Searching For Evidence of Hidden Things

  • Thread starter HACKr
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So I figured out how to unscramble the raw UI background images and the bits that go on top of them, they're stored in the files in little rectangles like this, and I found some stuff.

Pretty much the non Japanese languages on the JP1.0 & the non english on US1.0 disc are all in various states of translation and contain stuff from an earlier stage of development. Here's an album of most of the stuff, if something isn't in English then it's because the eng folder didn't have it. Some are screenshots and some are dumps because my tool discoloured things at first, but then I fixed it.

The green tint to the 'Special Event Lineup 2' pic is just how it is, it looks like that if you put it in the game. The AZ-1 pic shows the square trophy place and a gold trophy in it instead of a small silver one.

All the dumped images from the various discs & languages are in this folder, these include all 3000+ images from that directory not just the ones in the album so there's loads of car description and dealership stuff.

Also, none of these 'work' if you put them in the game, the cursor only goes where it normally would and takes you to the normal places.

Edit: I checked the available demos, their backgrounds are just the used ones and their foreground bits are blank

You included "Finished fittings for Racing Modifications" message, which, from what I heard from TCRF, is actually the PAL equivalent of "Already equipped with Racing Modification" (NTSC).

It's kind of interesting that they decided to take that out because something tells me they probably would have had the race selection screen music playing in the main menu, while the title screen shouts at you saying "WELCOME TO THE GEE TEE WORRRRRRLD BROTHERRRR!!!!!"

And you just got to love the pre-final version English here.

"GAME STATUS
NOW PRINTING"

How do you print game save data? What, did the PS1 had a Game Boy camera style accessory only in Japan?

"PIKES PEEK DOWNHILL"

I'm guessing Pikes Peek Downhill has a pretty nice view, considering they want you to Peek downhill.

But seriously, nice job because this is probably one of the greatest finds so far.

"NOW PRINTING" was also in TXR0 for stickers you haven't unlocked yet. Probably similar to "NOW MAKING" - I saw that in the debug menu for X-Men: Children of the Atom (TCRF noted the same message is in X-Men: Mutant Apocalypse as well.) :)
 
You included "Finished fittings for Racing Modifications" message, which, from what I heard from TCRF, is actually the PAL equivalent of "Already equipped with Racing Modification" (NTSC).



"NOW PRINTING" was also in TXR0 for stickers you haven't unlocked yet. Probably similar to "NOW MAKING" - I saw that in the debug menu for X-Men: Children of the Atom (TCRF noted the same message is in X-Men: Mutant Apocalypse as well.) :)

Speaking of the TCRF, can anyone provide some of our evidence to TCRF?
 
GT2 Save Beta.PNG


Well, I found some SAVE DATA in GT2 BONUS DISC. Which seems like it could work if I hex edit it.
 
Oh, you mean you were going to use the save game data for the demo?

Just to test it, I found car IDs as well, which I'll use Xenn's car code. I was initially going to open up all Simulation mode menu's, but no data for them.
 
But guys, I don't think we'll ever found simulation mode on GT2 demo disc. As we know, GT2 is two CD game. But PD only give us arcade mode disc with demo. Nothing more. Only chance to get beta simulation mode is E3 demo, or having PD insider which will give us GT2 early build.
 
But guys, I don't think we'll ever found simulation mode on GT2 demo disc. As we know, GT2 is two CD game. But PD only give us arcade mode disc with demo. Nothing more. Only chance to get beta simulation mode is E3 demo, or having PD insider which will give us GT2 early build.

Yes there was...it just isn't completely there.

By the way, you can't select the disabled items in the GT2 Simulation mode demo but you can in the GT1 test drive demo. And didn't @EncounterGTR or @thefanman already say they coudnt get the hidden menu textures before we tried getting into them?
 
Yes there was...it just isn't completely there.

By the way, you can't select the disabled items in the GT2 Simulation mode demo but you can in the GT1 test drive demo. And didn't @EncounterGTR or @thefanman already say they coudnt get the hidden menu textures before we tried getting into them?

I think so, but I may try finding extra stuff. In the GT2 demo simulation some menus were unlocked, car dealers specifically. So if I find those offsets it could lead to something.
 
It was one disc because the game wasn't as space demanding as the final.
As I assumed. With Windows, the betas get larger and larger the closer they get to RTM, so I expected this to be the same.

(As a side note, I wish that GT betas were as easy to come by as Windows ones. Each version of Windows has a huge amount of leaked discs that illuminate a huge part of the development course to the public.)
 
I compiled a list of cars for the PlayStation Underground demo, the first demo likely...

If your on mobile here is a defined list...

