This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android.

The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version.

The mod development will consist in the following stages:

- 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine.

- 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1

- 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.)

- 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1.

- 4. Testing, Optimising, Polishing


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Different approaches (listed here as inspiration for other porting endevours):

- Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine)

- Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.)

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The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses!

The development of the mod will be completly open and all content will be released to the public as it gets created! This is our vision, we call it the open-development concept!

Everyone who believes they can contribute or help with this project in any way are invited to!


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STATUS:

Project Completition: 5%

Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions)

Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version.

Filename adapted to work with IOS File System (all files were renamed in lowercase letters).

Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon!

To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine.

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UPDATE 1:

So far i managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: Deadlystream.com

Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far!

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STATUS UPDATE:

Project Completition: 20%

Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising)

Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1.

Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files.

I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod.

To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)!

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In case You didn't get the latest news...

starwars.com/news/star-wars-knights-of-the-old-republic-ii-the-sith-lords-mobile-announce

I've seen this and it makes me verry verry happy! :D

Now my ongoing work to port K2 to K1 becomes redundant, so i will close / delete everything related to the port....

For a flawless, bug free version of KOTOR II Mobile please buy the official Aspyr port from the Google Play and iOS app stores!


I will instead choose to focus my energy to try to make Aspyr's KOTOR II Mobile compatible with TSLRCM and M7-48!

[HELP NEEDED] Status update, programmer wanted!

[HELP NEEDED] Status update, programmer wanted!

News 2 comments

Greetings, friends! We are in great need of help right now, in order to continue work on the project, if making this project will be posible at all due...

KOTOR II Mobile (K2M) first version - 0.4.0 Alpha released!

KOTOR II Mobile (K2M) first version - 0.4.0 Alpha released!

News

Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our files section to download it now! Unfortunately in this very early...

KOTOR II Mobile (K2M) Update

KOTOR II Mobile (K2M) Update

News 8 comments

UPDATE 1: So far i managed to port the K2 maps to K1 using Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR...

All converted maps to be released on 01.07.2019 !

All converted maps to be released on 01.07.2019 !

News

All converted maps and content worked on so far will be released on the 1st of July 2019 ! This is part of our open-development approach, where we release...

Add file RSS Files
KOTOR II to KOTOR I Mobile Port [Version 0.4.0]

KOTOR II to KOTOR I Mobile Port [Version 0.4.0]

Full Version 10 comments

This is the alpha version of Kotor II Mobile. It includes all the ported maps and content from KOTOR II to KOTOR I! [WARNING] This is an unstable, beta...

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Guest
Guest - - 689,668 comments

Yes thank you; it is awesome your dedication and flexibility with the times. This is very very good news for sure!

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nadhil64
nadhil64 - - 1 comments

thank you for your services sir

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FatPerson115
FatPerson115 - - 1 comments

if you look on the google play store or the apple app store, aspyr is making an official port on mobile for kotor 2

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abbb7615
abbb7615 - - 33 comments

Good luck!

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gino_
gino_ - - 5 comments

Good luck, dude. Hope your crew finish this.

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Amikishievalexander
Amikishievalexander - - 1 comments

The idea is awesome. I hope u will succeed. Contact me if u need any help other than programming.

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Guest
Guest - - 689,668 comments

Greatings from Corellia:
So, things might get faster if we all colaborate, Is
there anything we can help on with ?
I noticed in screenshots we are using our perfect
Kotor I revanite crew; could it be usefull making
aditional skins? If something comes up, it must
be worked out to archive succes.

From:Fata Ainafetse.

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JediArchivist Creator
JediArchivist - - 21 comments

Development is halted at the moment, because we hit a roadblock regarding portimg the KOTOR II scripts to KOTOR I. The problem is that manually changing each line of code would take longer than a decade, so it is not an option, we are looking at automisimg the process... Our genius programmer also has some life problems rigjt niw and has halted work on the scripts right now...all we can do is hope him all the best and that he will resume work on the mod soon, and / or recruit some additional new programmers!

There will be an article soon detailing the developmwnt problems we have so far and why we hit this roadblock, stay tuned for news!

Regarding the state of the mod, the mod is certainly NOT abandoned or cancelled, and we guarantee this will NEVER be the case! As long as it will take, we will work on it and release new builds as soon as they are ready! At the moment we have no estimate as to when this will be ready, just stay tuned for news.

Thank You all for Your interest and support for this project!

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Guest
Guest - - 689,668 comments

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PhantomHorror
PhantomHorror - - 13 comments

Hello! Is the development still going on at the moment?

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