Gran Turismo 4 Modding Discussion

Wardrobe is almost certainly impossible as it would likely need engine-level code changes, but even then I’m not sure what it would add as you rarely ever even see a driver model in the game.
 
Wardrobe is almost certainly impossible as it would likely need engine-level code changes, but even then I’m not sure what it would add as you rarely ever even see a driver model in the game.
Not anymore hahahah
Tourist-Trophy-PS2-Polyphony-Digital-rider-customisation-1024x576.jpg
 
The Save Editor broke completely. Even after saving, it doesn't save my money/cars, but it does save in the editor, just not in the game.
 
Words cannot express how stoked I am for this mod (and the recent GT4 modding surge in general), you're doing God's work here, TheAdmiester, thank you very much for the time your are spending on this.

I'm used to playing the standard NTSC-U version (SCUS-97328), from my understanding, the Online Beta version locks you into starting GT mode with all cars in the garage + 110 Million credis, that alone kills it for me, however some of your screenshots shows the starting 10.000 credits up top, how was that done? is there a way to start fresh in this version?
Also the 360 rotating camera mod doesn't work in this version and I can't bring myself to play GT4 without it now that I discovered it exists, so for now I'm ok on the NTSC-U version, but I would LOVE if your could release the mod for it as well.

You mentioned the following some time ago:

"For ease of modding it's purely based on the Online Beta copy, although if there's enough demand for it I can put out a separate patch (which will be fairly hefty) that will actually convert a standard NTSC copy to a modded Online Beta copy. It's not ideal but I think it's the best solution that isn't 1) telling people to download two builds, and 2) directly distributing an ISO for the version I'm using as a base."

Can you elaborate on that? What makes the Online Version better to mod? And why would you need to convert the NTSC copy to the Online one?

I know this method of modding isn't straightforward and simple like editing dumped textures, I feel kinda bad for "asking for stuff", but it would be to nice segment the mod into parts so people could choose what to change:
For example, my ideal scenario would be to mod my NTSC version with just:
  • Restored cars
  • Prize cars available for buying/selling
  • New engine sounds (vanilla Subaru sounds are soooo meh in this game)
  • Fake progression bars removed
  • Traction control universal option
  • Secret menus always on the options
Also I love your idea of "trimming the fat", I know it's a driving game and I love playing it, but some events are simply not feasible to A-Spec, so from reducing the Special event races and laps to reducing the Endurance event durations, I'm totally down with it, if I could mod it I would remove even more laps from big races. That would make me actually play a lot of events that I would otherwise B-Spec.
Not sure if you already found this, but you can use the following cheats on GT4O now:


gametitle=Gran Turismo 4 Online Public Beta [SCUS-97436] (U)
comment=Autoboot in 480p
author=Silent

patch=1,EE,20312544,extended,34080001
patch=1,EE,20312558,extended,AE481718



gametitle=Gran Turismo 4 Online Public Beta [SCUS-97436] (U)
comment=Adjusted tiggers sensitivity, makes throttle/brake more precise when using triggers, like on PS3
author=Silent & Aero_

// Throttle
patch=1,EE,10319114,extended,0000005A
patch=1,EE,20319194,extended,00000000
// Brake
patch=1,EE,1031911C,extended,0000005A
patch=1,EE,203191F0,extended,00000000



gametitle=Gran Turismo 4 Online Public Beta [SCUS-97436] (U)
comment=GT3-like camera from GT4 First Preview
author=Silent

// Values changed by this cheat are hexadecimal.
// They are 1-byte each, repeated 4 times - so a value of 30 (0x1E)
// corresponds to 1E1E1E1E etc,

// Default parameters in this cheat correspond to the values from GT4 First Preview,
// but you may freely customize them. For example, if you want to make the camera
// even stiffer (like in GT5/6), increase the damper value.

