Disguised Clone Posted January 21, 2017 Share Posted January 21, 2017 How to hack LSW1 Extract GAME.DAT file. this can be done with QuickBMS: http://aluigi.altervista.org/quickbms.htm once downloaded, use these scripts to extract the files: for PC:http://aluigi.altervista.org/bms/ttgames.bms or for PS2 users: http://aluigi.altervista.org/bms/crash_bandicoot_ttgames.bms (i don't know other compatibilities srry.) Once extracted their should be like 8 folders: 1. ats. Just some commonly used scripts for events, animations and stuff. 2. audio. You guessed it. you can open, export and import any VAG sound files with MFAudio: http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html (The download button's a bit hard to find) 3. chars. Every entity 3d model in the game., divided into folders. Each character is as follows: -ghg 3d model (only way i know of to extract some data is https://ps23dformat.wikispaces.com/file/view/LegoStarWarsghgTo3dsBeta.bms/438986340/LegoStarWarsghgTo3dsBeta.bms -.ani animation files -random file for.......some reason -and, the greatest file ever..... the *.txt attribute/script file. with this you can: edit speed edit hitpoints change abilities (make clones jedi, give chancellor palpatine a double jump) and other stuff. here's a list of as many variables (character and scripts) I could find from the SLUS file: layer player_2 Player%d baddy baddie goody goodie ÿÿ throwable inrange °@ š™i@ name waittime ÿÿBase InActive false origin neutral type character= locator character respawn respawn_at_origin state= FALSE ON global default in pivot distance forwards name= personal indexed nearest random= %s_%d %s_%s ÿÿ Dexter random dont_check_terrain jump_factor= tgt_character= slam take_damage player1 player2 roty x y z party distance_from_end sock dx dy ÿÿfirerange goalrange minrange= static offscreen no_fire_in_minicut circle fireinterval instant Clockwise AntiClockwise Reverse Random predictive ÿÿstill_do_take_hit_anim rotational looping %s%.2i kill_at_end clear_spline mindx maxdx mindy maxdy backwards ÿÿmingroupsize maxgroupsize groupsize script xspacing zspacing xoffset yoffset zoffset nacross crate_height= crate_delay= not_grouped distance_from_player distance_from_camera start_from_player start_from_camera ÿÿsplinename speedmultiplier multiply= max=default max= dont_set_max value increment decrement dx= dy= dz= x= y= z= multiplier snaptospeed Default All_Non_Party Locator tolerance ix ÿÿÿÿÿÿÿÿaxis=x axis=y axis=z time mul= time= speed= id Catagory min_speed= JUMP DBLJUMP R2D2GLIDE ZIPUP USEHATCH JARJARJUMP HOVERTUBE FORGOODIES FORBADDIES OBSTACLE JUMP_NOW DONT_JUMP_NOW BLOCK BIGJUMP gameaiscript.c Action_CnxController: only level script can call this on_frames from= to= obj= cutscene= pathname= CheckVisible bothways on_flag off_flag OBSTACLE_OPEN OBSTACLE_CLOSED to lastframe controller= obj_on= obj_off= path stayopen phase TRUE keep_out= tag_to= hitter= damage= from playcount= repdelay= startdelay= character_pos= ÿÿ Reset use_current_campos start_time= end_time=infinite end_time= blend_in_time= blend_out_time= tgt_locator= tgt_obj= cam_locator= range= roty= rotx= FollowTgt campos_x= campos_y= campos_z= tgtpos_x= tgtpos_y= tgtpos_z= no_borders freeplay_not_party myself ÿÿ radius= target= look_at_camera DropBackInTimer MaulShouldRunAway InMiniCut RespawnLocatorIs BigJumpComplete CheatProgress