the inputs/events, so this
   -- screen has no Enter/Exit/Update/Input handlers.
It does have an
   -- Input_Back handler to override the base class's default functionality
   -- (go to previous screen)

   Input_Back = function(this)
   end,
   Input_GeneralLeft = function(this,bFromAI)
   end,
   Input_GeneralRight = function(this,bFromAI)
   end,
   Input_GeneralUp = function(this,bFromAI)
   end,
   Input_GeneralDown = function(this,bFromAI)
   end,
}
[/spoiler]
Which makes it sound like for this screen, we cannot process the up,down,left,right,b buttons in the lua code.

When putting print statements in these functions, I never saw output and got kinda bummed.
Anyone else try this with success on this screen? (hoping I just messed something up in my testing)
Is there more to the puzzle that someone else is aware of?
#7
SWBF2 Modding / SWBF mvs files discussion
June 17, 2020, 01:52:06 PM
Will do;

Do you think the source movies were all in .bik format and then converted to .mvs with MovieMunge.exe?
I've not tried movieMunge.exe yet, but I'm curious if it does the work of converting .bik to .mvs.
I don't think the console input video lists are present in the mod tools, so I'm not sure what the input file types were for Xbox.
But looking at Shell/munge.bat (SWBF2):
for %%A in (%MUNGE_ROOT_DIR%\%SOURCE_SUBDIR%\%MUNGE_PLATFORM%\*.mlst) do moviemunge -input %%A -output %MUNGE_ROOT_DIR%\_LVL_%MUNGE_PLATFORM%\Movies\%%~nA.mvs -checkdate 2>>%MUNGE_LOG%


That "-output ...mvs" argument makes me think that all we may need is the .bik files for the input and the .mvs would be created for us.
#8
Microsoft announced yesterday 19 OG XBOX games coming to Xbox One.
Among these are the Classic Star Wars Battlefront 1 & 2!

April 17:
Blinx: The Time Sweeper
Breakdown
Conker: Live & Reloaded
The Elder Scrolls 3: Morrowind
Hunter: The Reckoning
Jade Empire
Panzer Dragoon Orta
SSX 3

April 26:
Destroy All Humans!
Full Spectrum Warrior
Mercenaries: Playground of Destruction
MX Unleashed
Panzer Elite Action: Fields of Glory (Europe only)
Star Wars: Battlefront :D
Star Wars: Battlefront 2 :D
Star Wars: Jedi Knight: Jedi Academy
Star Wars: Jedi Starfighter
Star Wars Knights of the Old Republic 2: The Sith Lords
Star Wars: Republic Commando


They say the emulator will produce better output on Xbox One X!
This is awesome! :D :D :D

https://screenrant.com/xbox-one-backwards-compatibility-star-wars-games/

We'll likely be able to play it over XLink Kai for network play!
#9
Welcome Center / Hello SWBF Gamers & Mod masters
February 06, 2018, 01:15:59 PM
Hi Guys,

I'm pretty new here.
I've been a SWBF2 game lover for several years now.
Mostly played on the Xbox and it's still my favorite version (for 4-player on the couch action!).
I'm over at Gametoast under the name 'cbadal' and I would like to help enable playing (and porting) SWBF2 mods across all the devices that support SWBF2 (PC, Xbox, PS2, PSP; most interested in Xbox though).

I am a Computer programmer by trade and have previously worked on Roster update tools for Tecmo Super Bowl and NFL2K5 (NFL2K5Tool is still a WIP) as hobby projects.

Over the last couple months I started learning about making SWBF2 maps and spent a good amount of effort figuring out how to get it running on the Xbox. I recently started writing a Lua 5.0.2 decompiler to help make porting mods easier. I'm not sure I'll be able to get it to be able to recover everything, but I've gotten the easy stuff out of the way at least :P 

You can see these projects over at github:
https://github.com/BAD-AL