Here's a little of What I've done with the demo. I've been able to find most of the characters. 
  If I remember correctly in LSW1 you could use the demo external files to manipulate the full game parameters but I've been unable to get the txt files to work in external folders. 
 Such as: /chars/Lukeskywalker/Lukeskywalker_tatooine.txt 
 This is in the library file "game.dat": 
 Blaster
 zipup 
 layers_special=0,1,5
 layers_high=0,2,5
 layers_medium=0,3,5
 layers_low=0,4,5
 layers_dead=0,1,5 
 variant=luke
 sfx_shoot="Luke_Fire" 
 radius=0.1
 miny=0
 maxy=0.42
 scale=1.0
 acceleration=10 
 hit_points=4 
 helmet_locator=7 
 tag_locator=8 
 tiptoe_speed=0.1616
 walk_speed=0.6
 run_speed=1.2 
 head_locator=2
 hxxxead_joint=0 
 hair_layer=5 
 weapon_locator=0
 weapon_shoot_locator=3 
 move_delay=0.2
 lunge_speed=1.5
 lunge_jumpspeed=0.75 
 jump_speed=1.3 
 air_gravity=-6.0
 water_gravity=0
 lunge_gravity=-10 
 slam_jumpspeed=3
 slam_gravity=-15 
 shadow_locators=4,5
 hand_locators=0,1 
 streak_1_locators=6,7
 streak=blue 
 slide_orientation 
 bsa_default=on 
 anim_start="slide"
 action="slide"
 anim_end 
 anim_start="Heavyland"
 action="fallland"
 cycle=off
 blend_in=0
 no_headturn
 anim_end 
 anim_start="Grapple"
 action="up"
 blend_in=0.1
 anim_end 
 anim_start="forceChoke"
 action="choked"
 fpsec=45
 anim_end 
 anim_start="forceLightning"
 action="zapped"
 fpsec=36
 blend_in=0
 anim_end  
 anim_start="fall"
 action="fall"
 anim_end 
 anim_start="walk"
 action="walk"
 footsteps
 fpsec=30
 frame3=5
 frame4=16
 anim_end 
 anim_start="tiptoe"
 action="tiptoe"
 footsteps
 frame3=13
 frame4=34
 anim_end 
 anim_start="BuildIt"
 action="Build"
 cycle=on
 anim_end 
 anim_start="helmeton"
 action="helmeton"
 cycle=off
 anim_end 
 anim_start="TrooperAccess"
 action="TrooperAccess"
 cycle=off
 anim_end 
 anim_start="idle"
 action="idle"
 anim_end 
 anim_start="evadeRight"
 action="right"
 speed=0.5
 cycle=off
 blend_in=0
 blend_out=0.1
 anim_end 
 anim_start="evadeLeft"
 action="left"
 speed=-0.5
 cycle=off
 blend_in=0
 blend_out=0.1
 anim_end 
 anim_start="jump"
 action="jump"
 blend_in=0
 cycle=off
 no_headturn
 anim_end 
 anim_start="land"
 action="land"
 cycle=off
 blend_in=0
 speed=0.0
 anim_end 
 anim_start="gunidle"
 action="weaponidle"
 anim_end 
 anim_start="run"
 action="run"
 fpsec=28
 footsteps
 frame3=10
 frame4=20
 anim_end 
 anim_start="rungunout"
 action="run2"
 fpsec=28
 footsteps
 frame3=10
 frame4=20
 anim_end 
 anim_start="gunout"
 action="weaponout"
 cycle=off
 frame1=1
 frame2=12
 anim_end 
 anim_start="gunin"
 action="weaponin"
 cycle=off
 frame1=18
 frame2=25
 anim_end 
 anim_start="gunshoot"
 action="shoot"
 cycle=off
 blend_out=0.1
 anim_end 
 anim_start="Lunge"
 action="lunge"
 cycle=off
 speed=1.5
 blend_in=0.1
 no_headturn
 anim_end 
 //anim_start="LungeLand"
 //action="lungeland"
 //cycle=off
 //blend_in=0
 //speed=1
 //fpsec=30
 //no_headturn
 //frame_stop=13
 //anim_end 
 anim_start="LungeLand2"
 action="lungeland"
 cycle=off
 blend_in=0.2
 speed=0.5133
 no_headturn
 fpsec=30
 anim_end 
 //anim_start="LungeLandFire"
 //action="lungefire"
 //cycle=off
 //blend_in=0
 //anim_end 
 anim_start="GunShoot"
 action="lungefire"
 cycle=off
 blend_in=0
 no_headturn
 anim_end 
 anim_start="pullLever"
 action="pullLever"
 cycle=off
 anim_end 
 anim_start="swipeCard"
 action="interface"
 cycle=off
 anim_end 
 anim_start="push"
 action="push"
 speed=0.25
 footsteps
 frame3=15
 frame4=30
 anim_end 
 anim_start="melee1"
 action="punch1"
 cycle=off
 blend_in=0
 frame1=8
 speed=0.5128
 anim_end 
 anim_start="melee2"
 action="punch2"
 cycle=off
 blend_in=0
 frame1=7
 speed=0.5128
 anim_end 
 anim_start="melee3"
 action="punch3"
 cycle=off
 blend_in=0
 frame1=7
 frame_stop=8
 speed=0.5128
 anim_end  
 // Unique Anim done, don't change!
 //anim_start="ride_bantha_new_jedichar"
 anim_start="bantha_idle"
 action="ride_bantha"
 anim_end 
 anim_start="ride_dewback_new_blasterchar"
 action="ride_dewback"
 anim_end 
 anim_start="ride_landspeeder_new_blasterchar"
 action="ride_landspeeder"
 anim_end 
 anim_start="ride_speederbike_new_blasterchar"
 action="ride_speederbike"
 gun_off
 bsa=off
 anim_end 
 anim_start="ride_heavyrepeatingcannon_new_blasterchar"
 action="ride_heavyrepeatingcannon"
 gun_off
 bsa=off
 anim_end 
 anim_start="ride_tauntaun_new_blasterchar"
 action="ride_tauntaun"
 gun_off
 bsa=off
 anim_end 
 anim_start="ride_generic_new_blasterchar"
 action="ride"
 gun_off
 bsa=off
 anim_end 
 anim_start="throw_new_blasterchar"
 action="throw1"
 frame1=8
 frame2=12
 frame3=20
 blend_in=0.2
 blend_out=0.2
 bsa=off
 anim_end
 anim_end   
 Here's a link to some screenshots I have so far. In this scene below the animal is constantly spawning and dieing by falling through the map. It's just outside the viewing range of the game. I may have inadvertently caused it but if not then this is an extra activity that is going on the whole time you are in the level.  
http://www.spared-life.com/OtherGamesImages/starwars112208.JPG)  
 The rest:: 
 LSW2 Demo fun (
http://www.spared-life.com/OtherGames/LegoStarWars2Demo.html)