[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

  • Thread starter pez2k
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And then how to install your patch and on which version of the game?!

As Submaniac's post on the previous page, there is a patch for every official version of the game, so use any xdelta tool to apply the correct patch to whichever version of the game that you own. Any xdelta tool that you pick will likely have documentation on how to use it to apply patches.

However, trying to get it onto my Vita. Clean install, converted to an EBOOT, and it's not working.

I can't really help with any further modifications or platforms other than a PS1 I'm afraid. The mod runs on a real PS1 console, which is the benchmark I stick to for testing, and technically discussion of any other platforms is against this forum's very broad ban on emulation.
 
Hello there clever people.

I was wondering if anyone has any information about the lighting and reflection setup for the car dealship scene(s)? I can't find any appropriate files myself but I'm sure it must be somewhere!
 
I was wondering if anyone has any information about the lighting and reflection setup for the car dealship scene(s)? I can't find any appropriate files myself but I'm sure it must be somewhere!

If you mean the light positions etc, they'll be hardcoded somewhere. I think the memory address for the rotation of the car has been documented before, so I'd start there, find which bit of the code changes those values, and then hunt for things that call that function.
 
If you mean the light positions etc, they'll be hardcoded somewhere. I think the memory address for the rotation of the car has been documented before, so I'd start there, find which bit of the code changes those values, and then hunt for things that call that function.
Hi pez2k. Thanks for the reply. I sort of assumed the reflections would have been driven by some sort of Skybox? And I've seen on a site called cutting room floor that someone has indeed extracted information from the bso/bsp files but I can't for the life of me find any tools or resources online for decompiling bso/bsp files. Any ideas?
 
And I've seen on a site called cutting room floor that someone has indeed extracted information from the bso/bsp files but I can't for the life of me find any tools or resources online for decompiling bso/bsp files.
That was me, but I didn't actually study the .bso file format. I just plugged the .bsp files in PSicture to grab the textures and swapped the files in-game to get screenshots of the skyboxes.
 
That was me, but I didn't actually study the .bso file format. I just plugged the .bsp files in PSicture to grab the textures and swapped the files in-game to get screenshots of the skyboxes.
Oh! Interesting stuff. I'll give that a try and see what I can find. Thank you!
 
There are no actual lights in the scene as far as i know.
The reflection map is stored inside one of the paletted .tim files of the arcade folder, inside the VOL. It's a file with various things including the cursor sprite.
I'm not on the computer atm, but looking at my mediafire account, i think this should be all of the reflection maps (and hopefully the garage one as well) in gt2 and possibly gt1 too.

The spotlight effect i'm pretty sure is a gradient effect applied to a polygonal circle mesh of an unknown number of sides, and it has an RGB multiplier to color the spot's light. In my searchings, i've found addresses where you can change the color, dim, or turn it off entirely.
I've also found the car's rotation value, which from memory ranges from 0 to 16000(?) as well as camera position, rotation, zoom and possibly a few other things that i'm not thinking about.
All in the same memory region, not too far from each other iirc.
 
There are no actual lights in the scene as far as i know.
The reflection map is stored inside one of the paletted .tim files of the arcade folder, inside the VOL. It's a file with various things including the cursor sprite.
I'm not on the computer atm, but looking at my mediafire account, i think this should be all of the reflection maps (and hopefully the garage one as well) in gt2 and possibly gt1 too.

The spotlight effect i'm pretty sure is a gradient effect applied to a polygonal circle mesh of an unknown number of sides, and it has an RGB multiplier to color the spot's light. In my searchings, i've found addresses where you can change the color, dim, or turn it off entirely.
I've also found the car's rotation value, which from memory ranges from 0 to 16000(?) as well as camera position, rotation, zoom and possibly a few other things that i'm not thinking about.
All in the same memory region, not too far from each other iirc.
Hi submaniac! Thanks for the detailed reply. I've been trying to reproduce the garage look in 3dsmax and I think you're right; there's no "real" light, just a self-illumanted diffuse map and some fakery for the shadow below the car. The last piece of the puzzle is the reflection map so I appreciate the information here. I'll see what I can find!
 