// Camera damper, default - 120
// Higher values make the camera center quicker
patch=1,EE,106635DA,extended,1E1E // 30
patch=1,EE,106635DC,extended,1E1E // 30

// Camera max angle, default - 15
// Higher values make the camera lean further to the sides
patch=1,EE,106635DE,extended,0A0A // 10
patch=1,EE,106635E0,extended,0A0A // 10



gametitle=Gran Turismo 4 Online Public Beta [SCUS-97436] (U)
comment=Added GT4 First Preview camera mode (far chase camera)
author=Silent

// Swap 4-byte instructions to 2-byte ones to make space
patch=1,EE,2023F37C,extended,84E30000
patch=1,EE,1023F380,extended,0002
patch=1,EE,1023F390,extended,0004
patch=1,EE,2023F3A0,extended,84E30000

patch=1,EE,1023F3B0,extended,0004
patch=1,EE,0023F3C8,extended,40
patch=1,EE,1023F3DA,extended,8442

patch=1,EE,20662B30,extended,00010000
patch=1,EE,20662B34,extended,00060014



gametitle=Gran Turismo 4 Online Public Beta [SCUS-97436] (U)
comment=Rotate car camera with R3
author=Nenkai (ported from Vyerq/unko)

// Jump to 0xF1100 (custom code) at computeViewAngle() - 0x2063D8
patch=1,EE,20206488,extended,0C03C440

// New function start - Get pad value (pad2/ds2u_d.irx mem value) from 89B0DE
patch=1,EE,200F1100,extended,3C0F008A
patch=1,EE,200F1104,extended,91EFB0DE

// New extra logic (passing stick value into diffAngle())
patch=1,EE,200F1108,extended,25EFFF81
patch=1,EE,200F110C,extended,448FF000
patch=1,EE,200F1110,extended,4680F7A0
patch=1,EE,200F1114,extended,3C0F3CC9
patch=1,EE,200F1118,extended,448FF800
patch=1,EE,200F111C,extended,461FF7C2

// jump to diffAngle() (will be returing to $ra afterwards to original function body computeViewAngle())
patch=1,EE,200F1120,extended,0808C3C0
patch=1,EE,200F1124,extended,460DFB40


//Cockpit View X+R1+Up/Down ON/OFF
D0681344 0000B7EF
20240A84 00000000
D0681344 0000B7BF
20240A84 30420001

//Mirror X+R1+Up/Down ON/OFF
D0681344 0000B7EF
2023F598 24630000
D0681344 0000B7BF
2023F598 246300B8

//FOV Adjustment (X+Up/Down D-Pad to adjust) *For those steering wheel setup
D0681344 0000BFEF
30200001 0023E814
D0681344 0000BFBF
30300001 0023E814
D0681344 0000FFF9
2023E814 3C013F80
 
I've never played GT4 until last year, but that mod surely is making me hyped up as if it's the game release. Really amazing work you got there Admiester!

I couple of questions that might or not be related to the mod so I think you or someone can answer:

More language options for the possibility of future translations of the game and the mod: Is it possible? How does text in the game work? Is it separate from the game textures? (for example, GT2's texts are embedded into png files)

Will be possible to race online using this mod against other people?
 
I've never played GT4 until last year, but that mod surely is making me hyped up as if it's the game release. Really amazing work you got there Admiester!

I couple of questions that might or not be related to the mod so I think you or someone can answer:

More language options for the possibility of future translations of the game and the mod: Is it possible? How does text in the game work? Is it separate from the game textures? (for example, GT2's texts are embedded into png files)

Will be possible to race online using this mod against other people?
More languages seems to be completely doable, in fact a few folders have the "framework" set up to add Portuguese but no actual translated text. Text in the game is actual text, not done as images, so adding more should be fine.

Racing online would be possible, but that also means it would be possible for people to use re-added cars in lobbies, unintentionally or otherwise, and probably crash people who are playing the original game. There's no way for the server to differentiate mod/vanilla users, so I've taken the safest option of blocking online.
 
