- 549
- SSR11
- esonaps
Xenn spoke.
Do they both use the same game engines?I believe GT2s track data is similar to GT1s, with perhaps some added pointers here and there.
Only way to know is to look at the data of tracks that appeared in both games.
I didn't think so, but it was worth a try anyways. Looking forward to those AI codes.1) Unfortunately the colors in the skybox are not textures, so therefore they can't be ripped
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 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.
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.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.
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 don't need to repack the VOL to do it. (Although I would love it if you could)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.
Unless you'd like to copy thousands of bytes that won't fit into 255 lines of gameshark code, sure
You don't really need a cheat device ether. It could work, but as Xenn said, the code would be REALLY long!I don't remember using Gameshark for GT2002 to GT3 porting.
Well, of course you're not.I can't be the only one here noticing the Skyline at SSR11 at the end of the video.
Yes. Now I just wonder why we haven't seen a video of the CLK GTR yet. That would be a site to behold!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.
My apologies then, but it was easy for me to make that mistake when you were asking if someone had it. E3 demos were never given to the public.I know it is the E3 demo.
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!
It should, don't see why not.I doubt Markuza's method would work given that GT2 != GT3.
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!