Searching For Evidence of Hidden Things

  • Thread starter HACKr
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I tried replacing Test Course with Indi, but instead I got a hybrid?
ePSXe2016-02-1019-56-43-92.png

I'm fairly sure those parts belong to Indi...
Using drive through wall cheat, the pit garages are a hole in the track.
 
Hmmm weird...
I replaced Grindelwald with Indi, yet the skybox refuses to change.
I replaced it but it doesn't change. The track is there, the skybox isn't.
 
Okay regarding track porting, do I port the .tro file, the .trp file or both? Also, the part with the hex editor, do I have to do that with the sky box as well?

I am looking to port Grindalwald from the Euro Demo 87 disc to the final and see how the really early courses are in comparison.

Edit: Speaking of hex editor, do I start from the top when erasing bytes?
 
Okay regarding track porting, do I port the .tro file, the .trp file or both? Also, the part with the hex editor, do I have to do that with the sky box as well?
You port both files. I didn't mess with the sky box when porting tracks, I just plain ported them. No Sky box messing with.
I replaced Grindelwald with Indi, yet the skybox refuses to change.
The Skybox you get when porting tracks depends on what track you replaced in the full GT2. I.E. Since you replaced grindlewald with Indi; you got Grindlewald's skybox.

It's kinda funny, I figured you guys knew this already when you saw my video. I mean, it showed Tahiti DR3 with Red Rock Valley's skybox for crying loud. :lol:
 
You port both files. I didn't mess with the sky box when porting tracks, I just plain ported them. No Sky box messing with.
Oh okay. Thanks! I see all I have to do is rename them I guess, no hex editing required! :D
It's kinda funny, I figured you guys knew this already when you saw my video. I mean, it showed Tahiti DR3 with Red Rock Valley's skybox for crying loud. :lol:
I did, I knew you could port sky boxes. What I wasn't certain about was "how" it is done.
 
I kinda do aswell, just so I could see if I could port SSR11 to GT2.



Here it is in all of its beta glory.
View attachment 512878

You see, when you port 1 set of car files in place of another set; the color options get ported aswell. So, even if the original car came in one color; you can change the color and see the other colors of the ported car. I.E. I just select "change color" on the GT90 here and it will switch colors.
At one point I thought that it was the 2017 Ford GT with that colour...
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Man I better try that porting tracks method. I wonder if it works with every GT2 versions or not.
 
Here it is in all of its beta glory.
ford-gt90-png.512878


You see, when you port 1 set of car files in place of another set; the color options get ported aswell. So, even if the original car came in one color; you can change the color and see the other colors of the ported car. I.E. I just select "change color" on the GT90 here and it will switch colors.
Awesome! That color still rocks the socks! :dopey:

Two questions though:

1. Why are the wheels "off"?

2. I take it the white color is no longer available?
 
The wheels are off because of the car it replaced I think.
Or it was like that in the beta.

Speaking of porting, now that we know how to port stuff, I've been wondering...
L_20 has no textures right?
What if we gave it textures?
I'm experimenting with something...
 
1. Why are the wheels "off"?

2. I take it the white color is no longer available?
1. It was like that in the demo, I can't fix that. Not even changing the wheels does anything.
2. The white color is still available, it's the default color of the car still.
 
You could use the Car Tire Position cheat... If you wanna fix it
Car Tire Position
800A9E84 XXXX <- Front Left Tire Left/Right Position
800A9E88 XXXX <- Front Left Tire Up/Down Position
800A9E94 XXXX <- Front Right Tire Left/Right Position
800A9E98 XXXX <- Front Right Tire Up/Down Position
800A9EA4 XXXX <- Rear Left Tire Left/Right Position
800A9EA8 XXXX <- Rear Left Tire Up/Down Position
800A9EB4 XXXX <- Rear Right Tire Left/Right Position
800A9EB8 XXXX <- Rear Right Tire Up/Down Position
 
Oh, I guess I can fix it after all. I guess this porting is going to take hybriding to a new level isn't it. Not that I would do it, I'm not a fan of the GT series hybriding thing.