No updates to the mod as of yet as I'm busy with an IRL house purchase, but Rowdy has put out a new vid summarising the changes that will be present in Spec II, and answers some common questions:

If you've been following this thread closely then it's nothing really new, but worth a watch anyway as it's a good summary + showcases a newer build with more features than the released randomizer.
 
Admeister I have a request/suggestion bro... can you please add an option to have the game support proper H-pattern shifting, for those of us using newer Logitech wheels like the G27/G29/etc? One guy seems to have made something like this, but his method requires you to have cheat engine always running, AND he says it does not work 100% correctly, as it often suffers from mis-shifts:





Maybe you can look into incorporating this into Spec II?
 
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Admeister I have a request/suggestion bro... can you please add an option to have the game support proper H-pattern shifting, for those of us using newer Logitech wheels like the G27/G29/etc? One guy seems to have made something like this, but his method requires you to have cheat engine always running, AND he says it does not work 100% correctly, as it often suffers from mis-shifts:





Maybe you can look into incorporating this into Spec II?

That's a memory mod, not something that can be done as an actual game mod.
 
I've seen Rowdy's video of the new car sounds, and I'm super excited about that. Will there be a list of cars with new sounds when the mod is released? When I end up playing it, I'd like to give priority to cars which have new sounds, and having a list of those would make that easier.

Edit: Also, which driving missions are going to be made easier? I appreciate the challenge that most of them give, so I admit I might be a bit disappointed if some of them can be completed more easily. I understand making it more approachable for more players, but since these are meant to be one of the major challenges in the game, it might cheapen them to make them easier.
 
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I've seen Rowdy's video of the new car sounds, and I'm super excited about that. Will there be a list of cars with new sounds when the mod is released? When I end up playing it, I'd like to give priority to cars which have new sounds, and having a list of those would make that easier.

Edit: Also, which driving missions are going to be made easier? I appreciate the challenge that most of them give, so I admit I might be a bit disappointed if some of them can be completed more easily. I understand making it more approachable for more players, but since these are meant to be one of the major challenges in the game, it might cheapen them to make them easier.
Almost everything will have new sounds, but I'll likely make a list of the ones I think are the best.

The mention of missions being made easier is a mistake or a bit of missing context on Rowdy's part. The slight physics and TCS/ASM changes made some of the driving missions (Superbird on Seattle, C5R on Infineon, Esprit on HSR) almost impossible. What I did was rebalance them a little to bring them more in line with original GT4 - I think the Superbird mission in particular is actually still harder than retail.
 
Almost everything will have new sounds, but I'll likely make a list of the ones I think are the best.

The mention of missions being made easier is a mistake or a bit of missing context on Rowdy's part. The slight physics and TCS/ASM changes made some of the driving missions (Superbird on Seattle, C5R on Infineon, Esprit on HSR) almost impossible. What I did was rebalance them a little to bring them more in line with original GT4 - I think the Superbird mission in particular is actually still harder than retail.
Glad to hear it.

What exactly has changed with physics and TCS/ASM? I assume you've turned off driving aids on some/all missions?
 
Glad to hear it.

What exactly has changed with physics and TCS/ASM? I assume you've turned off driving aids on some/all missions?
The actual difference is unknown, just that ASM seems to be stronger so licences/missions with it enabled are harder to win. I didn't disable it everywhere (except for the licence with the R8 LMP on Infineon), but rather tweaked other bits of the missions to make them more achievable. For example in the Superbird mission I gave the player car the next better tire compound and slightly shorter gear ratios, and dropped the Buick Special's power and gear ratios a little bit to slow it down as well. They're not going to be 100% like retail GT4 but I generally have them tweaked so you're still overtaking the lead car on lap 3 of a good run for example.
 
Hello, first of all I would like to thank you TheAdmiester.

