Searching For Evidence of Hidden Things

  • Thread starter HACKr
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A small update on the two things i'm working on.

1) Unfortunately the colors in the skybox are not textures, so therefore they can't be ripped.
2) Working on the entire list of AI car codes, and should be done sometime tonight.
 
1) Unfortunately the colors in the skybox are not textures, so therefore they can't be ripped
I didn't think so, but it was worth a try anyways. Looking forward to those AI codes.

I would imagine so, the track pieces are drawn identically to GT1 due to limited draw distance.

The demos tried to increase that, but it only ends up slowing down the game more.
Well that is definitely something to think about. Although I am primarily interested in porting demo tracks, porting tracks from GT1 would be cool too. I always wanted to drive an Escudo on Indi and race any car on the early demo version of Grindelwald.

I hope this can be done!
 
Porting GT1 tracks i'm not so sure on, but with earlier GT2 tracks, I imagine that could be done since it's a similar format to the final game.
 
Porting GT1 tracks i'm not so sure on, but with earlier GT2 tracks, I imagine that could be done since it's a similar format to the final game.
I am not sure ether, but it is a possibilty. We can try porting tracks already in GT2 first and get an idea. If it works, we may learn something about the file difference between the demo and the final along the way.
 
What has to be done first is to find a way to repack the .VOL file. I would imagine it's the reverse of the unpack process.

In theory it should allow the added files to be used, unless it's picky on how it wants to work.
 
What has to be done first is to find a way to repack the .VOL file. I would imagine it's the reverse of the unpack process.

In theory it should allow the added files to be used, unless it's picky on how it wants to work.

You will need the source code for the GT2VolExploder and build a semi-custom program from it that runs the reverse operation of GT2VolExploder; see the src folder of the GT2VolExploder. ;)
 
Ah yes, I was going to bring that up now that I looked back at the webpage.

Unfortunately I have no software coding experience, so i'm out of luck on that one.
 
Just to refresh everybodies memory.
What has to be done first is to find a way to repack the .VOL file. I would imagine it's the reverse of the unpack process.

In theory it should allow the added files to be used, unless it's picky on how it wants to work.

You will need the source code for the GT2VolExploder and build a semi-custom program from it that runs the reverse operation of GT2VolExploder; see the src folder of the GT2VolExploder. ;)
You don't need to repack the VOL to do it. (Although I would love it if you could)

Unless you'd like to copy thousands of bytes that won't fit into 255 lines of gameshark code, sure :P
I don't remember using Gameshark for GT2002 to GT3 porting.
You don't really need a cheat device ether. It could work, but as Xenn said, the code would be REALLY long!

Here is the video Markuza97 made for GT3 that will help us here in GT2 as well.



Pretty much, you extract the VOL, find the car/track you want to port and the one you want to port it to. Then using a hex editor, open the game itself, find the car/track you want to port to and copy a portion of the hex data for whatever it is you want to it and then save! :)

Remember, the car or track you are porting must be smaller than what you are porting it to!
 
I can't be the only one here noticing the Skyline at SSR11 at the end of the video. :boggled:
Well, of course you're not.

This does answer where those ign screenshots of the R34 Skyline on SSR11 came from though and the ones with the Altezza RS200 on early seattle.
 
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Well, of course you're not.

This does answer where those ign screenshots of the R34 Skyline on SSR11 came from though and the ones with the Altezza RS200 on early seattle.
Yes. Now I just wonder why we haven't seen a video of the CLK GTR yet. That would be a site to behold!
 
Notices I want to make regarding that video:
  1. Seattle is in VERY VERY early stages. Scenery is very little, there are bad graphics everywhere, different textures on buildings, there are holes and there are grass patches near the first corner, which are actually absent even from the early demos we've got. Also, draw distance is smaller.
  2. The Altezza's wheels are not positioned properly
  3. Video proof of SSR11 in GT2 is finally available
  4. The menu was simply this: Single Race and Time Trial. There also seems to be a background image, which is what looks like is a section of Autumn Ring?
    zE60kxj.png

  5. Wheels textures are similar to the ones used in GT1
  6. SSR11 is ported straight off GT1. Camera positioning and even the textures.
  7. Take a look from 0:27 to 0:29. What exactly is that, and what connection does it have with GT2?
  8. Corrected by RandomCarGuy17
  9. Not only the Altezza, but a few other cars also have improper positioning of their wheels (can't remember which ones)
  10. These were probably recorded on 1999 Winter.
  11. There are some stop signs appearing here and there. Why?
Finally, the start screen of the demo:
rEh3M0N.png

If you have a demo with this screen, tell us. NOW!
Also tracks that appeared:
  • Seattle Circuit
  • Rome Circuit
  • Special Stage Route 11
  • Tahiti rally track
  • Tahiti Road Circuit
  • Red Rock Valley Speedway
 
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@BisharpVercetti
1. That's actually just the E3 demo, I don't think they were ever given to gamers.
2. The thing at 0:27 to 0:29 is a silly transition, nothing more.

3. That's definitely not what the Lancer Evo V sounds like in the final game, it's just the same sound that's used in the later demos.

This is what the Evo V Rally Car sounds like:
 
Just to refresh everybodies memory.

You don't need to repack the VOL to do it. (Although I would love it if you could)


You don't really need a cheat device ether. It could work, but as Xenn said, the code would be REALLY long!

Here is the video Markuza97 made for GT3 that will help us here in GT2 as well.



Pretty much, you extract the VOL, find the car/track you want to port and the one you want to port it to. Then using a hex editor, open the game itself, find the car/track you want to port to and copy a portion of the hex data for whatever it is you want to it and then save! :)

Remember, the car or track you are porting must be smaller than what you are porting it to!


I doubt Markuza's method would work given that GT2 != GT3. :confused:
 
Each track is labeled with the header "GT-PS". Cars are labeled with just "GT"

If you don't unpack the .VOL, you won't find track or car data.

ztHdblD.png
 
Well that may explain why it didn't work when I tried porting tracks once. Haven't even tried cars yet.

I think we should port the blue Viper first! :mischievous:
 
Well that may explain why it didn't work when I tried porting tracks once. Haven't even tried cars yet.

I think we should port the blue Viper first! :mischievous:

That's just the palette scheme though. Also, GT1 and GT2 has differences in storing car textures (tires, etc). ;)
 
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