Gran Turismo 4 Modding Discussion

@TheAdmiester

1. Is is possible to have an option to mute the wind noise?

2. Is it also possible to be able to mute the noise that on some cars is very loud? For instance, if you get an R32 Skyline GT-R, buy any custom exhaust and then when driving go to the interior view. The noise is very loud, and to me sounds better when lowered. If driving an R34 with with a custom exhaust the interior noise is much lower and the car sounds much better overall, at least to me. If I may ask, what is that noise? Is it the engine?

I asked about these because I noticed an option to lower or mute the transmission whine. An option that I very much like on this mod, and one reason why on Retail GT4 I rarely buy a transmission upgrade because I dislike the whine noise.
 
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@TheAdmiester

1. Is is possible to have an option to mute the wind noise?

2. Is it also possible to be able to mute the noise that on some cars is very loud? For instance, if you get an R32 Skyline GT-R, buy any custom exhaust and then when driving go to the interior view. The noise is very loud, and to me sounds better when lowered. If driving an R34 with with a custom exhaust the interior noise is much lower and the car sounds much better overall, at least to me. If I may ask, what is that noise? Is it the engine?

I asked about these because I noticed an option to lower or mute the transmission whine. An option that I very much like on this mod, and one reason why on Retail GT4 I rarely buy a transmission upgrade because I dislike the whine noise.
Wind is something I won't change as it's a useful indicator of when you're in draft. I do have a PCSX2 cheat that gets rid of it but don't want to fiddle with it as an actual feature.

R32 and R34 have the same exhaust sound when upgraded so any difference would be in the engine side audio. Not something that can be controlled in game.
 
This one?

No Wind Noise
2034FAA4 00000000
2034FBD4 00000000
2034FCE4 00000000

But speaking of muting sounds, that was why I asked for an option for them. Not anything permanent.
 
This one?

No Wind Noise
2034FAA4 00000000
2034FBD4 00000000
2034FCE4 00000000

But speaking of muting sounds, that was why I asked for an option for them. Not anything permanent.
https://github.com/TheAdmiester/PCSX2-Cheats/blob/main/GT4O_US/SCUS-97436_32A1C752_DisableWind.pnach - this should be the one you're looking for, assuming it's for Spec II/Online Beta iso.

@TheAdmiester - sorry if this has been asked previously, is there a way to hit the Garage button while on a race series screen and have it show which cars fit the criteria in your garage for that specific series? I've become reliant on that feature after playing GT7. Just curious, and no big deal if it's a bear of a task.
 
https://github.com/TheAdmiester/PCSX2-Cheats/blob/main/GT4O_US/SCUS-97436_32A1C752_DisableWind.pnach - this should be the one you're looking for, assuming it's for Spec II/Online Beta iso.

@TheAdmiester - sorry if this has been asked previously, is there a way to hit the Garage button while on a race series screen and have it show which cars fit the criteria in your garage for that specific series? I've become reliant on that feature after playing GT7. Just curious, and no big deal if it's a bear of a task.
Thank you. The one I posted was made years ago for the Retail US version.
 
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https://github.com/TheAdmiester/PCSX2-Cheats/blob/main/GT4O_US/SCUS-97436_32A1C752_DisableWind.pnach - this should be the one you're looking for, assuming it's for Spec II/Online Beta iso.

@TheAdmiester - sorry if this has been asked previously, is there a way to hit the Garage button while on a race series screen and have it show which cars fit the criteria in your garage for that specific series? I've become reliant on that feature after playing GT7. Just curious, and no big deal if it's a bear of a task.
I wanted to do this, but there are a lot of different criteria that rely on different code paths that made it too tricky to feasibly add. I might consider it again in future.
 
@TheAdmiester

Speaking on the subject of the (stock) R33 Skyline GTR's exhaust sound, was the engine sample taken from Forza Motorsport 2? Because when I first heard this is what came to mind. Also, the SaabKyle04 R32 Skyline GT-R video has a (nearly?) identical exhaust sound.

And on the subject of the R23 and R34 exhaust, I know they are the same. I was only wondering what the other sound was.

I noticed an issue with the 1996 240SX and the Sileighty. Non-subtle engine pitch changes starting in third gear on the 240SX. It happens on the Sileighty as well, probably in the same gear.

I would also like to make a suggestion if you could: The Prowler should be in the Plymouth dealership, not the Chrysler even though Chrysler is the parent company. I do not understand why PD placed where they did.
 
