Searching For Evidence of Hidden Things GT1 Version

Discussion in 'Gran Turismo 1' started by ohyeahthatdude, Nov 25, 2011.

  1. B_rad88!

    B_rad88!

    Messages:
    259
    Location:
    United States

    Thank you, but so do I and I also have the gt1 menu music in .psf (portable sound format aka playstation sound format) format as well!


    I havent figured out how to work .midi files to make a .vag and .vab from, then convert those to get the .vb and .vh headers, then to combine all 4 files to make 1 .seq file. The hardest part is the last step for me. As I'm not an audio tech. So I guess I need to learn fl studios and a few more programs.........




    Thank You! Yes my intenstions exactly. As explained above, making a .seq seems difficult at this time..... so I'm lookin into other gt music to use......


    One of the reasons I'm trying this is for another test...... its safe to say atleast 1/3rd of gt1 (same format) was reused for gt2. Most file extentions was renamed to something different, but overall alot of cross compatibility (case and point when I discovered that gt1 car sounds can be ported into gt2 via file extention rename). It seems like the car models and track models was enhanced and imporved for gt2, otherwise gt1 and gt2 are pretty close, except how they are built (.dat vs .vol)

    After I try gt1 music, Ill look into gt4 menu music, unless you would know what format they are in? The first 4bytes or so should read as SEQG in the header.

    Would anyone want me to post pics of what I have came across in gt1? Maybe someone else would have a better chance at some of these other files that I can't open.......
     
  2. karelpipa

    karelpipa

    Messages:
    1,658
    Location:
    Czech Republic
    In which other ways you can use .psf format compared to mp3?
     
    B_rad88! likes this.
  3. B_rad88!

    B_rad88!

    Messages:
    259
    Location:
    United States
    No, I have gt music in .psf format. What I'm porting is raw gt1 seq files.


    Speaking of which...... the gt1 seq menu sound files work in gt2, but only partly, like half the sounds play. But its a really good start! I'll try to make a video......

    Can any one help me with audio tech on this matter? Like why only half the sounds play?
     
    Overload_35 likes this.
  4. EncounterGTR

    EncounterGTR

    Messages:
    96
    Location:
    Italy
    Well, looks like the wheel shop was planned to be introduced in GT1 but was cutted...

    GT1 Trial Wheel Shop.jpg

    Found in GT1 Trial Version

    Use this code:
    8004950C 0000
    8009AC4C 6877
    8009AC4E 6565
    8009AC50 2E6C
    8009AC52 7468
    8009AC54 006D
    8009D634 6F68
    8009D636 646E
    8009D638 2E61
    8009D63A 7468
    8009D63C 006D

    It will replace the Honda dealership with the wheel shop.
     
  5. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    Last edited: May 20, 2018
  6. Gamerjman19

    Gamerjman19

    Messages:
    27
    A lot of those look cooler than what's in GT2
     
    Overload_35 likes this.
  7. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    Agreed, GT1 had unbranded wheels and many cool designs which were not ported to GT2. A shame.
     
    Overload_35 likes this.
  8. Gamerjman19

    Gamerjman19

    Messages:
    27
    I'm wondering why the last 6 rows are just duplicates of each other. Maybe they were going to be 6 different colors?
     
  9. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    My guess is that they're just placeholders until they'd completed all 128 wheels

    Ah, I forgot to add that the above image is made of screenshots, so they're not at the original resolution, if you see what I mean.
    I'm going to rip them out of the game's RAM today so they can be used to make custom GT2 wheels hopefully.
     
  10. karelpipa

    karelpipa

    Messages:
    1,658
    Location:
    Czech Republic
    My right eyebrow had risen up after seing photo of disc shop. :)
     
  11. FRR35H

    FRR35H

    Messages:
    367
    Location:
    Australia
    Which version is this code for?
     
  12. EncounterGTR

    EncounterGTR

    Messages:
    96
    Location:
    Italy
    Gran Turismo 1 Trial Version (One of Japan Demos)
     
  13. FRR35H

    FRR35H

    Messages:
    367
    Location:
    Australia
    AHA! Got it! Thanks for clearing that up.
     
