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Gran Turismo 5/Scripts and Functions

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This is a sub-page of Gran Turismo 5.


To do:
This is also present in Gran Turismo 5 Time Trial Challenge as well as GT5 Demo 2010, so differences between builds should also be noted.


By changing the game mode parameter of an event to RACE_EDIT, the game will then load into this screen. This is a fully-featured in-game race event editing utility that might have been used by the developers to create some of the game's events, such as license tests. While some functionality causes the game to soft-lock in an idle state, most of the features still work. The user can completely customize the event, from the event's type, settings, regulations, vehicles that the player or the AI opponents will use, the course used and props to be placed on it, to many other configurable settings. This utility showcases that the game is capable of much more gameplay features than what the in-game events utilize.

Main Screen

There is quite a lot of configurable options to select from, with many of them having their own pop-up dialog box with even more configurable options. The main screen has a few buttons that don't have a sub-section.

  • The Race Settings category deals with parameters that control the gameplay of an event.
  • The Course Settings category is for changing the course used for the event as well as a few other settings that can be configured for the course.
  • The Car Settings category is used for selecting and configuring the player's vehicle and their Driving Options when on the course. Quick Tune doesn't appear to work; selecting it plays an error sound and doesn't open anything.
  • The Entry List lists the vehicles that will be entered into the event.
  • The Course tab changes the in-game display to the pre-race camera points defined by the course's .cam file.
  • The Cone tab allows the user to select from many different "gadgets" and place them on the course; explained a bit more in detail in its own section.
  • The Vcoord tab allows the user to move the camera around the course's velocity coordinates throughout the entire course's collision mesh as defined by the course's .rwy file.
  • The Edit Mode drop-down selection box changes the intended editing mode for the event, such as for license tests, single races, the unused mission races, or by default, configuration for all event modes.
  • While the function of PSP MODE is unknown, toggling it seems to cause a noticeable delay in the game before returning input to the user. Perhaps the PSP was used in conjunction with this utility.

Event Mode


This sub-section configures what mode of gameplay the event uses, as well as any target values or conditions the player is required to achieve if necessary.

  • Event Title names the event; for most in-game events, the title uses a hexadecimal translation keycode that refers to a specific reference point in a designated .rt2 file.
  • The same as above applies for Explanation (Translation Key).
  • The Narration ID uses an integer to refer to a specific audio file to playback when the player views a demonstration of the event; this is used in some of the game's Special Events and all License Tests.
  • Game Mode defines the type of gameplay that the player will partake in; such values include Event Race, Time Trial, Free Run, License, Online Room, and even this utility itself, Edit Race, among many others.
  • Evaluation Type determines the conditions that the player must meet in order to pass the event or win a certain prize, such as a specific position to finish a race in or a specific time to beat.
  • Finish Conditions configure how the event ends, such as the vehicle coming to a complete stop or reaching a specific location on the course.
  • There are various parameters that the user can toggle which can trigger the event to fail, such as hitting a "gadget" (cones for example), making even the slightest contact with another vehicle or wall, going off the course, or crashing heavily into another vehicle or wall.

Event Settings


This sub-section configures many variables that the event uses, primarily affecting the length, difficulty, variety and many other elements that the player will experience in a given event or race.