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Just started playing and I really like the QOL improvements. Outstanding job, keep it yp!

2 things I wanted to address I noticed during my short sessions.

1. The engine volume of the Pontiac Sunfire GXP seems to be very low when using bumper/hood cam.
2. Not sure if this is a bug, but when playing on a PS2 slim through SMB, the gamepad is unresponsive at game start, I have to unplug and reconnect it to get it working - any ideas?

Edit: Also, would it be possible to add the screen blur effect when crashing as a toggle option?
 
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@TheAdmiester

Speaking on the subject of the (stock) R33 Skyline GTR's exhaust sound, was the engine sample taken from Forza Motorsport 2? Because when I first heard this is what came to mind. Also, the SaabKyle04 R33 Skyline GT-R video has a (nearly?) identical exhaust sound.

And on the subject of the R23 and R34 exhaust, I know they are the same. I was only wondering what the other sound was.

I noticed an issue with the 1996 240SX and the Sileighty. Non-subtle engine pitch changes starting in third gear on the 240SX. It happens on the Sileighty as well, probably in the same gear.

I would also like to make a suggestion if you could: The Prowler should be in the Plymouth dealership, not the Chrysler even though Chrysler is the parent company. I do not understand why PD placed where they did.
I believe the R33 is from one of the Forza games yes. I'll give the SR20 sound a look for a later update and consider changing the Prowler.
Just started playing and I really like the QOL improvements. Outstanding job, keep it yp!

2 things I wanted to address I noticed during my short sessions.

1. The engine volume of the Pontiac Sunfire GXP seems to be very low when using bumper/hood cam.
2. Not sure if this is a bug, but when playing on a PS2 slim through SMB, the gamepad is unresponsive at game start, I have to unplug and reconnect it to get it working - any ideas?

Edit: Also, would it be possible to add the screen blur effect when crashing as a toggle option?
Glad you're enjoying it, I think both are somewhat simple fixes.

1. I believe the Sunfire is using a leftover vanilla sound so it's a little bit quieter than newly added sounds but should still be audible. If you think it's near silent and/or a bit echoy in those views, it could be that your PS2 is passing through a device (capture card in this case?) that's mono and the game is still outputting in stereo. Not sure why this happens as it's almost like the channels cancel each other out, but change the game to mono in options and see if it works.

2. If I remember right this is an OPL setting for the game, probably the menu where you pick Mode 1, Mode 2 etc. If you select one that disables the in-game reset option this should fix the pad issue.

Crash effect I may restore as an option but that would be pretty low on the priority list right now + not sure if I have the extra save space to store it.
 
@TheAdmiester
SR20? You mean the Silvia sound? I never mentioned it though. Also, I meant the R32 video that SaabKyle04 has, not the R33. I fixed my comment. And I do like the (stock) R33 exhaust sound in the mod as it sounds accurate/realistic. So hopefully you could keep that one.

@Slavko
And I saw a comment about an unresponsive controller on GT4. On OPL, simply enable mode 6 to fix it. This issue also occurs on the retail version.
 
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I would also like to make a suggestion if you could: The Prowler should be in the Plymouth dealership, not the Chrysler even though Chrysler is the parent company. I do not understand why PD placed where they did.
(@TheAdmiester)

The '02 Prowler is a Chrysler because the Plymouth brand was discontinued in 2001, so Prowlers were sold as Chryslers for 2001 and 2002.
 
(@TheAdmiester)

The '02 Prowler is a Chrysler because the Plymouth brand was discontinued in 2001, so Prowlers were sold as Chryslers for 2001 and 2002.
I know. But I prefer the original brand name.

@TheAdmiester

I saw in some earlier posts about porting the 360 degree camera. If this is added, could it be optional? I prefer using the right analog stick to accelerate and brake.

I was also wondering about the sequenced music that plays in the menus. It is possible to have an option to keep a specific track playing, or possibly freeze the current one? It would be nice to be to keep the garage song 'at home' playing in the other areas of GT mode.

I also made a code for GT4 retail which I ported to this that allows any car to be taken in to GT Auto. Even the wheels can be changed on cars like the Ford model T. If you would like the code I can post it here.

(Another issue with L1 look-back is that it does not work even in third-person after you finish the race and the A.I. is controlling your car. Perhaps this is related to the option to enable interior view)

Is it possible to add an lbs pounds weight measuring system? And, could the test course under driving park have event synthesizer option.
 
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Man, PD doesn't make anything easy...

