Gran Turismo 4 Modding Discussion

I don't really do any hybridding so I don't have any plans in that regard. As far as I know hybrid "codes" are just car part IDs from the database so I'm sure someone will figure something out in time.
Yep that's all they really are and I'm sure there are some for the Online Beta that should work, though I've yet to come across them personally.
Does that mean something like an implemented engine swap function in game is not possible without codes?
 
Last edited:
I have some codes ported over from Retail that I made. But have not posted them out of respect for @TheAdmiester and the others who have made this mod possible.

As far as RAM codes go, I have one that can change the Turbo kit in the currently selected car. As far as I know either the Peugeot 205 or the Renault rally car has the highest percentage gain. I used to think it was the 3000GT VR4 but found out otherwise.

As long as it would not cause offense, I could post them. But as I said, I do not want to cause upset from anyone.
 
Last edited:
Yep that's all they really are and I'm sure there are some for the Online Beta that should work, though I've yet to come across them personally.
Does that mean something like an implemented engine swap function in game is not possible without codes?
Pretty much, while the engine is in fact a "part" and can be swapped between cars with hacks like hybrids, it doesn't have the category defined, which is what the game uses for being able to natively switch between the usual turbo, exhaust, NA upgrades etc., so it's a no-go in terms of official support.
 
I have some codes ported over from Retail that I made. But have not posted them out of respect for @TheAdmiester and the others who have made this mod possible.

As far as RAM codes go, I have one that can change the Turbo kit in the currently selected car. As far as I know either the Peugeot 205 or the Renault rally car has the highest percentage gain. I used to think it was the 3000GT VR4 but found out otherwise.

As long as it would not cause offense, I could post them. But as I said, I do not want to cause upset from anyone.
Would you be able to private message them to me?
I too won't post them out of respect, then again, Hybriding is no secret so I assume eventually the codes will come out.
Pretty much, while the engine is in fact a "part" and can be swapped between cars with hacks like hybrids, it doesn't have the category defined, which is what the game uses for being able to natively switch between the usual turbo, exhaust, NA upgrades etc., so it's a no-go in terms of official support.
That's what I thought. Was only curious as you managed to do the drivetrain swap, but as that's just the VCD doing the work I can see how it's possible but not the Engine swap.
 
@TheAdmiester

First of all, thank you for your (and all other team members) work. It really transformed GT4 in a good way and breath new life into it. All the changes and additions are well-thought after and in the spirit of original.

A few questions:

1.
Since it was possibe to port Valencia track from Tourist Trophy, maybe it is in the realm of possibility to port GT3 tracks also? The ones that didn't appear in GT4 afterwards:
-Special Stage Route 11
-Tahiti Circuit
-Smokey Mountain
-Rome Circuit
-Super Speedway
-Complex String



2.
Similar question about the cars, but in reverse.
GT PSP and GT5 had quite a few "standard" GT4-quality cars, that are absent in GT4 (I know, that some of them were region-specific cars from varios GT4 versions and you have already included them in Spec II, the cars in qustion are the new ones).

3.
Do you have some kind of "roadmap" for future Spec II updates? Yes, I fully understand, that you want to keep some features and additions secret, so there will be a factor of surprize. But maybe you have some plans for the mod that you may share publically from time to time?
 
Last edited:
@TheAdmiester

First of all, thank you for your (and all other team members) work. It really transformed GT4 in a good way and breath new life into it. All the changes and additions are well-thought after and in the spirit of original.

A few questions:
1 and 2 aren't possible, for 3 I have some plans but nothing concrete. Usually it comes down to more events, more sounds, and sometimes random new ideas and inspirations.
 
1 and 2 aren't possible, for 3 I have some plans but nothing concrete. Usually it comes down to more events, more sounds, and sometimes random new ideas and inspirations.
Thank you for the answers! New events and sound are always welcome:)
Oh, one more thing: maybe checkboxes for owned cars in Used Car Dealerships?
 
Thank you for the answers! New events and sound are always welcome:)
Oh, one more thing: maybe checkboxes for owned cars in Used Car Dealerships?
Already there:
1729034976391.png
 
Any chance for more of these codes to be ported to the Online Public Beta?

For those with knowledge in coding, why are the mastercodes found from Spec II ISO different from the OPB ones? I used the mastercode finder and was given 2 different sets of codes.
Any idea why I couldn't get the max B-spec skill code from that JP list to work with any of the mastercodes? Using CheatEngine on a real PS2.
 
For those with knowledge in coding, why are the mastercodes found from Spec II ISO different from the OPB ones? I used the mastercode finder and was given 2 different sets of codes.
Any idea why I couldn't get the max B-spec skill code from that JP list to work with any of the mastercodes? Using CheatEngine on a real PS2.
RAM addresses can sometimes change. Version 1.0 to 1.05 RAM codes worked, but when the extra VCD additions were added for certain cars in 1.06 the offsets changed. ASM codes however, seem to stay.
 
Last edited:
So, I'm having issues with compression making some engine sounds. My actual .wav / .vag format sounds are well below the max size required for the game to read them, but I'm having issues using the ENGN tool you made @TheAdmiester.

When all the .vag data samples are added to the tool and when the sound "bank" is created using your tool, the file size balloons to like 4x the size, what might I be doing wrong?