  • Race Type determines the type of race that takes place in the event, such as a Competition between other vehicles, a Time Trial, a Drift Attack challenge, or if the event is defined as an automated Demo.
  • Start Type determines how the vehicles will start the race or event, such as a Grid start from the starting line, a Rolling Start just before it, a Pit Start that has the vehicles exit the pit lane first before driving on the course itself, a Free start that gives the player and all other opponents immediate control of their vehicle on the course as soon as the event loads, and many other types.
  • The Finish Conditions configure what triggers the event to finish, such as running a number of laps on the course, a specific period of time (in minutes) has passed, or None, which makes the event endless, along with an Other option where the developers would have defined a specific script.
  • The Finish Type determines how the finish conditions are triggered, such as if a specific Target is met or is triggered by the Fastest Car on the course.
  • The user can configure the Number of Laps, the Pre-Start Countdown before the event begins (in seconds), and if there is any Time after finishing the event for other vehicles to finish once the finish conditions have been met.
  • Collision during the event is configurable, as well as Oil Breakdown & Tire Wear, which refers to tire wear as well as oil degradation and fuel consumption, and a Penalty Level to be inflicted upon the player should they perform a negative action during the event, such as hitting a wall or taking a shortcut.
  • If the event has AI-controlled opponents on the course, the AI_SKILL determines how well these opponents will drive on the course, as well as configurable values for AI_SKILL_BREAKING which determines how intelligent the usage of the brakes the opponents will be (such as braking too early, too late, or optimally), and AI_SKILL_CORNARING which determines how the opponents will encounter and attack corners (such as too deep inside, too far outside, or optimally taking the racing line).
  • Sort Grid will sort the event's entries By Points, Reverse Points Grid, Fastest First, Fastest Last, or None.
  • Parameters for applying a boost effect for vehicles are configurable; BOOST_FRONT_RATE, BOOST_FRONT_START and BOOST_FRONT_LIMIT are used for applying a positive boost (makes the vehicle go faster), or negative boost (slows the vehicle down) when a vehicle is in front of the grid; likewise, BOOST_REAR_RATE, BOOST_REAR_START, and BOOST_REAR_LIMIT are used for applying a positive or negative boost when a vehicle is falling behind.
  • The user can configure if the course will experience weather effects with the Weather Change Enabled and Weather Parameters settings, as well as the wetness of the course's road surface with the Track Wetness setting.
  • Date/Time Settings allows the user to enter a date, in the "yyyy/mm/dd hr:mm:ss" format, used for timestamping or logging when an event was created.



This sub-section configures many variables, restrictions and regulations that the event uses to restrict the selection of vehicles permitted to enter the event.

  • Driving aids, such as Skid Recovery Force, Driving Line, Active Steering, and Stability Management can be configured to be restricted, allowed, or forced to be used for the event. A particular Transmission can be forced for the player to use (such as forcing the player to drive Manual) or allow the player to select.
  • The event can force the player's vehicle to use a specific type of Front Tires or Rear Tires. The event can also restrict the type of or maximum grade of Tires that the player's vehicle can equip for the event. It is worth noting that the unused Sports: Super Soft and Racing: Super Soft tires are selectable from this setting.
  • Traction Control and ABS can be configured as well. They can be forced on to a specific setting, allowed, or restricted for the event.
  • The PP Limit restricts the permitted entry of vehicles by their Performance Points (PP). It is configurable from -1 (disabled) to 1000 in increments of one.


This section is used to configure any rewards that the player receives for finishing the event, such as Credits and Experience Points, but it doesn't appear to work. Selecting it plays an error sound and doesn't open anything.

Cone tab


This tab allows the user to place "gadgets" on the course. "Gadgets" are how the developers define objects that interact with the game's physics model, such as traffic cones, pylons, barriers, tire stacks, and others. Gadgets are often placed during License Tests and Special Events, and with the appropriate configuration of the event, they are used as obstacles that the player must avoid or else they will fail the event. Gadgets that have been placed on the course are stored in the event's configuration as XYZ coordinates. It is worth noting that not all courses can have gadgets placed on them; a particular course must have gadgets defined in their course files in able for them to be spawned, so a course like the Eiger Norwand Short Course, which doesn't have any gadgets defined for the course, cannot have gadgets placed on it.

Also, the gadget as shown in the screenshot here for the Tokyo R246 course, named "saikoro", is a hidden gadget that is not placed anywhere on the course normally; it is a simple square object with a crudely implemented texture of a traditional six-sided die.

Course Settings


This category allows the user to change the course used for the event, as well as other settings related to the course.

  • If the current course being used for the event has the appropriate course map asset, it will be displayed here. The red guide blip, which is supposed to trace the course map when adjusting the Vcoord setting, does not do so, and is instead static, not being placed on the course map at all.
  • The user can change the course by selecting Course Change, which querys a list of all the game's available courses to select from. Selecting a new course will load it into the game, also despawning any vehicles that are on the course.
  • Config allows the user to configure a few additional settings. Finish Coordinates determines a Vcoord value that a vehicle intercepts to finish the event, with the Finish Width setting determining the size of the finish trigger gate.
  • There is a Layout Number setting that can be configured from 0 to 5, but the function of this setting is unknown.
  • Gadgets allows the user to clear the course of all placed gadgets in the event.

