EDIT:
Hey GrumpEone........I have one for you:
Do you have the codes to unlock these cars in the NTSC GT4 game, they are from the PAL version.......
Vauxhall Astra Super Touring Car `00
Vauxhall Calibra Super Touring Car `94
Vauxhall Corsa Comfort 1.4 `01
Vauxhall Tigra 1.6i `99
Vauxhall Vectra 3.2 V6 `03
Vauxhall VX220 `00
Vauxhall VX220 Turbo `00
I unlocked cars that were blocked from the NTSC game for GT2 and GT3, so I believe it should be possible in GT4 as well
Geez, when did I become the code repository...lol
I guess when I started this thread...lol
Anyway I don't think it is possible, unless of course there are hidden cars, but I haven't found any yet.
Yeah I had a 600,000HP Diablo in GT3 too.
But I would like to play with a Toyota ESSO Ultraflo Supra (JGTC) `01 (you missed one, lol)
I would say trying all the missing 'Body ID' & 'Car ID' codes, see if you can find something. Some US DATA values here including body and car ids:
https://www.gtplanet.net/forum/attachment.php?attachmentid=64295&d=1201869895
/EDIT
Hey grump! How r ya man? I got ya reply. I just noticed too ur post on here. U just might be onto something man! Yea..I'm going by speed's table. How r u getting those sequential memory addresses? It looks like ya just adding 4 to them? Does that hold true all the way through them? Oh yea and too...where there's no values would u just not use that address? Thanks again man!
It is just how memory addresses go, in HEX!
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
Since you can't enter a a 16-byte byte stream (or according to
Speed Drifter's Table a 387-byte stream), you would have to break it down into area that you can do; which is 4-bytes (XX XX XX XX). The whole code would have to be made of 98 codes for best reliability (that is 96 4-byte modifiers, 1 2-byte modifiers, and 1 1-byte modifier)
FYI- The first 2 digits (before the memory address) defines how much area is modified.
In the Examples below, X's are the modified data, -'s are unused data, ?'s is the memory address
00 will modify only 1-byte (the last two digits in the GS code)
Example: 00?????? ------XX
10 will modify only 2-bytes (the last four digits)
Example: 10?????? ----XXXX
20 will modify all 4-bytes (the last eight digits)
Example: 20?????? XXXXXXXX
as for the 00 values I'm not too familliar with the WHOLE memory structure to say if they can be ignored or not. If another value can be stored at the '00 locations', let's say one that lowers b-spec stats, then it would negatively impact the code by ignoring them. If those '00 locations' are unused, where nothing is stored there, it wouldn't matter and could be ignored. The super safe bet, would be the undertaking of a 98 code string, which would do little more than max your stats (but then again you did get a GS for a reason, lol).
whew, enough info for ya??
Bad news, everyone.
It seems like my Gameshark is now out of order.
Hopefully you didn't scratch the top of the disc, or worse shattered it against a wall after a HYBRID locked-up the PS2 one too many times...
If not, try to clean it or re-surface it with a disc-doctor.