In one case, the sound bank file created became 411kbs after making it using your tool (when all the sounds combined are much smaller). No idea what's going on or why it's doing this, especially when I've mimicked the encoding and data of the samples you gave me for the Panoz. Any tips? No rush mind.
 
Last edited:
So, I'm having issues with compression making some engine sounds. My actual .wav / .vag format sounds are well below the max size required for the game to read them, but I'm having issues using the ENGN tool you made @TheAdmiester.

When all the .vag data samples are added to the tool and when the sound "bank" is created using your tool, the file size balloons to like 4x the size, what might I be doing wrong?

In one case, the sound bank file created became 411kbs after making it using your tool (when all the sounds combined are much smaller). No idea what's going on or why it's doing this, especially when I've mimicked the encoding and data of the samples you gave me for the Panoz. Any tips? No rush mind.
Could you send the source files and the output file from the tool? I've never once encountered this so something definitely sounds wrong.
 
I will do this evening after work. Just for the sake of eliminating dumb errors, what's the exact format they need to be before turning them into .vag files, is it 16-bit .WAV 22050hz? Or does it not really matter? Regardless, I'll DM you this evening with a .zip of everything.
 
(Spec-II) When entering Clubman League with the Lancia Delta rally car, it isn't allowed entry due to the max power limit of 296hp, despite having 296hp. Perhaps this should say 295hp or internally be raised by +1?

1729343948137.png
1729343952187.png
 
Last edited:
(Spec-II) When entering Clubman League with the Lancia Delta rally car, it isn't allowed entry due to the max power limit of 296hp, despite having 296hp. Perhaps this should say 295hp or internally be raised by +1?

Not a bug, the game doesn't display decimals when converting. Your car will have something like 296.3hp internally so it is in fact over 296. Changing it by 1 wouldn't solve anything as people would complain that cars with 297hp how can't enter.
 
Last edited:
Uhhh... I tried to copy the No Penalties Pnach folder to the Emulator's cheats folder but it doesn't seem to work.

Can I please get some help with this? It should be really simple, I'm the one who doesn't really understand how these folders work.

I got lucky when I got it to work for GT4's normal version.
 
Last edited:
Looking forward to the next update, this mod is amazing, too bad I couldn't use it with the retexture mod, if the next update had compatibility then GT4 would be the best racing game.
 
Looking forward to the next update, this mod is amazing, too bad I couldn't use it with the retexture mod, if the next update had compatibility then GT4 would be the best racing game.
Texture mod is an unrelated mod for the emulator itself rather than GT4 specifically, it already works fine with Spec II (besides a few squashed icons on some screens) and I've seen people using them together.
 
Just curious, Is it possible to add a setting to enable Penalties that was used in Special Condition Races to all other races (Example: Beginner League and Professional League events) in GT4. If people for some reason want to make things harder on themselves.
 
Just curious, Is it possible to add a setting to enable Penalties that was used in Special Condition Races to all other races (Example: Beginner League and Professional League events) in GT4. If people for some reason want to make things harder on themselves.
It is yeah, there's a field in each race's data that corresponds to penalty seconds, I think if that value is above 0 then the event has penalties.
 
It is yeah, there's a field in each race's data that corresponds to penalty seconds, I think if that value is above 0 then the event has penalties.
Speaking of that, is it possible to add a setting to turn the penalties on/off. I have to confess, I cannot stand them, especially on the rally stages :lol:.
 
Speaking of that, is it possible to add a setting to turn the penalties on/off. I have to confess, I cannot stand them, especially on the rally stages :lol:.
Not possible in game as it's baked into the event data, but I did make a cheat patch that stubs out the function that processes penalties:
 
In the features list you wrote "Added dealership descriptions to most cars".. Where can i read the car descriptions? I see no buttons on screen and i tried pressing random buttons on the controller
 
Also i don't understand what the difference is between the original Restore Body Rigidity and Spec II's full restoration. Can you clarify?
 
In the features list you wrote "Added dealership descriptions to most cars".. Where can i read the car descriptions? I see no buttons on screen and i tried pressing random buttons on the controller
When you go to purchase a car, the button is on the left side.
 
In the features list you wrote "Added dealership descriptions to most cars".. Where can i read the car descriptions? I see no buttons on screen and i tried pressing random buttons on the controller
The description icon (magnifying glass over paper) show up when viewing a car in the garage, or just before the Buy option in the dealership.

For the full restoration, what it does is the rigidity refresh, oil change, car wash, and resetting the odometer back to 0 all in one. What it doesn't currently do is restore any permanent engine wear that isn't related to the oil life - I would like to do it but the game doesn't expose any functionality to do so, and researching it to implement manually is a pretty hefty task.
 
Thanks, I thought dealer descriptions were some kind of description of the car like in the previous games, not the specs! Sorry for the confusion...

As for the restoring of the engine, you could implement it as a "create a new car in the garage of the same model and with the same parts bought and same settings setup, then delete the original car" like you do when changing colors (or so I read), I think that could be easier to implement than editing the save to bring back to 0 the engine life and mileage
 
Thanks, I thought dealer descriptions were some kind of description of the car like in the previous games, not the specs! Sorry for the confusion...

As for the restoring of the engine, you could implement it as a "create a new car in the garage of the same model and with the same parts bought and same settings setup, then delete the original car" like you do when changing colors (or so I read), I think that could be easier to implement than editing the save to bring back to 0 the engine life and mileage
gsdx_20241025184228.png


gsdx_20241025184352.png
 
Last edited:
Back