Car Settings


This category, located right in the center of the screen, deals with configuring vehicles that will be used in the event.

  • Garage allows the user to select any vehicle that is in the game. It is worth noting that the list has manufacturers from Gran Turismo 4 and Tourist Trophy, including Vemac, which was a hidden manufacturer in GT4, as well as the complete list of manufacturers from TT. All manufacturers are queried from the TUNER table of the game's database; this list has essentially been the same since Gran Turismo HD Concept except with all of the new additions. However, a manufacturer must have vehicles registered to it in the game's databases in order to select a vehicle from this list, so any hidden or unused manufacturers in the game do not have any vehicles assigned to them. After selecting a vehicle, its statistics are displayed at the bottom of the panel, as well as if the currently selected vehicle is permitted entry into the event with the event's currently configured parameters.
  • Driving Options is self-explanatory; selecting it will bring up the Driving Options window so the player can configure them as necessary when driving/testing the event. Any restrictions and regulations defined by the event's currently configured parameters will also take effect here, disabling or restricting some options from being selected.
  • Quick Tune is a carryover from Gran Turismo 5 Prologue, which allows the player to make quick adjustments to a vehicle's power and weight. However, it appears to be broken here, as selecting it doesn't appear to do anything.

Entry List


The Entry List displays the vehicles that will be entering the event. The vehicle that the player will use can be configured by selecting it from the list. Any other vehicle that is not configured to be the player's will be automatically configured as an AI-controlled opponent. Selecting the sliding-numeral adjuster on the bottom right of the panel controls the current number of entries in the event, however the game will de-load the course if this number is adjusted at any time while using the utility, and will cause the game to soft-lock.

Selecting an entry from the list will bring up the entry sub-menu with some configurable settings:

  • car select will allow the user to change the entry's vehicle to any vehicle in the game. As aforementioned in the Car Settings category above, there are unused manufacturers here, and a manufacturer must have vehicles registered to it in the game's databases in order to select a vehicle from the list, so any hidden or unused manufacturers in the game do not have any vehicles assigned to them.
  • color changes the color of the entry's vehicle. The colors are limited to what the vehicle is normally available in.
  • start position v configures the Vcoord value of where the entry's vehicle will be placed on the course when the event starts.
  • start speed configures the launch speed of the entry's vehicle in kilometers per hour (Km/h) and is configurable from -1 (disabled) to 500Km/h.
  • start type will adjust how the entry's vehicle will begin the event. It is the same as the "Start Type" setting above in the "Event Settings" sub-section of Race Settings, but this setting uses internal names for the values.
  • class determines the class of the entry's vehicle. This is assumed to be the vehicle's classification of "Normal", "Race", or "Tuned" car, but could be entirely something different, such as multi-class racing during an event.

Selecting the Start Setting button brings up another sub-menu:

  • reset start pos will reset the starting Vcoords for all entries in the list.
  • copy start vel will copy the selected entry's starting speed value and apply it to all entries.
  • There are offset options which will adjust the Vcoord value by the option selected in Meters calculated from the current Vcoord value of the entry on the course.

Data Management

When the user is done configuring an event, there are buttons on the bottom-right of the screen for loading and saving files. Loading data doesn't work, unfortunately, as the function is broken here. This is because the script for RACE_EDIT mode is written to look for a development-related node in the save data, race_edit_dir, however this node is missing/not created with normal save data.

(Source: Nenkai)

Despite not being able to load data, it's still possible to save data. When prompted to save an event for the first time, the default save path is "/app_home/home/svnwork-textdata/mtarget-gt5/textdata/gt5/license/" and the default filename is the name of the PS3 local user account that is running the game followed by four digits. The default save path was from a network-mapped location used by the developers, so it obviously cannot be used. Instead, any of the following paths below (which are mostly PS3 system variables) work for saving event data:

  • /APP_DATA/ - Saves the file into the game's data installation directory (the USRDIR folder inside the productcode folder).
  • /APP_DATA_RAW/ - Same as above except the file is not encrypted when written.
  • /APP_CACHE/ - Saves the file into the PS3's cache partition, dev_hdd1; the cache partition is formatted and unmounted when the game session ends.
  • /APP_CACHE_RAW/ - Same as above except the file is not encrypted when written.
  • /APP_USB/ - Saves the file onto the first-available USB mass storage device ({{hex|dev_usb001) is used first but if not present, the file will save onto any connected USB device); the file is not encrypted when written.
  • /APP_CONTENT/ - Saves the file into the game's root folder (the productcode folder).
  • /APP_MS/ - Saves the file onto a Sony Memory Stick/PRO/Duo memory card connected into the PS3's card reader; this will only work on PS3 models with the card reader built in.