The Prowler in game is listed as an '02. This would be a Chrysler in real life, and would have minor suspension differences and different paint options from an earlier model Plymouth.

However, for whatever reason, the paint colors offered on the car in GT4 do not match the Chrysler version. In fact, they don't match any version, because PD inexplicably added Deep Cranberry Pearl to the car, a PT Cruiser color that was never offered on the Prowler as far as I can tell (a shade of Purple was offered on Plymouths until 1999, but not Deep Cranberry Pearl and not on Chryslers). But the GT4 car does have Inca Gold, a color that was only ever offered on the Chrysler versions in 2002.

And to top it off, the badge on the Prowler appears to be Plymouth, not Chrysler (though they were similar so it's hard to tell).

Personally, I would keep it a Chrysler but consider adding the special Candy Red that was applied to the last 300 cars built. If it were realistic, the Orange and Cranberry would be removed, but the Orange was at least offered in 2001 on Chryslers (but so was a Blue—by far the most common color for 2001—which doesn't appear in GT4). Then there's High Voltage Blue which was applied to a single car...

Past PD, get your act together. Decide what the car is going to be before you make it. It would save us all a lot of trouble.

Source:
 
@TheAdmiester,

Do you think that it's possible to add the motorcycles from Tourist Trophy to Spec II? I can imagine that it would be very hard, or even impossible, but I am curious. Have you tried it?
 
@TheAdmiester Wow, here it is fully released! Wonderful job, I recognise your username...did you used to do and work on a massive amount of AI modding stuff for dawn of war dark crusade / soul storm games? You were an absolute legend in the community if you are the same person with that haha, if not...sorry 😂.

Anyway, really really enjoying it so far the attention to detail is sublime, especially the QOL changes but especially especially the engine audio changes updates and additions! I am THE sound detail whore lol so it's incredible you've been able to add new audio and improve it so this brings me to a question...

How difficult is it to mod? I am a sound modder hobbyist at heart, I've done sound mods for Beam.NG and many other games and personal projects, I have a lot of recordings of many cars and I'd LOVE to contribute to adding and making new sounds for cars, and some of my favourite cars...that still sound off. I live in the UK so I make reference to a lot of UK road cars likes Vauxhall Corsas and Nissan Micra/March's etc, I actually have sound samples for them because I work with cars day to day 😁.

So in short, where would I need to go and where to start tools wise? I'm familiar with many tools but not so much PS2 mod stuff, more so Xbox 360 stuff so I'd love to have a go at starting small and changing a sound for a single car to start with 😁.

Great work again, looking forward to seeing how far the modding limits for GT games can go.
 
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@TheAdmiester,

Do you think that it's possible to add the motorcycles from Tourist Trophy to Spec II? I can imagine that it would be very hard, or even impossible, but I am curious. Have you tried it?
You can port them to GT4 and see them in-game, but they'll behave like cars and there's no realistic way to make them behave like bikes.
@TheAdmiester Wow, here it is fully released! Wonderful job, I recognise your username...did you used to do and work on a massive amount of AI modding stuff for dawn of war dark crusade / soul storm games? You were an absolute legend in the community if you are the same person with that haha, if not...sorry 😂.

Anyway, really really enjoying it so far the attention to detail is sublime, especially the QOL changes but especially especially the engine audio changes updates and additions! I am THE sound detail whore lol so it's incredible you've been able to add new audio and improve it so this brings me to a question...

How difficult is it to mod? I am a sound modder hobbyist at heart, I've done sound mods for Beam.NG and many other games and personal projects, I have a lot of recordings of many cars and I'd LOVE to contribute to adding and making new sounds for cars, and some of my favourite cars...that still sound off. I live in the UK so I make reference to a lot of UK road cars likes Vauxhall Corsas and Nissan Micra/March's etc, I actually have sound samples for them because I work with cars day to day 😁.

So in short, where would I need to go and where to start tools wise? I'm familiar with many tools but not so much PS2 mod stuff, more so Xbox 360 stuff so I'd love to have a go at starting small and changing a sound for a single car to start with 😁.

Great work again, looking forward to seeing how far the modding limits for GT games can go.
Never played those games before so it might just be a similar username. GT sounds are difficult to work with both in terms of the Sony audio file format and GT's own file size limits. The format means a sound can only be a multiple of 28 samples in length, which means finding seamless loops is pure guess work, and then to top it off you'll run into memory issues and glitchy audio if you exceed 150KB per-car (75KB for engine and 75KB for exhaust, or whichever split you see fit).