BoltsDontGetDeflectedBack StuckDontJumpNow AIOverrideControl ToNode FromNode UsingForceFreeze CameraYRot Freeplay HintComplete HintAvailable CurrentHintId IsSplineSet FinishedSpline FurthestPlayerDistanceAlongSock PlayerDistanceAlongSock SockXDistanceToPlayer SockDistanceToOpponent SockDistanceToPlayer RaceLap RigidAnimFrame CutScenePlaying CutSceneFinished CutSceneStarted Message BeenToLevel NumForceObjects NumBaddies AngleFromPlayer2ToMe AngleFromPlayerToMe Player2Active Context IsSetAlive EitherPlayerOnDoorTrigger PlayerOnDoorTrigger CheckAreaFlag CheckLevelFlag CheckFlag EitherPlayerIs PlayerCategoryIs CategoryIs IAmAPartyCharacter Side CanFightLikeAJedi IAmA IAm ForceComplete TurretAlive UsingForceLightning UsingForce ForceBeingUsed EitherPlayerUsingForce PlayerDeflectingPart PlayerUsingForce TubeActive GadgetActive AnimationFinished ObstacleChainPhase ObstacleFinished DoorOpen DoorOpenedByPlayer DoorOpened DoorLocked StuckTime HitPoints HoverPhase BeenHit Blocking LocatorOnScreen BehindCamera SpawnCount CollectedCount LocatedCollectable PlayerOnGround BeenAlerted OnGround EitherPlayerOnObject PlayerOnObject OnSameObjectAsPlayer OnObject IsOnScreen IsAlive GlynTest GotBlaster Active PreviousResult BoulderSection MushroomCollapse CreatePod SetLapTime RemoveThrownForceObjects SetFormationCommander FollowPlayer FaceCharacter FaceCamera SetForceLightningTarget SetForceBack DontRaycastLOS SetCircleDirection CameraCut PlaySfx ObjectController CnxController CycleCharacter CancelHint SetHintComplete SetHint SetPathCnxFlag Respawnable ImmuneToKillTerrain SetLevelPath PlayCutScene ResetGameCamera CameraShake JudderGameCamera MakeExplosion EnableSock SetVisibility ZamMovement RaceOpponent Sebulba CannotBeSeen IgnoreShoveSystem ApplyGravity SetGravityHeight SetDefaultMovementRange SetMaxMovementRange UseCurrentSpeed SetHoverPhase ActivateTurret AddPartDebris AddPart SetMessage SetHitPoints SetWalkSpeed SetRunSpeed SetSpeed CreateSplineCreatures CreateSockCreatures CreateCreatures FormationMove BreakFormation SetZeroAcceleration FollowSock PlaceOnSock SetControlSystem FollowSpline SetRandomSpline SetNearestSpline ResetDoorTrigger GoToDoorTrigger AddToSet PressJumpButton DontPush SetInvulnerable UseWeapon PressActionButton PressTagButton PressSpecialButton PlaceAheadOfPlayer SetPlayType SetAreaFlag SetLevelFlag SetFlag SetRespawnLocator ForceFreeze DontSetStoppedFlag CantDie SetDontMove SetIgnoreAntinodes SetLastSafePathPos SetAIOverrideControl SetScriptState Kill EngageObject EngageOpponent Snipe DeflectPlayersPart UseForce UpdateSockPos SetJumping SetBoss SetShootOpponents SetDefensive AttackOpponent SetSide CanHitForceObjects TagCharacter TakeDamage CanAttack CannotDropIn SetTaggable CanShootObstructions AttackButtonMash SetBoltsDontGetDeflectedBack PrefersPlayers ResetContext SnapWeaponOut KeepWeaponOut CanCollectCoins CanShootOffScreen CanOpenDoors EndLoopingAnimation SetObstacleChainPhase ActivateGadget SetDoorFinished DoorSetStayOpen OpenDoor CloseDoor UnLockDoor LockDoor AnimTimeRandom SetAnimation SnapToSockPosition SnapToPosition SetDoomedEscapeLocator BigJump BigJumpToLocator SnapToOrigin CallDexter SetTableLocator SetCounterLocator SetLocator SnapToLocator DumpCollectables GoToCollectable GoToOriginalPath SetPath GoToLevelPath DeActivate Activate ÿÿÿÿ LegoSingle PickupCoin CoinDropS CoinDropG CoinsLand .cns pickups.c Buffer overflow - please save at least %i bytes. PickupCoinB MK-Loop PickupHeart # MK-Appear %s.rtl rtlif.c Ran out of buffer space in LoadLights. turret.c Not enough memory to create Turret system. Eejit. ÿÿ levels\ \ .gsc %s_%s_%.2i %s_%.2i €=- À=- >- @>- €>- À>- MK-Pickup %i/%i NegX PosX NegY PosY NegZ PosZ @= H= P= X= `= h= levels\bonus\mini_runner\mini_runner.gsc mini_runner_%s_%.2i .FSP door16r door16 door15r door15 door12r door12 door11r door11 door10r door10 door9r door9 door8r door8 door7r door7 door6r door6 door5r door5 door4r door4 door3r door3 door2r door2 door1r door1 Dog_CloneARC170Gun Dog_DroidFighterBlast Dog_TriFighterGuns %s%s chris.c Too many splines in %s Dog_CloneARC170EngLp Dog_DroidFighterEngLp Dog_TriFighterEngLp Ep3_1_ProtoXWingMissile ˜- ¨- À- Ð- è- ø- ˜- ¨- À- Ð- è- ø- door_to_c door_to_b Centre Out of mem for Chris S Level DogBits Dog_DroidFighterHit Dog_TriFighterHit Ep3_1_ExplosionXXL shelf_top shelf_bottom shelf_6 b shop_%c Hint info Char padme_geo_icon Extra tool_box Code shop_question icon_back_neutral info_blank tool_blank code_blank question_icon shop_arrow1 shop_arrow2 shop_arrow3 shop_arrow4 shop_cam Shop_BuyCheat Shop_NotEnufMuny MenuMove MenuBack MenuSelect %s! Øê- ¼ê- 4ë- ôê- ë- ¼ê- stuff\ legal legal_french legal_italian legal_spanish legal_danish legal_dutch .gsc pì- Xì- ˆì- ì- ¸ì- Ðì- stuff\lego.ico stuff\lego_font_06 MenuNoEntry MenuSelect MenuMove purple green1 orange1 blue yellow red blue_juice yellow_juice red_juice but_purple but_green but_orange off_orange off_green off_purple mini_tube green_light_on2 Fac_BonusBeep Fac_BonusCylUp Sniper%d mine nomine_%d MINE_POP POD_MINE_PART ÿÿ podrace.c Podrace not working. PodX_EngStartup1 PodX_EngStartup2 Pod_Race_Go Pod_Race_Light %i ÿÿtrigger_crash= trigger_collapse= max_time_available= time_available= time_increment= nattempts_per_increment= collapsing_mush @+. t+. ¼+. |,. ¼,. boost0%i maxlaptime= laptime= increment= spline_id= type= spline_start= spline_end= time_factor= pacemaker damaged The other entity folders have more or less the same format, and there are some 3d models that are .gscs. a good script that extracts almost all model data (no dds textures) is https://ps23dformat.wikispaces.com/file/view/LegoStarWarsgscTo3dsBeta.bms/438986052/LegoStarWarsgscTo3dsBeta.bms there maybe other stuff i'll cover later. (btw you can do regular renaming stuff like adding watto or boss nass as playable characters. or you can do God's work and replace Jar Jar with the awesome gungan you wanted to play as as a kid.) 4. cut. all the cutscene data. according to some video i can't find right now, if you edit the corresponding .txts and play the game, your cutscene will be played and the txt will be recompiled into the .cut. 5. levels. can edit scripts in ai folder. use same gsc script for geometry. no other info known. 6. movies. simple .PSS ps2 video file. 7. scripts. with the aforeposted code, you can edit the enemy ai with new arguments or something like that. 8. stuff. in this folder you can see the font png. also, there is a file that contains all the notifications, names, hints and space text. these can all be edited. i can't do more rn. i hope someone will have hacking fun (btw, you don't need to recompile the file i believe.) Cyrem 1 Link to comment Share on other sites More sharing options...
Recommended Posts