---
I finally decided to port Indi. The AI still of course does nothing, I just thought this screenshot would look cool.
24332224414_a95cee865a_z.jpg
 
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Speaking of porting, now that we know how to port stuff, I've been wondering...
L_20 has no textures right?
What if we gave it textures?
I'm experimenting with something...
I was just thinking about that recently. I wonder how it will look. Seems I recall someone saying it is a slalom course. If ferrari gt could play this map in wire frame mode, that may give us an idea of how it really is.

2. The white color is still available, it's the default color of the car still.
Awesome! Now that's a mod I would probably keep in the game permanently. 👍

Edit: Do the colors stay when racing by the way?
You could use the Car Tire Position cheat... If you wanna fix it
Right, I forgot about that cheat! Thanks for sharing that! Should be useful when porting cars.
 
GT1 uses car.dat for cars (I don't know what is the file for the tracks). @Leo2236 made a car and track viewer, but progress on it seems to be stopped (it could only open carcade.dat and limited number of tracks, respectively). Maybe @thefanman could help. 💡

Sorry. All I know is that all the dat contents seem to be compressed. I can split the @(#)GT-ARC format iles, but I've no idea how they're compressed. It's compounded by the fact that the code to decompress them is also compressed in the exe files, and I just don't care enough to figure it all out.

Which skybox is used for a track is the second two bytes after its hash in the .crsinfo file - its just an index into the bgsobj directory, so a 0 = au, 1 = cartsky etc.
You can find the hash of the track name using this (the track names that are hashed are the names of the files in the crsobj directory, without the trp.gz bit) So Midfield forward is parma.trp.gz, so type in parma in the "Enter short track name" box and you get 718b3ba1, which you can use your favourite memory tool to search for and find that midfields skybox is number 15 (0xf). You can edit this memory freely since the file is never reloaded by the game.

The first two bytes after the hash are flags, the main one is the first bit. It determines whether the night or day car models are used (on = night). All the others except 0x20 seem to be info flags for the game since they don't seem to affect anything, 0x20 is only used on the Pikes Peak tracks and it causes the race to stop at Lap 1 Sector 3, overriding the race length in the race info.

There's 12 more bytes of stuff per track entry but I've no idea what they're for since changing them doesn't visibly effect anything.
 
The first two bytes after the hash are flags, the main one is the first bit. It determines whether the night or day car models are used (on = night). All the others except 0x20 seem to be info flags for the game since they don't seem to affect anything, 0x20 is only used on the Pikes Peak tracks and it causes the race to stop at Lap 1 Sector 3, overriding the race length in the race info.

The track hashes are the same as the codes used in track changer codes. I'll publish mine, but I need to identify what's 2P and reverse versions of every track.

Also, will the 0x20 flag work in license courses? 💡
 
One of these days I'm going to upload this strange demo replay from a sampler of GT2.

It's the NISMO Penzoil GT-R, the 1996 Castrol Supra, Taisan STP Viper, Autobacs Zexel Skyline, Mobil 1 NSX, and the RAYBRIG NSX going around Super Speedway. The catch is, on the first corner of the first lap, the cars start having a bit of oversteer, but enough for the cars to give off some tire smoke, which is the least I expected from these kind of race cars. I think they start doing it again on the third corner too, interestingly enough.
 
One of these days I'm going to upload this strange demo replay from a sampler of GT2.

It's the NISMO Penzoil GT-R, the 1996 Castrol Supra, Taisan STP Viper, Autobacs Zexel Skyline, Mobil 1 NSX, and the RAYBRIG NSX going around Super Speedway. The catch is, on the first corner of the first lap, the cars start having a bit of oversteer, but enough for the cars to give off some tire smoke, which is the least I expected from these kind of race cars. I think they start doing it again on the third corner too, interestingly enough.

I can actually picture this happening in the final game as well. The smoke "engine" is so sensitive, going 2 kmh/mph and turning makes you smoke...
 
They're glitched for the same reason as other tracks were. Even the retail game tracks with different skyboxes glitch up.

It's weird, 'cause the way we can test stuff now makes us learn a little about how the game handles things.
For example, I didn't think the game's engine would glitch when you just switched skyboxes. I though the tracks textures would be baked as is and wouldn't appear brighter or anything. I even thought the reflections on the car wouldn't change, only that the sky would have an other texture. I find it interesting to see that the game engine was a bit more complex that it seems a first. Especially considering the hardware this was meant for.

I dunno, that may be just me being weird, but I find that interesting.
 

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