  14. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    So a long time ago, I started writing down GT1's LM Edition car's default settings, as well as a select few cars (mostly ones appearing in the Megaspeed Cup) in a notebook. That way I could reproduce those cars as hybrids in GT2. I ended up using these for all my GT playthroughs as much as possible, even up to 6. About 3 days ago, I realised while making those Megaspeed hybrid replicas in GT4 (for the second time) that I was missing one car's setings: the JZA70 Supra Turbo R. So I decided thanks to that to start making a complete spreadsheet of every AI opponents and their useful (to me) settings. Yes, that is a proper overreaction.
    And here's the result. I did it for all 3 regions (not counting the different versions of each regions though). Once I can find and get info on what parts each AI has applied at any entry, i'll add that. And I also plan on making detailed entries for every car in the game, in all 3 regions, so that we can once and for all know everything there is to know.

    Download the .xlsx here
    It was made on MS Excel 2010. I can't guarantee the formatting (however simple) will work perfectly on other programs.

    View the spreadsheet on google docs here

     
    Last edited: Aug 15, 2018
  15. karelpipa

    karelpipa

    Messages:
    1,658
    Location:
    Czech Republic
    Love you foir this. How can i save this? :)
    Thank you.
    In what unit is stabilizer? Why some cars have over 100 and some nothing.
    Always wondered why some cars like i.e. Exiv 200GT kept bouncing like crazy and drive very slowly. I always though PD gave them bad suspension settings but for now their settings are not much different against other AI cars.

    Do you know which tyre type they use?
     
  16. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    I updated the post with a download link to the file.
    As for units I entered directly what internal values the game reads so they might be arbitrary. However, from what I could see so far in my step2 project (full car list with their upgrades) Hard Stabilizers default to 100 front and 90 rear. And In-game, all LM Edition cars default at lvl3 front and rear.
    All non-LM opponents have very soft stabilizers it seems, and the 100+ ones are all LM editions, which are always untuned.

    And yeah, I was also surprised tat cars such as the Exiv, RX7 A-spec, Lantis and such didn't have anything special. I guess it's all due to the game's physics.

    What I was suprised most of all, was USA's weight values. I knew that JP had much lighter FF cars, but I didn't think USA had as well. they didn't feel that way at the very least.

    As for tyre type there was a value, but I will not be able to tell what it corresponds to until I finish the step2, as in it, i'm also writing down every part's code. Whenever I'm able to know what tyre type the opponents use, i'll add it to the spreadsheet.

    Also thanks ^^
     
  17. EncounterGTR

    EncounterGTR

    Messages:
    96
    Location:
    Italy
    If you are interested:

    Sunday Cup: Semi-Racing: Soft-Soft
    Clubman Cup: Semi-Racing: Soft-Soft
    Gran Turismo Cup: Racing: Hard-Hard
    Gran Turismo World Cup: Racing: Soft-Soft
    FF Challenge: Semi-Racing: Hard-Hard
    FR Challenge: Semi-Racing: Hard-Hard
    4WD Challenge: Semi-Racing: Hard-Hard
    Lightweight Sports Battle Stage: Semi-Racing: Soft-Soft
    US - Japan Sports Car Championship: Racing: Soft-Soft
    Anglo - Japanese Sports Car Championship: Racing: Soft-Soft
    Anglo - American Sports Car Championship: Racing: Soft-Soft
    Megaspeed Cup: Racing: Soft-Soft
    Grand Valley 300km Endurance Race: Racing: Soft-Soft
    Special Stage Route 11 All-Night Endurance Race I: Racing: Soft-Soft
    Normal Car World Speed Contest: Stock
    Hard-Tuned Car Speed Contest: Racing: Soft-Soft
    Special Stage Route 11 All-Night Endurance Race II: Racing: Soft-Soft
     
  18. karelpipa

    karelpipa

    Messages:
    1,658
    Location:
    Czech Republic
    Thank you. Both of you.

    Looking forward to the spec2 version !
     
