The GT6 Save Editor Thread

That is a possibility. I think that in almost all of the times I used it, I did close down the editor and then started it again and reopened the save data to check that the amount had been changed. I would then just close down the editor without saving. Could this do what you are talking about? Although I am sure that I did that with the save data that worked as well. If you would like, I can try in a few days to see what happens. I have looked at the save data, and see the files you mean. I can double check when I copy them from the PS3 to see what is there and I can edit them, look at the file, and then open them again and see if the file changes. It might take a few days.
Sounds like a logical thing to do and is something I sometimes do as well. Unfortunately yes, that's what will cause the issue because when you open it, it'll remove that Sony layer and if you don't click Save, then it'll not put it back.

I could try to make the new editor not do anything to the original files in hopes of avoiding this issue. Unfortunately not sure when I'll be able to develop it further. It currently lacks a lot of features the current editor has but then again not sure how many of the features are actually needed either. The new one has a lot of background work for a lot of stuff but actually working are just basically reading the garage and adding DLC stuff (DLC stuff working better than in the current editor). Would just adding ability to edit cash to it be worth it to make a test release?

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The editor doesn't edit the PARAM.SFO file because it only affects that menu and not the game itself. So yeah, it's working as intended (never added support for editing the SFO information).
Something I'd like to suggest is giving the new editor the ability to resign GT6 save games. I had a user come to me asking for help with resigning a save recently and he was unable to do it through the usual methods, and oddly, I was unable to do it as well. Just resigning the save alone was not enough, PS3 would say it was corrupted when we tried to copy it over and I had to load the save in your editor and save it before the PS3 accepted it. How people managed to resign them in the past is beyond me, but I know the save was not corrupted beforehand. I think programs like Bruteforce and such simply struggle to do it correctly, which is why I think have the ability to resign GT6 saves from within the editor would be great.
 
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Something I'd like to suggest is giving the new editor the ability to resign GT6 save games. I had a user come to me asking for help with resigning a save recently and he was unable to do it through the usual methods, and oddly, I was unable to do it as well. Just resigning the save alone was not enough, PS3 would say it was corrupted when we tried to copy it over and I had to load the save in your editor and save it before the PS3 accepted it. How people managed to resign them in the past is beyond me, but I know the save was not corrupted beforehand. I think programs like Bruteforce and such simply struggle to do it correctly, which is why I think have the ability to resign GT6 saves from within the editor would be great.
I can try but no promises as I'm not sure how the resigning is done. I guess that also needs PS3 to test it 😓
 
OK so I found the time to recheck what I was doing. I copied over the working savedata from my PS3. I looked at the folder on my PC and everything looked normal. I started the editor and opened the file. Without changing anything, I then closed down the editor and sure enough those extra files were now in the savedata folder. I started the editor again, opened the same file, saved it and those extra files vanished back into the luminferous aether where they came from.
I opened the file again, changed the amount to 300M, saved it and checked the folder, no extra files. Copied it back to the PS3 and it worked just fine.

Sorry to have put everyone through this, but hey PIBKAC happens to the best of us.

And of course I now find that the game will allow you unlimited money while buying cars, as soon as you race, it sets your money back to 50M. Oh well.
 
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OK so I found the time to recheck what I was doing. I copied over the working savedata from my PS3. I looked at the folder on my PC and everything looked normal. I started the editor and opened the file. Without changing anything, I then closed down the editor and sure enough those extra files were now in the savedata folder. I started the editor again, opened the same file, saved it and those extra files vanished back into the luminferous aether where they came from.
I opened the file again, changed the amount to 300M, saved it and checked the folder, no extra files. Copied it back to the PS3 and it worked just fine.

Sorry to have put everyone through this, but hey PIBKAC happens to the best of us.

And of course I now find that the game will allow you unlimited money while buying cars, as soon as you race, it sets your money back to 50M. Oh well.
With a few minor changes, I was able to make it so that the editor keeps the sony layer encrypted even if it decrypts the save. So the new editor should no longer have this issue even if you go and re-open the save and it has those tmp files.

And yeah, the game will reset it to 50M if you earn credits because that's the maximum. With a modded console you can edit the scripts to allow more but 50M is a lot too and you can always use the editor to get more again.
 
With a few minor changes, I was able to make it so that the editor keeps the sony layer encrypted even if it decrypts the save. So the new editor should no longer have this issue even if you go and re-open the save and it has those tmp files.

And yeah, the game will reset it to 50M if you earn credits because that's the maximum. With a modded console you can edit the scripts to allow more but 50M is a lot too and you can always use the editor to get more again.
Thanks. Again I appreciate the work you did on the editor. After you have bought all the cars, you won't need more than 50M anyway.
 