And then how to install your patch and on which version of the game?! Is it possible to have detailed instructions on how to do this?! I will play on the computer through the emulator.
If you have an Android smartphone you can use an app called UniPatcher to apply the xdelta patch. That's how I patched my ROM.
 
Hey pez, idk if this was reported but the Acura NSX '91 doesn't have a Transmission upgrade

Sorry, typo on my part, since I had to replace them all when converting it to an Acura 4-speed auto. I've added it to the list to fix in the next version, thanks for finding it.
 
hi everyone, I am trying to play the patch version after applying this patch with https://www.marcrobledo.com/RomPatcher.js/
However, neither DuckStation nor ePSXe can read it. They don't recognize its format.
How did you guys proceed?
I can't wait to play with this patch, it looks sick!

I use this one. What files did you put in?
 
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Isn't that for patching Gameboy and other rom-based game?
It's meant to be patched with Delta/Xdelta patcher, as the file's format basically tells.
 

I use this one. What files did you put in?
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I use this one. What files did you put in?
Hi, thanks for the reply! I used both files and assembled them on marcrobledo website on CUE format. Once assembled, ePSXe or duckstation can't read it.
if this doesn't mind you, could you please share the assembled file here? (game+patch)
Thanks again for your reactivity
 

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I used both files and assembled them on marcrobledo website on CUE format.
...
if this doesn't mind you, could you please share the assembled file here? (game+patch)

The CUE file is just a bit of text which points to the BIN file, it certainly shouldn't be 685MB.

I don't distribute or condone the distribution of pre-patched disc images because that's straight up software piracy and I'm definitely not getting involved in that. It'd also require me to pay for 11GB of hosting space for every release, which is absurd when the delta patches are less than 30MB for certain versions.

Is it normal for the Acura Integra LS to have a 4-speed transmission when upgraded?

Yeah, I set it up as the 4-speed auto version to make it a bit more different from the GS and GS-R. Currently it stays as a 4-speed unlike the other automatics in the game which generally get bumped up to 5 with upgrades, I might change it to match them later though.
 
The CUE file is just a bit of text which points to the BIN file, it certainly shouldn't be 685MB.

I don't distribute or condone the distribution of pre-patched disc images because that's straight up software piracy and I'm definitely not getting involved in that. It'd also require me to pay for 11GB of hosting space for every release, which is absurd when the delta patches are less than 30MB for certain versions.



Yeah, I set it up as the 4-speed auto version to make it a bit more different from the GS and GS-R. Currently it stays as a 4-speed unlike the other automatics in the game which generally get bumped up to 5 with upgrades, I might change it to match them later though.
So what files did you use with xdelta? If you can't share the documents, which I understand, maybe you could let me know what links you used to download the game and how you proceeded?
Thanks again for your reply
 
So what files did you use with xdelta? If you can't share the documents, which I understand, maybe you could let me know what links you used to download the game and how you proceeded?

I didn't download the game at all, I ripped my own disc images from the physical discs. Discussion of piracy methods is also against the forum rules I believe.

The xdelta patch was generated from the original BIN file and the one for the freshly built modified game, so the patch is applied to the original BIN file to get the modified one, it's as simple as that. I can't provide support on how to apply an xdelta patch, as there are many tools to do it, and they each have their own documentation.
 
So what files did you use with xdelta? If you can't share the documents, which I understand, maybe you could let me know what links you used to download the game and how you proceeded?
Thanks again for your reply
@pez2k is correct, we can't and won't discuss piracy in here. You are supposed to have an original copy of the game that you can rip.

If you can't do that, you would have to look elsewhere than GTP for advice.

As for applying the patch to the image, I don't know what process you're doing, but it's really simple with the XDelta UI @Epic B linked above.
 
I'm having an issue with invisible walls in the middle of some tracks. Im running beta 7 on a retroid pocket 3+ and duckstation, turning off all the mods still gives me the same issue.

Love the dedication to be working on improvements for GT 2, its probably my favourite game of all time.
 
Yeah im not really sure what the issue is. I think I was running 6.1.1 with no issues and then updated to beta 7 without playing it for a while. Settings may have changed a long the way somewhere i guess.
 
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