I made a tool that compiles those loops together into the file format but for actually making them you're pretty much on your own. The tool and a slightly more detailed writeup are available here: https://github.com/TheAdmiester/GranTurismoENGNEditor
 
Oh I do love a audio challenge! I've worked with quite a number of absolute pain in the arse systems before (anything unity based...) so this sounds like a higher level! Excellent! Anyway yes, a different person then haha.

Wow those limitations are wild, so to be clear...say we have a 5 cylinder engine, the ENTIRE set of TOTAL samples for that engine, so for hypotheticals sake an idle, a 1000, a 2500, a 4000, a 5000 and the exact same for exhaust audio, have to total a MAX of 150kb for that entire bank after compression (as I've just extracted some of the sounds to .WAV and they are 100-150kbs)?

So we are talking individual sample sizes have to may be about 100-150kb max (so, 100kb for idle, 100kb for 1000rpm, 100kb for 2000rpm etc) and same for exhaust sounds? OOF that's impressive levels of compression required there then haha! The loops I'm not too concerned about if it's about sample counting maths then eek but ok, I've battled with similar in the past so I'm willing to hair pull over that haha. I can work with that though, I've just listened to some examples Psound and extracted them and they are about 70-120kbs each and roughly 1.5 - 2 seconds long (when extracted) so it's all down to compression them when they are back inside their...whatever format "files" they are. --EDIT oh you just said in your link, they are" ENGN (aka .es) files", gotcha, just need to find out how to REPACK them with custom sounds--

Ok so, thanks for the tool link :). I have the GT VOL extracted and I can see the "engine" sounds are listed in carsound\engine, so I see that it says you can use Psound to listen to them and extract them like I mentioned and hooray that works! They come out as .WAV files with varying sizes however...I guess to put custom or modified files back into that file type requires more tools --EDIT AGAIN sorry, AWAVE that's what that does to save it into VAG format lol, got it!--

So the final piece in this puzzle then is...what can I use to reference each sound to which car it is? In the case of "00001"...which car is it? I've been getting re-acquainted with SpecDB but it doesn't seem the "ID" section in |"ENGINE"| corresponds to the audio sound bank.

If you wouldn't mind potentially sharing an example?...I know you changed the sounds of the "Panoz Esperante GTR-1" (which sounds incredible btw, I am guessing that's a FM4 sound? I've worked on FM4 sound modding so I think I recognise it haha) so if for example I knew which file in carsound>engine it is, or I'm just missing something obvious...I could start messing around and playing with it and seeing how it all works! I've got plenty of samples ready to compress and test so, I'm really keen to dive in :).

|||

Apologies for all the edits I am answering all my own questions...haha, I can see how Psound, your tool, and Awave all come together to create it, so, the last step is just know what all the engine file names "00001" actually reference in terms of the vehicle used.
 
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So the final piece in this puzzle then is...what can I use to reference each sound to which car it is? In the case of "00001"...which car is it? I've been getting re-acquainted with SpecDB but it doesn't seem the "ID" section in |"ENGINE"| corresponds to the audio sound bank.

There's an engine sound ID column in the Engine table, as each sound is generally shared between multiple cars. I don't know exactly what it'll be named in that tool though.
 
Thanks for all of your hard work @TheAdmiester

Random question, is there a way to disable the rear view mirror when you're in bumper cam view?

With the raft of visual improvements from addition texture mods, the mirror now stuck out like a sore thumb...
 
There's an engine sound ID column in the Engine table, as each sound is generally shared between multiple cars. I don't know exactly what it'll be named in that tool though.
Found it!! I was being blind, it's not the "ID" column in the "Engine" table, it's the "SoundNum" column that references the audio file! Excellent, right, I think that's enough to at least allow me to have a fiddle over the next week or so creating some new engine audio.

I'm going to experiment with something basic first and JUST focus on 1 vehicle, and see what results I can produce. Hopefully...I'll be back with some examples in time. Anyone have any thoughts on any cars that still sound especially "meh"? I have my own personal list but I'm curious if people have any super standout examples for them 😁.
 
Oh I do love a audio challenge! I've worked with quite a number of absolute pain in the arse systems before (anything unity based...) so this sounds like a higher level! Excellent! Anyway yes, a different person then haha.

Wow those limitations are wild, so to be clear...say we have a 5 cylinder engine, the ENTIRE set of TOTAL samples for that engine, so for hypotheticals sake an idle, a 1000, a 2500, a 4000, a 5000 and the exact same for exhaust audio, have to total a MAX of 150kb for that entire bank after compression (as I've just extracted some of the sounds to .WAV and they are 100-150kbs)?