Extremely amazing stuff!! I LOVE it. Will there please be a way to lower PP for overpowered cars? I'm uh... I don't mind about the challenge too much sometimes. I'd just love to have some events to drive them on. Thanks!!
 
To be completely honest, I am skeptical this sort of thing can be done with save editing anymore since hybriding and altering cars outside their usual parameters only worked online, which has been shut down for years now.
 
The new one has a lot of background work for a lot of stuff but actually working are just basically reading the garage and adding DLC stuff (DLC stuff working better than in the current editor). Would just adding ability to edit cash to it be worth it to make a test release?
I wouldn't even bother including the features that don't "stick" as it'd cut down on questions here. DLC, cash, cars, and gold stars for events are really the only things that work for GT6, so wouldn't bother with the rest in the new editor.
 
Hey i have a problem. Whenever i open a save with the editor it keeps throwing a time format error. After that when i try to save any changes it throws an object reference error. here are the full errors: (also it always tells me the save is corrupted whenever i start the game with the edited save)
 

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Hey i have a problem. Whenever i open a save with the editor it keeps throwing a time format error. After that when i try to save any changes it throws an object reference error. here are the full errors: (also it always tells me the save is corrupted whenever i start the game with the edited save)
Okay, so I spoke to him and he's not too sure what's going on yet, but if you can provide your save game, he'll take a look at it.
 
Okay, so I spoke to him and he's not too sure what's going on yet, but if you can provide your save game, he'll take a look at it.
so i figured it out. it mainly involves me being an idiot but the jist of it is that i was playing with the spec ii mod installed. why i thought it would work as a regular gt6 save is beyond me. i tried it with a save from the internet and worked correctly. i will try to temporarily remove the mod and reload the save then try to edit it. sorry for the inconvinience
 
so i figured it out. it mainly involves me being an idiot but the jist of it is that i was playing with the spec ii mod installed. why i thought it would work as a regular gt6 save is beyond me. i tried it with a save from the internet and worked correctly. i will try to temporarily remove the mod and reload the save then try to edit it. sorry for the inconvinience
Do you still have the save that was giving you errors? I would like to take a look at what's the issue with it. I don't see a reason why a save from the Spec II mod wouldn't work.
 
Here it is
Thanks, took a peek and it's an issue with the way my editor is reading the cars. There's some junk data in the GT6_1.tmp_garage_work file from 0x38000 to 0x40000 that causes the date parsing to fail because it's trying to apply 27 hours to a time (the data it's trying to parse as DateTime isn't actually a DateTime). I don't think this is an issue with the Spec II mod, I believe you were just unlucky and for some reason there's that junk data in there.

Fortunately there's a way to make that save work with the editor though:
1. Open that save in the editor (and let it throw the first error), then close it without saving (alternatively you could use my GTSaveData tool to decrypt the save).
2. Then you open the GT6_1.tmp_garage_work file in hex editor and make that junk data between 0x38000 to 0x0x40000 to all zeroes.
3. Open the save in the save editor again (but remember to use Open (Decrypted) option this time so that it uses the fixed file instead of overwriting it with a faulty file).

I've attached a fixed version of the save in this reply.

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That said, it's definitely an issue in the editor. The proper way to read the cars would've been to read the metadata for the cars in the GT6_1.1 (tmp_save_work) file and only after verifying the car exists (there's a flag in the metadata for it), then read the MCarParameter from the GT6_1.3 (tmp_garage_work) file. My new editor which is a work in progress (unfortunately haven't really had progress for a while) didn't have any issues opening that garage.
 

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Thanks, took a peek and it's an issue with the way my editor is reading the cars. There's some junk data in the GT6_1.tmp_garage_work file from 0x38000 to 0x40000 that causes the date parsing to fail because it's trying to apply 27 hours to a time (the data it's trying to parse as DateTime isn't actually a DateTime). I don't think this is an issue with the Spec II mod, I believe you were just unlucky and for some reason there's that junk data in there.

Fortunately there's a way to make that save work with the editor though:
1. Open that save in the editor (and let it throw the first error), then close it without saving (alternatively you could use my GTSaveData tool to decrypt the save).
2. Then you open the GT6_1.tmp_garage_work file in hex editor and make that junk data between 0x38000 to 0x0x40000 to all zeroes.
3. Open the save in the save editor again (but remember to use Open (Decrypted) option this time so that it uses the fixed file instead of overwriting it with a faulty file).

I've attached a fixed version of the save in this reply.

---

That said, it's definitely an issue in the editor. The proper way to read the cars would've been to read the metadata for the cars in the GT6_1.1 (tmp_save_work) file and only after verifying the car exists (there's a flag in the metadata for it), then read the MCarParameter from the GT6_1.3 (tmp_garage_work) file. My new editor which is a work in progress (unfortunately haven't really had progress for a while) didn't have any issues opening that garage.
Nice. Thanks man
 
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