Devlog
Project updates
The project’s evolution told in chapters — what we discovered and how much closer we are to something you can use.
The roster: 32 cars with number, rating and class
We found the game’s car table in the executable — with the real drivers, their numbers and performance.
CarrosThe cars: 171 liveries extracted from the game
We opened the global data file and found every car’s paint scheme — including real NASCAR drivers.
TexturasTextures in color: the game atlas decoded
We found how the game organizes palettes per region and now extract textures in their correct colors.
Formatos + SiteTextures, track geometry and the project site
We decoded textures (Cpag) and track geometry (Ctrk), and launched this site + a GitHub backup.
FormatosCTRL/SHOC container decoded and first image extracted
We read the game parser in Ghidra and cracked two formats: the resource container and the loading screens.
GhidraCode-driven Ghidra (PyGhidra) — 2008 functions
We built a headless pipeline that analyzes the executable and exports everything, removing the manual GUI work.
PesquisaReference projects: CTR-ModSDK, ctr-native and RecompOne
We analyzed what can be reused from PS1 projects and defined two tracks toward a native port.
ISORepository structure and ISO map
First contact with the disc: we mapped all 108 files and identified the EA resource container.