Folder/File Structure
GT4 Folder Structure¶
Volume Contents¶
.
├─ advertise/ # Boot/Advertisement textures
│ └─ ..
│
├─ cameras/ # Not used
│ ├─ attach.cam
│ ├─ replay.cam
│ └─ start.cam
│
│ car/
│ ├─ lod/ # LOD Models for each car
│ │ ├─ <model_code> - Model file. #(1)!
│ │ └─ <model_code>.pat - Color Patch
│ │
│ ├─ menu/ # Menu models for each car
│ │ └─ ..
│ │
│ └─ open/ # Open models for open cars
│ └─ ..
│
├─ carsound/ # All car sounds (engine, turbo, horns, start). #(2)!
│ ├─ engine/ # Engine sounds
│ ├─ normal0/ # Cars with no turbo, for the stock level exhaust (non#turbo includes supercharged and electric vehicles)
│ ├─ normal1/ # For the sport level exhaust
│ ├─ normal2/ # For the semi racing level exhaust
│ ├─ normal3/ # For the racing level exhaust
│ ├─ turbo0/ # Turbocharged cars, for the stock level exhaust
│ ├─ turbo1/ # For the sport level exhaust
│ ├─ turbo2/ # For the semi racing level exhaust
│ └─ turbo3/ # For the racing level exhaust
│
├─ character/ # Contains the driver models
│ ├─ [undocumented models]
│ └─ driver.bin # 'ParameterBin'
│
├─ config/ # Configs are adhoc boot scripts
│ └─ config-<branch>.adc # The one that is booted depends on the current branch
│
├─ crs/ # Course files
│ ├─ <course_label>/ # (3)!
│ ├─ <course_label>.ad # Autodrive file, for AI
│ └─ ..
│
├─ description/ # Car descriptions
│ └─ <region>/
│ └─ <region>_<branch>_<language>_description.rt2 # Localization file
│
├─ dnas/ # GT4 Online
│ └─ auth_<dnas_code>_<branch>.dat # PS2 DNAS authentication file (auth_data) (dnas_code depends on MSystem::GetDnasCode())
│ # Passphrase is at network/DnasRoot.ad, GetPassPhrase(code, ver)
│
├─ eyetoy/
│ └─ gtshirt.bin # GTSH header containing the nike shirt pattern for detection & car unlock
│
├─ fep/ # Front-End Processor, used only in japanese builds
│ │ # May be related:
│ │ # https://en.wikipedia.org/wiki/Wnn
│ │ # https://socialsolution.omron.com/software/en/products/product_text/iwnn/
│ └─ ...
│
├─ font/ # Game fonts, loaded at boot before adhoc
│ ├─ *.kf # Kanji fonts
│ ├─ *.fnt # Regular fonts
│ └─ jis2uni.dat # Unknown
│
│
├─ icon/ # Save game icons
│ └─ ..
│
├─ menu/ # Strobe files, Motion sets, some leftover GT3 menu files
│ └─ [undocumented]
│
├─ mpeg/ # Movies/Videos
│ └─ main/
│ ├─ .pss # PS2 Interlaced videos
│ └─ .ipic # Sony format, represents videos (usually the first frame of the other videos is stored)
│
├─ narration/
│ └─ <region>
│ └─ narration.inf # Narration file
│
├─ photo/ # Sample photos from photo mode
|
├─ piece/ # Most game images, some models.
│
├─ pit/ # "Concourse/ScenePack" files
│
├─ printer/ # Watermark images for printing (.tga)
│
├─ projects/ # All game menus.
│
├─ race/ # Various race-related files & models (.bin files appear not to be used)
│
├─ race_display/ # Race display textures
│ └─ <code> # 'gt4' or 'tt'
│ └─ <locale>
│ └─ display.gpb # Container for race display UI textures
│
├─ replay/ # Replay files for Demonstrations - in memory card format
├─ license # License demonstrations - note that 'tw' locale is remapped to 'jp'
│ └─ <event_name> # Common game text
│
├─ rtext/ # All localized game text (not car descriptions)
│ ├─ common # Common game text
│ └─ manual # Text for the manual menu
│
├─ script/ # Adhoc scripts.
│ ├─ primitive/
│ │ └─ ... # Script & widget file for each widget defining a primitive
│ ├─ MenuClassDefine.adc
│ └─ Prototypes.mwidget
│
├─ sound_gt/ # All game sounds
│ ├─ ads/ # BGM Music
│ │ └─ <region>/
│ │ ├─ ads.inf # 'MusicInf' file, registers all bgm in the game
│ │ ├─ *.ads # Sony ADS sounds, made with ps2str. Can be played with vgmstream
│ │ └─ *.adm # ADS Markers
│ │
│ ├─ sound/ # Sound Effects
│ │ ├─ *.ins # Sequenced Instrument (INST)
│ │ ├─ se.inf # Sound Effect Library/Info (GTSE)
│ │ ├─ sdvol.dat # Sound Volumes (SDVL)
│ │ ├─ vcse.dat # Related to LG Sound/lgaud.irx, third party library, Star Wars Battlefront II also appears to use it
│ │ └─ roadnoiz.es # Road Noises (ENGN header, read nearly the same as INST)
│ │
│ └─ spu/ # Sequenced Audio / MIDIs
│ └─ <region>/
│ ├─ *.ins/*.sqt # Sequences & Instruments
│ └─ mid.inf # Midi Library/Info
│
├─ specdb/ # Car specification databases.
│ └─ <SpecDB Name>
│ ├─ CARS/ # File for each car, linking all the parts available for it
│ │ └─ <TABLE_ID/ROW_ID> # One car, 00000000 = Table ID of GENERIC_CAR, 00000436 = Row ID 0x436
│ │
│ ├─ RACE/ # File for each race, linking all the opponents in it
│ │ └─ <TABLE_ID/ROW_ID> # One car, 00000023 = Table ID of RACE, 00000A02 = Row ID 0xA02
│ │
│ ├─ *.dbt # Database Table
│ ├─ *.idi # Label Information
│ ├─ *.sdb # String Table
│ └─ DISABLED_INFO # Disabled cars, normally empty
│
├─ text/ # Unknown (unused or leftover?)
│ └─ realtime.dat
│
├─ tire/ # Tire models
│ ├─ lod/ # Tire models for race
│ └─ menu/ # High quality models for menus
│
├─ usedcar/ # Used-Car dealership listings as adhoc scripts (auto-generated)
│ └─ <region>_used<4 digit week>.adc
│
│ wheel/ # Wheel models
│ ├─ lod/ # Wheel models for race
│ └─ menu/ # High quality models for menus
│
└─ wing/ # Wing models
├─ lod/ # Wing models for race
└─ menu/ # High quality models for menus
- This depends on the VARIATION table.
- All IDs depend on soundNum values from the ENGINE table.
- From the COURSE table
Last update:
September 22, 2023
Created: September 22, 2023
Created: September 22, 2023