Debug Menu


When the game is running in QA Mode, pressing the Select button while in the Top Menu will bring up a Debug Menu. This menu is loaded with all sorts of functionality and was used by the developers for quick access to a lot of objects and items without having to play the game in order to obtain them in a desirable quantity, such as freely adjusting the player's Credits and levels, adding specific cars in specific colors to the player's Garage, obtaining items and much more.

Function Overview

Below is a list of all functions that this menu has as of the latest version of the game:

  • The first option is a button that brings up a PS3 system prompt to Remove Save Data.
  • Below that is the Display Language drop-down menu, which allows the player to select the language that the game will be displayed in regardless of what region the game is.
  • Debug Game Text will toggle debugging information related to text strings that are displayed in the game.
  • Present on Version 2.16 and newer is a tickbox for Final Patch Online Function Enable. Its function is unknown.
  • The DLC button allows for the management of downloadable content for the player's save data. This section allows one to add and remove DLC cars, courses and other items such as outfit items and paint chips at will. The DLC is divided into their own categories which are named after the version that the content was added in.
  • Downloadable content that is added with this menu can also be temporarily activated for the next session with the Activate upon next boot (for event use) button.
  • Any information concerning downloadable content that was written to the save data that could interfere with rights information pertaining to it, or just needs to be removed, can be cleared with the Reset DLC Info button.
  • Next on the menu are buttons that lead to sub-menus which are named after specific game versions, such as Patch 2.10 for example. These sub-menus allow one to add cars that were either added or "fixed" in these versions.
  • Patch 2.06 has a GTAcademy Present Car Ticket button that will add Gift Car Coupons of all the vehicles that were featured in GT Academy 2012 to the player's inventory. Also present is a GT Academy 2012 Official Outfit button that adds the driver outfit used from the aforementioned title into the player's inventory.
  • Next up is the Add All Cars to Garage button with four tickboxes: P' (Premium vehicles), S (Standard vehicles), V (Voucher vehicles that can only be redeemed as DLC, such as pre-order bonuses), and 2 (Vehicles introduced in the Spec 2.0 Update). Ticking any of the boxes then pressing the button will give the player any vehicles that are in the respective classifications.
  • The Details button will open the Garage Details sub-menu, which is a very handy function that allows the user to instantly add any vehicle in the game to their Garage. It allows for precise filtering, such as if a vehicle is a Premium or Standard model, if it is from a specific make, down to a specific model from a make and finally what color of its available selection should be added; instead of having to use a vehicle's available selection of colors, a specific paint color can also be specified from any of the thousands of colors in the game so long as the Paint ID option is selected and its appropriate color code is entered in.
  • The Reset Garage button will completely clear the user's Garage of all vehicles.
  • The Add Cars that Meet Special Conditions button, when pressed, will add a specific list of vehicles to the player's Garage that have special properties about them; the game defines these as "strange cars". The list of vehicles that are added with this function is below:
  • Ferrari F10 '10
  • Gran Turismo PDI RACING KART 100
  • Jay Leno Tank Car '03
  • Ferrari F2007
  • Cadillac CIEN Concept '02
  • Audi A4 Touring Car '04
  • Art Morrison Corvette'60
  • Audi TT Coupe 3.2 quattro '07
  • Nissan GT-R '07
  • Mercedes-Benz SLR McLaren (19inch Wheel Option) '09
  • Chevrolet Camaro SS '10
  • Chevrolet Camaro SS RM '10
  • Pressing the Unlock All Courses button does exactly as it says on the tin; all courses will instantly become available.
  • The Add all sequences to main menu button, when pressed, will add all scenes to the playback list for the top menu instead of the scenes getting unlocked as the player progresses through the game.
  • The Make All Photo Travel Locations Available is also self-explanatory; all Photo Travel locations will become available instead of having to progress through the game to unlock them all.
  • Make All Special Events Available will make the Red Bull X Challenge available to play even if it has not been unlocked yet by the player reaching Level 30.
