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Gran Turismo 2/Unused Course Assets

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This is a sub-page of Gran Turismo 2.

Courses in Gran Turismo 2 typically make use of three types of assets: track files – containers of course geometry and other properties such as A.I. logic, present in .tro and .trp format in crsobj; skybox files – 3D meshes paired with the tracks in-game, found in .bso and .bsp format in bgsobj; and minimap files – simple .tim graphics stored in crsmap.

Tracks

A small number of files present in crsobj never sees any use in the game, not being made available for use in Arcade Mode or referenced by any GT Mode events/license tests. This section describes each of these courses.

Tracks may be loaded using either their ID (relative to position in crsobj) or hash code (relative to filename) with one of the following GameShark codes:

ID Method
Japan v1.1 North America v1.2 Europe
D002F517 0080
300AF090 00XX
D002F4F7 0080
300AF230 00XX
D00AF25E 0006
300AF260 00XX
Hash Code Method
Japan v1.1 North America v1.2 Europe
801D56FC XXWW
801D56FE ZZYY
801D589C XXWW
801D589E ZZYY
801D58CC XXWW
801D58CE ZZYY

Reverse Courses

Laguna Seca Raceway (lagunareverse)

The sole real-life circuit in Gran Turismo 2, Laguna Seca Raceway was not designed to be driven on backwards. Work on a reverse variant was started, however, being left unused in the game's data in an unfinished state – early assets such as tarmac and sand textures are mixed with newer graphics throughout the track, no mirror LOD mesh exists, only two cinematic camera angles are set for all three laps and no functional A.I. or pit lane logic is present.

Course ID (JP): 29
Course ID (US v1.2/EU): 2B
Hash Code: E9 35 4B 45

Smokey Mountain South (nn_dirt_2_rev)

Of the couple dirt tracks featured in the game, only Smokey Mountain North, Tahiti Dirt Route 3 and Pikes Peak Hill Climb have reverse variants available for use. Smokey Mountain South was meant to join the set, but didn't make the cut despite being essentially finished – it has correct sector markings, functional cinematic replay cameras, basic A.I. lines and even a cleaned up minimap.

Course ID (JP): 34
Course ID (US v1.2/EU): 36
Hash Code: CB 78 EE FC

Test Course (rev_speed)

This unfinished variant of Test Course appears to be based on the Max Speed test version of the track. As such, it lacks some of the eye candy found in the regular version and has an incomplete mirror LOD mesh – the pit lane is non-existent in it as it's inaccessible in the speed test version. Cinematic cameras exist for the first two laps, while the third lap uses the player's default camera choice. A.I. behavior is spotty here – basic pathfinding is implemented, but opponents don't maneuver around each other, typically resulting in long trains. Pit lane logic does not exist.

Course ID (JP): 49
Course ID (US v1.2/EU): 4B
Hash Code: 1C 05 3A 35

Super Speedway (speedreverse)

Reverse Super Speedway seems to be in better aesthetic shape than reverse Test Course, with a proper mirror LOD mesh and complete cinematic camera setup (with a hiccup in lap 1, but still complete), but does not have functional A.I. or pit lane logic implemented. Its starting grid positions are all over the place.

Course ID (JP): 5D
Course ID (US v1.2/EU): 5F
Hash Code: 31 D6 41 D1

License Test Segments

20-Meter Slalom (test_20a)

An early version of the low-speed, 20-meter interval slalom course used in license test IB-6. This version features minimal trackside scenery, along with early start/finish signs and blue/white tire barriers instead of the numbered blue/yellow and red/white pairs seen in the final track. Only two cinematic camera angles are set compared to the final's seven, and it is possible to complete "laps" on it due to odd sector placement after the finish line. It is identical to the used variant layout-wise, as the test's demonstration replay does not go out of sync when loaded using it.

Course ID (JP): 67
Course ID (US v1.2/EU): 69
Hash Code: CE 02 81 35

30-Meter Slalom (test_30a)

In addition to the 20 and 40-meter tests featured in the game, a 30-meter slalom was considered for inclusion at some point, with this course being its sole surviving remnant. Similar to the 20-meter track above, this segment sports minimal trackside scenery and early assets in general, with its start/finish sign and line textures displaying some sort of palette corruption in the highest LOD. It has three camera angles set, with the first one being used twice.

