Changelog:
General:
-Thanks to specific level bugfixes, the entire game can be completed without the need
of a level select or level skip code.

Cutscenes:
-Duke now uses his 2010 design for the intro cutscene (cut_01)
-The Alien Queen now shows up with her texture (cut_53)

Levels:
Egypt 1:
-Now uses the (as of yet currently uncompiled build) August 4th version of the level.
This is effectively the same level that's in the current build, just with the
transmitter spawn fixed, thus allowing you to destroy it and finish the level.

Tokyo 2:
-The construction pipes have been dramatically increased in size, thus allowing you
to destroy them and finish the level. This fix is temporary, as the issue is that
the collision assigned to them is too small by default, rendering it near impossible
to hit normally. If you cant hit the pipes, remember to aim at the base near
the ground.
(The exit is at the right side of where the mecha is, the cell isnt needed to exit)
(The pipes also sometimes glitch and disappear but that's a visual bug, they are
still there)

Paris 2:
-The barriers have been shrunk down in size, thus allowing the collision to be disabled
once you turn them off. This allows you to play the rest of the level instead of
softlocking you at the start.
This fix is temporary until I can fix what's causing the collision to work so oddly.
-The level geometry has been imported from the January 19th 2010 build (0.7.1898)
as the existing geometry was erroneously flipped when the level was broken up into
more pieces and inserted back during development, making it near impossible to tell
where you are supposed to go. This fix is also temporary, ideally
I'd be able to flip the existing geometry without the need to use the older
and presumably less optimized version of it.

Jetpack Canyon, Desert and POW:
-These levels crashed because the code in the build expects there to be at least 1
entity in the chr (character) file and phy file (physics enabled objects that spawn
when you destroy something) and these levels lack any of either.
This was fixed by adding in a turret OOBs for the former, and just using a random
object for the latter.
While seemingly hacky, this has no impact on the actual gameplay
and matches how the levels played out in prior builds post 0.7.1898.


Additional bugfixes:
-The World Selector stage (where you pick a level to go to) has been fixed and now
displays its visuals properly.
-The Protector Drone now loads up its texture correctly. Previously it had no texture.

Bonus:
-A boot.bin file is included which disables having all the weapons from the get go
WARNING: due to some weapon select logic fuckup, in this build, should you try selecting
the guns at the ends of each slot (Sniper, M16, Plasma Rifle, Flamethrower) the game
will crash, so be mindful of how you select your guns.
-You can play with the 2009 design or the MATT MAYHEM design.


How to install the main patch:
-Extract the USRDIR folder on the root of the PSP_GAME folder of the 0.7.2580 build
if it asks you to merge and overwrite, hit yes. That's it.

How to install the bonus stuff:
-If you want to install the all weapons disable mod, you'll have to go inside the
All weapons disable folder, and extract the SYSDIR folder in PSP_GAME.
Hit yes to merge and overwrite the BOOT.BIN file.
(Make a backup of your BOOT.BIN file if you want to roll the changes back!)

-If you want to use either design, first install the main patch, and then
 go into the 2009 design folder or MATT MAYHEM design folder, extract the USRDIR
folder into PSP_GAME, hit yes to merge and overwrite. you can only use one of them
at a time. If you want to revert back to the 2010 duke design, just install the
main patch again.

Have fun!
DNCM PSP Patch v1.0 by Futuretime23

Special thanks:
-Allard for giving me the idea of how to get the modded files working
-Halcorey for giving me a list of the problematic crash prone levels and vanilla
build testing.
-xMobilemux for vanilla build testing.
-Zombie for being a trooper and trying to help me to compile the build.