    Last edited: May 27, 2018
    submaniac93 likes this.
  19. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    It's gonna take longer than a few days, but i'm slowly making my way through the car list. I'm going into much more details than for the AIs, that's why :p
     
    karelpipa and JakeMR2 like this.
  20. JakeMR2

    JakeMR2

    Messages:
    1,007
    I like it, it's very user friendly. Nice work with it. Never thought something using Google Sheets could look so good.
     
    submaniac93 likes this.
  21. EncounterGTR

    EncounterGTR

    Messages:
    96
    Location:
    Italy
    We know that in GT1 there are some unused tracks:






    I found out (looking inside game files) where these song should be used originally:

    Unknown Track 1 = Quick Menu (I don't know what this "quick menu" is)
    Unknown Track 2 = Goodies (Self-explanatory)
    Unknown Track 3 = Ranking (I think this is when you the see the race results after you finish a race in GT Mode, well it make sense since it's actually muted)
     
    B_rad88! and submaniac93 like this.
  22. Gamerjman19

    Gamerjman19

    Messages:
    27
    quick menu might be the pause menu during a race
     
    karelpipa likes this.
  23. EncounterGTR

    EncounterGTR

    Messages:
    96
    Location:
    Italy
    Inside GAMEMENU.DAT you can found the early name of Grand Valley.

    [​IMG]

    Found by @submaniac93

    Also, it turns out Quick Menu is the Pre/Post Race Arcade Menu (where you can check the car grid, save replay, etc.)
     
    B_rad88! and submaniac93 like this.
  24. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    If you don't mind me doing that, here are all of the beta track icons in one image:
    View full: here

    [​IMG]
     
    B_rad88! and karelpipa like this.
  25. dzajkel

    dzajkel

    Messages:
    39
    Location:
    Poland
    Funny thing is, on the S.S.Route 5 Short icon (aka Clubman Stage R5), it actually shows the last turns before the Start/Finish straight from the Special Stage variation.

    Also, those missing textures on the Autumn Ring and High Speed Ring made me chuckle a bit.
     
  26. Gamerjman19

    Gamerjman19

    Messages:
    27
    These are earlier track designs. There's Playstation ads.
     
    karelpipa likes this.
  27. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    @dzajkel Yeah, also that chicane was a roundabout a this point in time. It sure doesn't look like one now.

    @Gamerjman19 Indeed, so earlier in fact that all of there are already present on the earliest playable demo: GT Test Drive ^^
     
  28. B_rad88!

    B_rad88!

    Messages:
    259
    Location:
    United States
    Good to know the info about them. I already had these sounds when I started picking gt1 apart.


    Ok, I'll be honest, its been several months since I've dug into gt1, mainly because I was learning 3 different ways of modding gt2 car textures.

    Wow! And how did you guys open gt1 .dats? Ive been stuck on a few of them....... and has anyone figured out car.dat file order between all 3 builds?
     
  29. submaniac93

    submaniac93

    Messages:
    954
    Location:
    France
    pez2k was able to write a little program that decompressed the .DAT files. thanks to that and using a few other tools we were able to get GT1's car textures (but no bodies yet), nameplates, and other stuff like these images. Still nothing on the game's actual data however.
    Ever since that, pez has been porting/remaking most/all of GT1's special colored cars for GT2. He'll include them as well as some others in his next patch :D


    EDIT: I've updated the GT1 car data spreadsheet with how it currently looks. I'm progressing slowly because it's actually veeeeery boring to make xD

    So refer to this post above and see the new stuff. I've also updated the xlsx download to the new file (v1.1)
     
    Last edited: Aug 15, 2018
    Crashbroke23 and B_rad88! like this.
  30. Sal_89

    Sal_89

    Messages:
    142
    Location:
    Italy
    This time guys I'm sure at 101% that isn't a repost :D
    I'm fooling around in a website that have some codes for PS1 games, when I found that particular one, I've tested immediately. This code works ONLY for the PAL release and is about to change the language (who have the PAL version will understand me) and you can select also the US language, apparently is the UK language but force the game to load the NTSC-U into the PAL!!! Then you can have Acura cars, Honda with changed nameplates and Dodge version of Vipers and Concept Car. This is an interesting fact... I dunno if is possible to load the NTSC-J into the PAL.

    The code is: US: 3004DDA4 0000
    UK: 0001
    FR: 0002
    GE: 0003
    IT: 0004
    ES: 0005



    EDIT: I've tested this code deeper. The conclusion about Acura/Honda is this: when you buy a car with this code active, in the garage is still displayed the PAL name of the car, but when you buy it in the dealership, shows the USA name. Ah, you can't load the NTSC-J into the PAL
     
    Last edited: Dec 25, 2018