  • The Credits slider will adjust the player's Credits balance from 0 to a maximum of 30 million (which is above the game's coded-in limit!) in increments of 300,000.
  • The next four sliders are for A-Spec Level, A-Spec Experience, B-Spec Level and B-Spec Experience.
  • The Level sliders adjust the player's level from 0 to the cap level of 40 in increments of one.
  • The experience sliders adjust the player's experience points for their current levels; the increments for these sliders are the level's maximum experience points required to level up, minus one, but then divided by 50 and rounded up to the nearest whole number.
  • For example, if the player was Level 15, then 20,251 experience points are required to level up. Divide that number by 50 and round to the nearest whole number will be 405.02; rounded up to the nearest whole number, this would be 405, therefore it will adjust experience points in increments of 405 points per unit adjust on the slider. As aforementioned, it's the total number of points required to level up minus one, so the maximum experience points that can be adjusted for Level 15 is 20,250 points.
  • The Add All Tuning Parts button will add one of each of the tuning parts that can be installed on vehicles to the player's inventory.
  • The Add All Paint Items button will add one of each of the obtainable paint color chips to the player's inventory.
  • The Add All Horn Items button will add one of each of the obtainable horns that can be installed on vehicles to the player's inventory.
  • The Add All Gift Car Coupons button will add one of each Gift Car Coupon that can be obtained when playing the game (but also includes some unused ones) to the player's inventory.
  • The next two buttons, Add Outfit Items One by One and Add Outfit Items All at Once, are similar in function but different in operation:
  • Pressing the Add Outfit Items One by One button will add one random color of all variants of outfit items, including special helmets and suits that don't have color variations to the player's inventory.
  • Pressing the Add Outfit Items All at Once button will add one of all colors of all variants of the outfit items in the game, including special suits and helmets, to the player's inventory.
  • Pressing the Get one of all Museum Cards. button does exactly as it says on the tin; one randomly selected Museum card will be added to the player's inventory until all cards have been collected. This function no longer works as intended, however, as it relies on fetching information from the game's online services which are no longer operational.
  • The next two tickboxes, Signature Edition and LabelMagazine, write entitlement nodes to the player's save data of the appropriate tickbox that has been ticked when the Debug Menu is closed with the OK button. While the former entitlement node is obvious, since it pertains to the limited Signature Edition of the game, the latter entitlement node is unknown. No additional content that required any of these entitlements was ever made nonetheless.
  • Pressing the Top Scene Debug button writes a special node to the savedata. It is unknown what this node is used for.
  • The Bonus Items Earned from Previous Logins slider adjusts the number of items to award the player for logging into the online services for the day. The default value is five and can be adjusted from five to nine in increments of one. No longer relevant due to the closure of the online services.
  • The Adjust Latest Login Date slider adjusts how many days it has been since the player has last logged into the online services. The default value is zero and can be adjusted from -5 to one in increments of one. No longer relevant due to the closure of the online services.
  • Pressing the ItemBox All Delete button will clear the player's entire inventory of all items of all types.
  • Pressing the Special Ticket Add button adds one of each Special Coupon item to the player's inventory. These items include Car Refresh Coupons, Free Body Refresh Coupons, Free Oil Change Coupons, Free Car Wash Coupons, and Free Engine Overhaul Coupons.
  • Pressing the Asian Championship button will add a selection of vehicles that was used in the 2012 Gran Turismo 5 Asian Championship to the player's Garage:
  • Nissan 370Z (GT Academy Version) '08
  • Nissan SILVIA spec-R AERO (GT Academy Version) '02
  • Nissan 370Z Tuned Car (GT Academy 2012 Version) '08
  • Nissan GT-R R35 Touring Car
  • The final two functions of this menu are two tickboxes, RedBull 5G and GT Academy Edition. Ticking any of these boxes will write entitlement nodes to the player's save data of the appropriate tickbox that has been ticked when the Debug Menu is closed with the OK button. The former may have been used with the Japanese-exclusive 2012 Red Bull 5G Gaming Championship; the latter is unknown but it may have been used with private builds of GT Academy 2012.