a28bn = Mazda RX-7 Type RB '98
a28sn = Mazda RX-7 Type RS '98
a2ksn = Daihatsu K-Car
aa54n = Alfa Romeo 147 Twim Spark
aag4n = Alfa Romeo 156
aaspn = Alfa Romeo (Incomplete)
acoen = Mazda Cosmo Type-E '94
acoer = [R]Mazda Cosmo Type-E '94
acosn = Mazda Cosmo Type-S '94
acosr = [R]Mazda Cosmo Type-S '94
ademn = Mazda Demio GL-X '97
altsn = Mazda 323F Coupe 2000 '93
ap36n = Peugeot 106 (Incomplete)
bistn = Lister Storm V12
bj22n = Jaguar XJ220 GT Race Car
bj22r = [R]Jaguar XJ220 GT Race Car
bjjrn = Jaguar XJR-15
bjk8n = Jaguar XK8 Coupe
bjkrn = Jaguar XKR Coupe
bjxjn = Jaguar XJ Sport 3.2
bmmgn = MGF 1.8i VVC
brmcn = Mini Cooper 1.3i
brmgn = MGF 2.0i
buc9n = RUF CTR 2
bucgn = Fiat Punto (Incomplete)
bvasn = Vauxhall Astra SRi 2.0i 16V
bvpin = Vauxhall Tigra 1.8i
bvtin = [Duplicate] Fiat Punto(Incomplete)
c427n = Corvette 427 Stingray '69
cc67n = Corvette Sting Ray '67
cc69n = Camaro Z28 '69
ccrcn = Corvette Coupe '96
ccrcr = [R]Corvette Coupe '96
ccrvn = Corvette Grand Sport '96
ccrvr = [R]Corvette Coupe '96
d-phr = [R]Concept Car LM Edition
d2tvr = [R]STP Taisan Viper GT
dcc1n = Dodge Charger
dcchn = Dodge Challenger
dcnan = Dodge Neon ACR
dcnrn = Dodge Neon R/T
dcsen = Dodge Stratus
dvpgn = Viper GTS
dvprn = Viper RT/10
efcon = Ford Cougar
effzn = Ford Focus 1.8i Zetec
efkan = Ford Ka
efmon = Ford Mondeo GhiaX 2.5i 24V
efpun = Ford Puma 1.7i Zetec-SE VCT
fcx3n = Citroen Xantia 3.0i v6

Took me a lot of time to do this, but I got it.
 

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Coo, someone ported the beta car logos into the final game. I kinda wanted to do this, but I'm not very good with the logo files.


EDIT:


This is what I'm talking about! I was hoping to see other people get into modding GT2 and it's happening!
 
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Coo, someone ported the beta car logos into the final game. I kinda wanted to do this, but I'm not very good with the logo files.

This is what I'm talking about! I was hoping to see other people get into modding GT2 and it's happening!
Same for me with GT3, I'd love for more people to be into modding it.
 
If only we can edit the car textures... That would probably open new possibilities (add/change rims, fix corrupted [R]Laguna and night [R]S4 textures, put back the Honda logo in NSX-R LM GT2/[R]Acura NSX '93... even add cars from GT1!) :D
Give the '99 Viper blue and white stripes instead of those stupid silver and blue stripes. That would be the first thing I would do.
 
Another one of Tanner's videos; he's managed to change the skybox on a race track without screwing up the textures. I wish I could do this.


and this is a video I put together. It's just a race with another beta car, I used the beta 306 racing mod.
 
Yep! Just make sure you credit me somewhere in the description. :)
Alright, I'll do that.

EDIT:
Well, I solved the problem I made when I couldn't find a way to get a blue Viper to show up on a race track. You see, I have the 1996 Viper replacing the RT/10 at the moment. Red is the alt. color for the RT/10, but blue is the alt. color for the Viper GTS. Due to the coding of the game, the Viper would only appear blue in the dealership and in my garage, but would turn red the second I placed it on a race track.

Well, as an experiment; I gave a 1999 Viper GTS a race mod and picked blue as a color. So, I then used GS codes to give that RM viper the body of a 1996 GTS and boom; the Viper now stays blue when I drive it on a race track. Moral of the story; I should have placed the Viper GTS on a different car.
Dodge Viper GTS 1996 - Rome Short.png
 
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You know how much I wish this modding stuff was possible for GT1? Because if so then it could've been possible to atleast (in someway) restore the Racing Modifications for the Concept Car that were removed after appearing in the GT1 Trial Version.
 
You know how much I wish this modding stuff was possible for GT1? Because if so then it could've been possible to atleast (in someway) restore the Racing Modifications for the Concept Car that were removed after appearing in the GT1 Trial Version.

Um, wish granted! I don't know how it works with GT1, but it is possible to port beta cars from the early gt1 builds into the final game.


---
Also, here's gameplay of the 1996 Viper GTS in action.
 
I'm kinda tired of Tanner's videos recently - he keeps porting beta cars that had no major difference (sometimes only rims differ, see his S2000 LM/Mercedes A Class videos) or blatantly unfinished cars (GT-One Road Car, [R] 156). :rolleyes: He did tell me the guidelines for car logo changes:

  • Files in the carlogo folder are named by car ID name (a-a7r for RX-7 A-spec LM, for example), followed by l (Simulation Mode logo) or m (Arcade Mode logo). l and m are defaults, n and o are 1st alternates (US) and p and q are 2nd alternates (PAL).
  • Pictures must be 4bpp (16 colors).
  • You must use the same resolution as the old logo. Every logo has different resolution. For instance h2carl (unused Castrol Mugen Accord logo for simulation disc) has 196 x 36 size, while hairnn (Acura Integra Type-R '98, US ver. logo for simulation disc) has 256 x 64.
:)
 
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I'm kinda tired of Tanner's videos recently - he keeps porting beta cars that had no major difference (sometimes only rims differ, see his S2000 LM/Mercedes A Class videos) or blatantly unfinished cars (GT-One Road Car, [R] 156).
Same here, I was puzzled on why he would port those kind of cars anyway. For me, I have my car porting resticted to actual cars that differ from the final or are cars that didn't make it into the full game completely. I.E. e36 BWM 323i coupe, shelby cobra daytona, 1996 Viper GTS, & etc. Though, I like his skybox swapping.

EDIT: For people that haven't seen it; I made a video that features the scrapped BMW e36 323i Coupe.
 
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