Course ID (JP): 68
Course ID (US v1.2/EU): 6A
Hash Code: CE 12 81 35

40-Meter Slalom (test_40a)

An early rendition of the faster, 40-meter interval slalom course used in license test IB-8. It follows the same pattern as the two tracks above and displays the same differences in comparison to its final counterpart as the 20-meter variant. It features the same three camera angles as test_30a, whereas the final version uses six. Unlike test_20a, the layout here is different enough for the demonstration replay to hit a barrier and fail the test.

Course ID (JP): 6A
Course ID (US v1.2/EU): 6C
Hash Code: CE 22 81 35

Super Fast Corners 2 (test_hs2)

This unused test segment bears the same naming convention as the Eau Rouge lookalike used in license tests IA-2 and IA-10, suggesting it was planned as a secondary "Super Fast Corners" test during development. It shares the same assets and camera angles as the unused slalom courses, including the glitchy textures from test_30a. The four segments are dated just over two months before the latest track files in the initial Japanese release.

Course ID (JP): 6D
Course ID (US v1.2/EU): 6F
Hash Code: 5F 73 84 35

L-Shaped Right Turn (test_l1)

This course appears to be a variant of the cornering test track used in license tests A-5 and A-6, except it's a right turn instead of left – essentially the same layout but backwards. The two courses use different scenery and start/finish signs.

Course ID (JP): 72
Course ID (US v1.2/EU): 74
Hash Code: 8A 12 D6 B4

Other

dart_test2

Perhaps the most famous "hidden track" in the game. This is a short, twisty course with no scenery, A.I. logic, cinematic replay cameras or mirror LOD mesh. It uses an early version of Red Rock Valley's skybox, has linear starting grid positions and has three sector markings placed next to each other at the end of the lap.

This track is a carryover from the demos – which contained several similarly short test courses – being the earliest asset present in crsobj, dated nearly four months before the latest files in JP v1.0. The filename suggests it was once used for testing purposes, but it's unclear what "dart" actually stands for.

Course ID (JP): 1E
Course ID (US v1.2/EU): 20
Hash Code: 8A 1C FE 4E

2P Motor Sports Land (cart2p)

Motor Sports Land is the only course restricted to Time Attack mode in Arcade Mode, with no reverse or two-player variant available for use. Work on a 2P version was started, however, with its only remnant being mostly a duplicate of the regular track – key differences being slightly different tree placement and no mirror LOD mesh.

Course ID (JP): 1A
Course ID (US v1.2/EU): 1B
Hash Code: 09 4D CF 22

laguna2

A second, unused copy of Laguna Seca, dated about a month before the used version. Many assets used in it, including much of the road's surface, have issues with miscolored advertising logos being used as lower LOD textures, often rendering them partially transparent. Other than that, this variant is in decent shape, with mirror LOD mesh, cinematic cameras and functional A.I. being present. Pit lane logic is not implemented at this point.

Course ID (JP): 27
Course ID (US v1.2/EU): 29
Hash Code: 4A FF DA A8

l_20

An invisible, 20-meter slalom course. Collision data exists and, unlike test_20a, differs from the final version layout-wise. No A.I. logic or cinematic cameras are implemented here.

Course ID (JP): 21
Course ID (US v1.2/EU): 23
Hash Code: B0 FC B5 01

bill_checker

Named "billboard-check" in-game, this is a duplicate of spL2, the Red Rock Valley segment used in license test IC-5. It is first found in the original North American release and is absent from both Japanese versions. The filename suggests it was used for testing the game's dynamic billboards feature.

Course ID (US v1.2/EU): 19
Hash Code: 8B 4D 00 12

checker

Named "check" in-game, this is for the most part a duplicate of test_s2, a generic S-turn segment used in license tests A-7, A-8, IB-3 and IB-4. It features different start/finish signs, driving lines and a faulty track chunk loading instruction, resulting in the car seemingly driving in the void as the second cinematic replay camera kicks in.