So we are talking individual sample sizes have to may be about 100-150kb max (so, 100kb for idle, 100kb for 1000rpm, 100kb for 2000rpm etc) and same for exhaust sounds? OOF that's impressive levels of compression required there then haha! The loops I'm not too concerned about if it's about sample counting maths then eek but ok, I've battled with similar in the past so I'm willing to hair pull over that haha. I can work with that though, I've just listened to some examples Psound and extracted them and they are about 70-120kbs each and roughly 1.5 - 2 seconds long (when extracted) so it's all down to compression them when they are back inside their...whatever format "files" they are. --EDIT oh you just said in your link, they are" ENGN (aka .es) files", gotcha, just need to find out how to REPACK them with custom sounds--

Ok so, thanks for the tool link :). I have the GT VOL extracted and I can see the "engine" sounds are listed in carsound\engine, so I see that it says you can use Psound to listen to them and extract them like I mentioned and hooray that works! They come out as .WAV files with varying sizes however...I guess to put custom or modified files back into that file type requires more tools --EDIT AGAIN sorry, AWAVE that's what that does to save it into VAG format lol, got it!--

So the final piece in this puzzle then is...what can I use to reference each sound to which car it is? In the case of "00001"...which car is it? I've been getting re-acquainted with SpecDB but it doesn't seem the "ID" section in |"ENGINE"| corresponds to the audio sound bank.

If you wouldn't mind potentially sharing an example?...I know you changed the sounds of the "Panoz Esperante GTR-1" (which sounds incredible btw, I am guessing that's a FM4 sound? I've worked on FM4 sound modding so I think I recognise it haha) so if for example I knew which file in carsound>engine it is, or I'm just missing something obvious...I could start messing around and playing with it and seeing how it all works! I've got plenty of samples ready to compress and test so, I'm really keen to dive in :).

|||

Apologies for all the edits I am answering all my own questions...haha, I can see how Psound, your tool, and Awave all come together to create it, so, the last step is just know what all the engine file names "00001" actually reference in terms of the vehicle used.
I see pez has answered the engine ID part so I'll try to address the rest by paragraph:

1. Yep, 150KB for all of those loops for both engine and exhaust combined. For reference I always crunch my sounds down to 24000Hz, which I think is around the same or slightly higher than the vanilla game's, and that usually means I can fit 5-7 samples of just under 1s length in each file. Sometimes I'll use fewer but longer samples, or more but shorter depending on what the sound asks for. The HEVAG format is tiny compared to WAV so don't be too thrown off by their size as WAVs.

2. Looks like you've got the memo regarding ENGN/.es so don't think I need to add anything.

3. You're right, I believe it's one of the slightly generic sprint car sounds from FM4 that they used on a lot of V8s. I've attached my GT4 version of it to this post, renamed to make the engine and exhaust side obvious. You'll see I went slightly over 75KB on the exhaust but the engine comes in at 64KB so we're still within the combined limit, and the sound works fine.

Another thing that's probably useful to note is the folder structure. Engine is obviously engine and doesn't change with upgrades. Normal and turbo 0-3 are for those aspirations, with the numbers mapping to stock, sport, semi-race, and race exhausts. Some cars use upgraded exhausts as their stock exhaust, so for example in the case of the Panoz you can get away with only giving it a 3 sound and no 0-2 sounds, as long as the sound isn't being shared with a car that has lower tier exhausts - hope that makes sense.

I edited Spec II to just read them all from exh0-3 rather than being split by aspirations as I don't see much use in the split + it's way easier to keep track of and reduces duplication.

Thanks for all of your hard work @TheAdmiester

Random question, is there a way to disable the rear view mirror when you're in bumper cam view?

With the raft of visual improvements from addition texture mods, the mirror now stuck out like a sore thumb...
Probably possible but haven't looked into it - might be best done as a PCSX2 cheat rather than an in-game option.
 

Attachments

  • Panoz.zip
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@TheAdmiester

Absolutely fantastic stuff, that all makes perfect sense and it's actually surprisingly...NOT the most pain in the arse system I've worked with over my years 😂, so that's great. Thank you so much for the expanded information and yeah, especially with HEVAG is seems like a really great format as I was surprised how much clarity some files have. Good stuff!

I'll certainly have a play around with some of my current, historic haha, sound libraries I have over the years and tweak accordingly. I have a hot list of ones/cars to focus on currently BUT...1 at a time, until I get comfortable with how it all works and getting the files in the game.