Do you plan on adding an option to keep the resolution so we don't have to change it every time we turn up the game?
Would it be possible to enable a real widescreen mode for 480i and 480p? (the one present in these resolutions is anamorphic)
Antialiasing much like 24 bit colors are only enabled on 480i, would it be possible to work with the other resolutions?

Thanks again!
 
Hello, first of all I would like to thank you TheAdmiester.

Do you plan on adding an option to keep the resolution so we don't have to change it every time we turn up the game?
Would it be possible to enable a real widescreen mode for 480i and 480p? (the one present in these resolutions is anamorphic)
Antialiasing much like 24 bit colors are only enabled on 480i, would it be possible to work with the other resolutions?

Thanks again!
Hd ui mod fixes most of the widescreen problems and for auto 480p this a cheat https://github.com/AeroWidescreen/PCSX2-Cheats/tree/main/Gran Turismo 4. If your not sure which version is yours the 1st is pal, 2nd is us, 3rd is us online
 
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Hello, first of all I would like to thank you TheAdmiester.

Do you plan on adding an option to keep the resolution so we don't have to change it every time we turn up the game?
Would it be possible to enable a real widescreen mode for 480i and 480p? (the one present in these resolutions is anamorphic)
Antialiasing much like 24 bit colors are only enabled on 480i, would it be possible to work with the other resolutions?

Thanks again!
480p default is provided by Silent's deinterlacing patch: https://cookieplmonster.github.io/mods/gran-turismo-4/

Not sure exactly what you're asking about widescreen, but there's an aspect slider in the secret Monitor options for in-race aspect ratio, and I'm correcting some menus where they're stretched to widescreen.
 
480p default is provided by Silent's deinterlacing patch: https://cookieplmonster.github.io/mods/gran-turismo-4/

Not sure exactly what you're asking about widescreen, but there's an aspect slider in the secret Monitor options for in-race aspect ratio, and I'm correcting some menus where they're stretched to widescreen.

55:22

at least the "stock" options manager allows for 16:9 but its not real 16:9, it's anamorphic, so it stretches the pixels to gain the 16:9, unlike the 1080i widescreen which is the only widescreen in the stock game that is real 16:9

No idea how the secret monitor works though, i'll research about it
 
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Can't wait to get my hands on this later - have one question though - what's the story with save games?

I know on GT2+, old save games aren't compatible with each version due to changes. Is this the same?

If we download the WIP one you posted before, will the final version be able to be added onto the old save or will we have to start again?

Cheers :)
 
Almost everything will have new sounds, but I'll likely make a list of the ones I think are the best.

The mention of missions being made easier is a mistake or a bit of missing context on Rowdy's part. The slight physics and TCS/ASM changes made some of the driving missions (Superbird on Seattle, C5R on Infineon, Esprit on HSR) almost impossible. What I did was rebalance them a little to bring them more in line with original GT4 - I think the Superbird mission in particular is actually still harder than retail.
On the subject of sounds, do you plan on updating the tire noises as well (assuming they can be replaced in a similar way to the vehicle sounds)? Playing a bit last night reminded me that exhausts weren't the only sub-par sounds Polyphony included in the game.

Keep up the fantastic work; can't wait for the full the release. :cheers:
 
On the subject of sounds, do you plan on updating the tire noises as well (assuming they can be replaced in a similar way to the vehicle sounds)? Playing a bit last night reminded me that exhausts weren't the only sub-par sounds Polyphony included in the game.

Keep up the fantastic work; can't wait for the full the release. :cheers:
They're awkward, they can be replaced but I have no idea if I can find a better sounding (or even properly looping) tire sound that will fit into the same size or less. It might be that the current one is already the best fit.
 
Is it possible to change menu songs? How does the song compression works?

Would be a nice twist to see refreshed versions of old songs, from this guy especially
 
The track duration may be hard coded like in GT2. That's what I'm thinking though, might be possible to switch.
 
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