It has a catch however: the road does not end at the tire barriers. It actually loops back to the beginning of the test area, and with the use of GameShark cheats it is possible to complete laps around this short license course. The unused portion does not have any cinematic cameras or A.I. logic implemented.

Similarly to bill_checker, this track is first found in the second North American release of GT2 and is absent from both Japanese versions. Its filename suggests it was used for testing, but the exact purpose is unknown.

Course ID (US v1.2/EU): 1C
Hash Code: FC CF 92 66

Skyboxes

Skyboxes are paired with tracks via the .crsinfo file, found in the root of GT2.VOL. This allows them to be reused by as many courses as the developers wish, ultimately resulting in 124 tracks sharing as few as 23 pairs of .bso/.bsp files in the initial Japanese release. 34 pairs exist in bgsobj, however, with the remaining 11 going unreferenced by the configuration file.

Grindelwald (grinsky)

GT2-bgsobj-grinsky-bsp.png

GT2-bgsobj-grinsky-InGame1.png
GT2-bgsobj-grinsky-InGame2.pngGT2-bgsobj-grinsky-InGame3.pngGT2-bgsobj-grinsky-InGame4.png
GT2-bgsobj-grinsky-InGame5.png

An alternate skybox intended to be used by Grindelwald, which normally uses noon. The textures cover the entire sky, being something that could easily distract the player, and the mesh itself appears to be smaller than the others.

This skybox is a carryover from the third known demo build, where it also is unused.

Skybox ID: 06

Indi (indisky)

GT2-indisky bsp.png

GT2-bgsobj-indisky-InGame1.png
GT2-bgsobj-indisky-InGame2.pngGT2-bgsobj-indisky-InGame3.pngGT2-bgsobj-indisky-InGame4.png
GT2-bgsobj-indisky-InGame5.png

A night skybox, originally used by the Indianapolis Motor Speedway clone first found in the second demo. While the course itself was deleted at some point after the demos, this pair of .bso/.bsp files survived as its sole unused remnant.

Skybox ID: 08

Rome Short (roma_sh_sky/roma_sh)

GT2-bgsobj-roma sh-bsp.png

GT2-bgsobj-roma_sh_sky-InGame1.png
GT2-bgsobj-roma sh sky-InGame2.pngGT2-bgsobj-roma sh sky-InGame3.pngGT2-bgsobj-roma sh sky-InGame4.png
GT2-bgsobj-roma_sh_sky-InGame5.png

GT2-bgsobj-roma_sh-InGame1.png
GT2-bgsobj-roma sh-InGame2.pngGT2-bgsobj-roma sh-InGame3.pngGT2-bgsobj-roma sh-InGame4.png
GT2-bgsobj-roma_sh-InGame5.png

A pair of skyboxes intended for Rome Short, notably set at dusk. Judging by the timestamps, roma_sh_sky is the original filename used by the developers before roma_sh was adopted, but for unknown reasons the older version simply remains unused instead of being deleted.

Carryover from the second demo, where roma_sh is used by Rome Short and the older version is unused. The final game uses roma_sky instead, the regular Rome Circuit sunny skybox.

Skybox IDs: 11 and 10

Rome-Night (romadsky)

GT2-bgsobj-romadsky-bsp.png
GT2-bgsobj-romadsky-InGame1.png
GT2-bgsobj-romadsky-InGame2.pngGT2-bgsobj-romadsky-InGame3.pngGT2-bgsobj-romadsky-InGame4.png
GT2-bgsobj-romadsky-InGame5.png

Another night skybox, this time intended for Rome-Night. In a situation similar to Rome Short, romadsky appears to be the original filename used by the developers, who later renamed it romadark_sky and left the original files unused.

Also a carryover from the second demo, where it is completely unused in favor of the newer pair of files.