After all that's done, I wonder if I could just make any additions or changes I make, just a separate xdelta patch that can just "go over the top of" the current Spec II version. For now, that's a problem for future me haha.
 
@TheAdmiester

Absolutely fantastic stuff, that all makes perfect sense and it's actually surprisingly...NOT the most pain in the arse system I've worked with over my years 😂, so that's great. Thank you so much for the expanded information and yeah, especially with HEVAG is seems like a really great format as I was surprised how much clarity some files have. Good stuff!

I'll certainly have a play around with some of my current, historic haha, sound libraries I have over the years and tweak accordingly. I have a hot list of ones/cars to focus on currently BUT...1 at a time, until I get comfortable with how it all works and getting the files in the game.

After all that's done, I wonder if I could just make any additions or changes I make, just a separate xdelta patch that can just "go over the top of" the current Spec II version. For now, that's a problem for future me haha.
Last part should definitely be possible, although if anyone's wanting to make mods for Spec II itself I'd probably recommend waiting until it's more finished and settled in terms of updates, otherwise you'll just be chasing after it with new patches each time I release one.
 
Does anyone have a save file with all of the licenses done for Spec II? I'm loving the mod so far but don't want to spend time doing the licenses i'd like to go straight to the big leagues, but if not it's understandable.
 
@TheAdmiester
I have a question regarding your track, sun and lens flare cheats. I've been playing Spec II pretty religiously the past week and I don't think I've noticed any difference with those cheats being enabled for GT4 Online Public Beta. I verified my Steam Deck gaming mode PCSX2 settings had "Cheats Enabled" and in desktop mode verified they were enabled. For example, when I was on El Capitan, my frames plummeted the second the sun flare came into view. I understand the Deck isn't the best hardware for GT4, but it seems to run well on most tracks. I figured I could crank out better performance with the cheats you provided.

I noticed that the cheat files have 32A1C752 between the SCUS version and the name of the cheat. But the .ini file (using same SCUS version) in the PCSX2 cheats section has the hash of 4CE521F2. Could this be my issue? That the iso version I'm using isn't operating the cheats properly? They do show up in the list, but that's where I'm not sure - how exactly the cheats show up per game. Like maybe the SCUS version is what's making them show up in the PCSX2 desktop mode and not necessarily the following hash. If I renamed the cheats using the 4CE hash instead of 32A, would that possibly make performance better? Because right now it seems like the cheats don't work for me.

Thank you in advance!

edit: I just read through your FAQ and got my answer. Haha! Looks like I had the right idea.

edit2: yup, performance is now fixed. Sorry to be a bother! Thank you for all your hard work!



@SuperSportX - https://www.theadmiester.co.uk/specii/cheats.html - check this page out! Should find what you're looking for here.
 
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@TheAdmiester
I have a question regarding your track, sun and lens flare cheats. I've been playing Spec II pretty religiously the past week and I don't think I've noticed any difference with those cheats being enabled for GT4 Online Public Beta. I verified my Steam Deck gaming mode PCSX2 settings had "Cheats Enabled" and in desktop mode verified they were enabled. For example, when I was on El Capitan, my frames plummeted the second the sun flare came into view. I understand the Deck isn't the best hardware for GT4, but it seems to run well on most tracks. I figured I could crank out better performance with the cheats you provided.

I noticed that the cheat files have 32A1C752 between the SCUS version and the name of the cheat. But the .ini file (using same SCUS version) in the PCSX2 cheats section has the hash of 4CE521F2. Could this be my issue? That the iso version I'm using isn't operating the cheats properly? They do show up in the list, but that's where I'm not sure - how exactly the cheats show up per game. Like maybe the SCUS version is what's making them show up in the PCSX2 desktop mode and not necessarily the following hash. If I renamed the cheats using the 4CE hash instead of 32A, would that possibly make performance better? Because right now it seems like the cheats don't work for me.

Thank you in advance!

edit: I just read through your FAQ and got my answer. Haha! Looks like I had the right idea.

edit2: yup, performance is now fixed. Sorry to be a bother! Thank you for all your hard work!



@SuperSportX - https://www.theadmiester.co.uk/specii/cheats.html - check this page out! Should find what you're looking for here.
You've already found it which is good, but also the Github page now specifically has a page for Spec II compatible ones, with the changes already made: https://github.com/TheAdmiester/PCSX2-Cheats/tree/main/Spec_II
 

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