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Modding Lego Star Wars the Complete Saga Wii


A Stick
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Here are the three questions I have on modding Lego Star Wars the Complete Saga.

1. How can I resize my character model to be larger? PC or Wii (doesn't matter) but I prefer Wii because I don't have the PC version.

2. How can I retexture characters (Wii)?

3. Here is my far fetched question. How can I edit the cantina map via blender?

 

Spoiler

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DODG5sg.jpg

 

Edited by Cyrem
I answered my previous question
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I know Wii game modding in general can be done since I've seen some overhauls of Mario Galaxy and NSMBWii, and I know you can mod Wii software to play ROMs, but I haven't got a clue how they do it - most I've ever been able to do is open pre-ripped Gamecube ROMs and listen to the music and voice files. But even though this is a Lego game you're talking about, I don't think this is the best site to ask about Wii modding, since afaik all our work has been with PC games; you'd probably be better off asking on whatever sites out there deal with modding Wii games, I don't even know where those are so I can't help much, sorry.

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Fluffy Cupcake

I've been at the surface of Wii games modding, and I know that WiiScrubber can view and replace individual files in a Wii .iso.  If the formats are the same as the PC, chances are you may be able to replace the files no problem. If it is on the unfortunate hand there is a possibility the file extensions and file types may be the same, but they may slightly differ to be optimized for the Wii since it is a totally different system of its own.

 

One thing I'm not even sure of though is if we can even make custom models for the PC games yet.

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Well my wii is modded and I know that you can mod other games like mario kart. I have seen pictures of imported models for the pc version of lego star wars. 

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17 minutes ago, Ringtail said:

Well you should find out how those people modded those games and try to do the same to your game.

Your right. You don't know how happy I would be if I can pull this off.

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Fluffy Cupcake

Well if you are doing it on an actual Wii and not doing tests on Dolphin first (which would mean replacing files the way I was saying), then Riivolution is the way to go as you don't need a modified disc/iso or whatnot as file replacing is live.

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14 hours ago, Xiron said:

Well if you are doing it on an actual Wii and not doing tests on Dolphin first (which would mean replacing files the way I was saying), then Riivolution is the way to go as you don't need a modified disc/iso or whatnot as file replacing is live.

I actually figured out how to mod the game via cheat codes. http://geckocodes.org/index.php?c=RLGE64

That is a baby step though. 

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Fluffy Cupcake

That ain't modding, at least not how we define the term modding around here. That is, as you said, cheat[ing]. This is like calling using Cheat Engine on a game and saying it modding when all you're doing is changing live values in the game's memory and not file replacing, heck, the process of finding geckocodes and pointers in CE are essentially the same thing.  In short: You can't inject new content that way.

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5 hours ago, Xiron said:

That ain't modding, at least not how we define the term modding around here. That is, as you said, cheat[ing]. This is like calling using Cheat Engine on a game and saying it modding when all you're doing is changing live values in the game's memory and not file replacing, heck, the process of finding geckocodes and pointers in CE are essentially the same thing.  In short: You can't inject new content that way.

The term mod [modding] comes from modify.

mod·i·fy
ˈmädəˌfī/
verb
 
  1. make partial or minor changes to (something), typically so as to improve it or to make it less extreme.
     
     
    Did I not modify the values? Is that what you are saying. Because the codes are a little something called hexadecimal. Whether I found those codes myself or not, they still made changes to the game. Because hexadecimal is what manages all the values. And those gecko os codes take little more than copy and paste to use. Don't get me wrong. Im no hacking genius but didn't I say that it was a baby step. 
     
     
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The Ace Railgun

cheat-code

Noun

(plural cheat codes)

  1. (video games) A line of text or series of commands which can be used to change a game's behavior, alter a characters's looks and abilities, skip levels, or access other hidden features.

 

 

Cheat codes are different from actual modding. They are usually added by the developer, that, yes, can change values and add effects. While with modding, you add things that that were not originally in the game files, such as non-vanilla characters, levels, items, abilities, textures, and sounds.

 

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12 hours ago, The Ace Railgun said:

cheat-code

Noun

(plural cheat codes)

  1. (video games) A line of text or series of commands which can be used to change a game's behavior, alter a characters's looks and abilities, skip levels, or access other hidden features.

 

 

Cheat codes are different from actual modding. They are usually added by the developer, that, yes, can change values and add effects. While with modding, you add things that that were not originally in the game files, such as non-vanilla characters, levels, items, abilities, textures, and sounds.

 

Cheat codes are added by the developers but the hexadecimal code isn't really up down, up down, left right, start. Cheat codes are achieved in game while hexadecimal is in the games files. Hexadecimal is the way computers understand math. As I said for a video game it manages all the values. I didn't enter these in game. I didn't enter them at all. I overwritten the existing values in the games files with these modified hexadecimal values.

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The Ace Railgun

You know what, you can believe whatever the heck you want to believe, but most people aren't going to call that modding, unless you were adding brand new content to the game using custom code that replaced a model, or added a new model, added new gameplay, etc. Those are still just cheat codes of a different variety.

 

 

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33 minutes ago, The Ace Railgun said:

You know what, you can believe whatever the heck you want to believe, but most people aren't going to call that modding, unless you were adding brand new content to the game using custom code that replaced a model, or added a new model, added new gameplay, etc. Those are still just cheat codes of a different variety.

 

 

I tried to explain. OK

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Fluffy Cupcake
3 hours ago, A Stick said:

I overwritten the existing values in the games files with these modified hexadecimal values.

Those codes look like they just change the game's memory and not actual files to me, as all codes on that site always have. I mean, I don't see anywhere on that page saying "this goes to this offset in this file".

Whatever the case, I'm on Ace's side with this.

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4 hours ago, Xiron said:

Those codes look like they just change the game's memory and not actual files to me, as all codes on that site always have. I mean, I don't see anywhere on that page saying "this goes to this offset in this file".

Whatever the case, I'm on Ace's side with this.

Well that game's memory happens to be a file and it automatically knows where the offset is. Oh and did I mention it was a baby step.

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  • 2 months later...
On 29.6.2016 at 0:27 AM, A Stick said:

Well that game's memory happens to be a file and it automatically knows where the offset is. Oh and did I mention it was a baby step.

What the others are trying to say: using generic cheat codes to change the amount of money, the unlocked stuff etc. are mostly changes of single values in the RAM; the stuff gets forgotten after closing the game (unless the cheat code gets loaded again) and cheat code engines are not designed to change major parts of the RAM. In addition to that, some ram might be overwritten during the game which would delete the cheat/cause corruptions in the game. Developing cheat codes is probably good to train assembly knowledge but that's about it when it comes to game modding.

 

Modding a game on the other hand means to unpack the game's files (so that you get a folder that you can open with windows with subfolders and images, sounds etc. which are used in the game) to edit them with a program that can open them and repack them into a new iso. The game iso itself now contains the new files, not the stuff that got loaded into RAM.

You might be lucky and find finished programs to extract wii iso files and other programs to work with the TT specific filetypes.

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  • 4 months later...
Disguised Clone

here's some of the library probably used in TCS from LSW1: 
player  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          

 

i have no idea how to use those variables in the character txts and npc scripts, but they should work

 

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