Skybox ID: 14

Seattle Circuit/Seattle Short

A set of four skyboxes, intended for Seattle Circuit and its short layout. Like the Rome tracks, Seattle has a history of skyboxes being renamed and older versions being left behind, but apparently with double the frequency.

sea_hare

GT2-bgsobj-sea hare-bsp.png

GT2-bgsobj-sea_hare-InGame1.png
GT2-bgsobj-sea hare-InGame2.pngGT2-bgsobj-sea hare-InGame3.pngGT2-bgsobj-sea hare-InGame4.png
GT2-bgsobj-sea_hare-InGame5.png

sea_hare is the oldest of the bunch, first appearing in the earliest available demo build, where it is used by Seattle Circuit.

Skybox ID: 19

sea_ha_b

GT2-bgsobj-sea ha b-bsp.png

GT2-bgsobj-sea_ha_b-InGame1.png
GT2-bgsobj-sea ha b-InGame2.pngGT2-bgsobj-sea ha b-InGame3.pngGT2-bgsobj-sea hare-InGame4.png
GT2-bgsobj-sea_hare-InGame5.png

Shortly afterwards, sea_ha_b was conceived and presumably used, before being superseded by sea_ha_c, which is first found and used in the second demo.

Skybox ID: 15

sea_ha_c

GT2-bgsobj-sea ha c-bsp.png

GT2-bgsobj-sea_ha_c-InGame1.png
GT2-bgsobj-sea ha c-InGame2.pngGT2-bgsobj-sea ha c-InGame3.pngGT2-bgsobj-sea ha c-InGame4.png
GT2-bgsobj-sea_ha_c-InGame5.png

This variant survived the longest, still being in use without changes in the third and fourth demos, before losing the crown to sea_ha_d at some point.

Skybox ID: 16

sea_ha_d

GT2-bgsobj-sea ha d-bsp.png

GT2-bgsobj-sea_ha_d-InGame1.png
GT2-bgsobj-sea ha d-InGame2.pngGT2-bgsobj-sea ha d-InGame3.pngGT2-bgsobj-sea ha d-InGame4.png
GT2-bgsobj-sea_ha_d-InGame5.png

This version does not appear in any of the demos, being left unused in favor of sea_ha_e, which is used in the final game by Seattle Circuit and Seattle Short.

Skybox ID: 17

High Speed Ring (tl_sky2g)

GT2-bgsobj-tl sky2g-bsp.png

GT2-bgsobj-tl_sky2g-InGame1.png
GT2-bgsobj-tl sky2g-InGame2.pngGT2-bgsobj-tl sky2g-InGame3.pngGT2-bgsobj-tl sky2g-InGame4.png
GT2-bgsobj-tl_sky2g-InGame5.png

A dawn skybox, notably one found in an early demo version of the original Gran Turismo and in select license test segments of that game. This skybox is most commonly associated with High Speed Ring, being used for that course's Arcade Mode preview video.

This box is first found in the earliest demo build, being unused there and in all subsequent playable versions of the game despite being modified at least once after the demos.

Skybox ID: 1E

Red Rock Valley (tl_skyG2)

GT2-bgsobj-tl skyG2-bsp.png
GT2-bgsobj-tl_skyG2-InGame1.png
GT2-bgsobj-tl skyG2-InGame2.pngGT2-bgsobj-tl skyG2-InGame3.pngGT2-bgsobj-tl skyG2-InGame4.png
GT2-bgsobj-tl_skyG2-InGame5.png

An early Red Rock Valley skybox, left unused in favor of cloudtest. It appears to be a rename of tl_skyG, which was indeed used by Red Rock in the earliest demo build before being relegated to serving as the skybox of the equally unused dart_test2 course.

Carryover from the second demo.

Skybox ID: 21

Minimaps

Unlike skyboxes, minimaps in Gran Turismo 2 are paired with tracks by their filename, as the game looks for a compressed .tim file with the same name as the loaded .tro/.trp pair. If it fails to get a match, it falls back to the first graphic in the crsmap directory: 2p_autumn, which belongs to the two-player version of Autumn Ring.

crsmap contains files for the various license test tracks, but those go unseen as the map isn't displayed during tests earlier than the Super License (which only uses regular courses). Although most tests take place in "track sections" bookended by tire barriers, many of their minimaps are crudely drawn to form a complete lap.