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Katie Cookie

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Posts posted by Katie Cookie

  1. Remastered Controls Gran Turismo PSP

    Demo: https://streamable.com/0x3092

    Source: https://github.com/Kethen/RemasteredControls_GTpsp

    Remastered Controls for GTpsp

    • override internal steering deadzone for fine steering
    • inject vector throttle and brake values for a better RWD experience



    • on ppsspp, throttle is bound to right stick left, brake is bound to right stick down, remap right stick left and down in ppsspp accordingly to your desired throttle and brake control
      • a patched windows ppsspp is provided at the moment to remove hardcoded xinput trigger deadzones, hrydgard/ppsspp#18404
    • camera rotation on bumper and cockpit view can additionally be enabled on ppsspp by creating ms0:/PSP/GTRemastered_camera_controls.txt
      • binds to left stick up and down when enabled, remap ppsspp left stick up and down to your desired camera control buttons accordingly
    • on vita (when supported), throttle is bound to right stick up, brake is bound to right stick down


    • EU v2.00 (UCES01245 2.00)
    • US v2.00 (UCUS98632 2.00)
    • JP v1.01 (UCJS10100 1.01)
    • ASIA v1.00 (UCAS40265 1.00)

    FOV and misc CWCheat codes


    Hooking references



    • finish real HW hooking when I have a psp again


  2. With the help of ghidra and x86dbg, I think I found a modifier on the game exe for changing non-hardcore vehicle gravity

    While the game exe is sadly stripped of symbols, by searching for "gravity" strings, there exists a "Gravity Coef" string, around where the game seems to set boundries for car handling during game start such as "Gravity Height Max", for the non hardcore car physics engine

    The "Gravity Coef" is taken from a static variable, and that static variable is set from a 4 byte floating point constant at 0x00f8a21c (memory address in ghidra, on a drm-less 1.66a exe)

    Patching that constant before it is used can effect car gravity when a wheel is lifted off the ground; the current value is 1.0, setting it to 0.0 leads to what it seems to be pretty reasonable gravity instead of having artificial down force pushing the car back to the floor, -10.0 sends the car upward which then respawns on the ground

    It might be possible to change that with cheat engine as well, I'm not familiar with cheat engine however but it has to be set very early on during game initialization, before the value is set to car handling (that happens even before the game window is shown)

    I'll play with that a little bit in a few races then maybe post a non-hardcore gravity patched exe

    Edit: Gravity patching tool can now be found at, a list of related memory offset can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/memory_offsets.md


  3. On 3/14/2023 at 5:36 AM, Ghostddd said:

    Hi there, im new around here and i got the PP launcher in the same directory as TDU, the problem is, its not hooking properly. I dont see 0.03A but the 2.00 patch.

    I am running on linux, with wine. If someone can help that would be great. Thanks

    Make sure to load native d3d9.dll on wine
    Either create a new d3d9.dll override and set it to native in winecfg, or

    $ WINEPREFIX=<wine prefix path> wine reg add 'HKEY_CURRENT_USER\Software\Wine\DllOverrides' /v d3d9 /d native /f

    As long as 32 bit dxvk d3d9.dll is installed in <wine win32 prefix>/drive_c/windows/system32 or <wine win64 prefix>/drive_c/windows/syswow64, dxvk will also work

    With the dll override it'll hook just fine with the 1.66a exe (I don't think it works with the initial release exe), you probably also need the following to add d3dx9_<x> dlls to your prefix for the mod

    $ WINEPREFIX=<wine prefix path> winetricks -f d3dx9


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