- 5

- East Coast
How GT2's course files work (US Simulation disc, SCUS-94488 v1.0)
Everything lives in GT2.VOL (shocker lol):
Here's Laguna Seca exported in Blender, which I can put back in the game when I'm done.
Happy to answer questions or just hear general feedback.
Everything lives in GT2.VOL (shocker lol):
- crsobj/*.tro: the track and everything beside it. Sections, faces, walls, which sections can see which, and where trackside objects sit.
- crsobj/*.trp: the course data the race loader reads alongside it.
- crsmap/: the 96x96 4-bit minimaps. Courses without one fall back to 2p_autumn's.
- crstim.arc: six images. 0 is the lamp flare, 3/4/5 are the car reflection maps (day, dusk, night).
- .crsinfo: one 24-byte record per course. Flags, the sky (an index into the sorted bgsobj names, not a file name), and three lighting rows that darken the cars per course.
- Race set-up: 0x801D52BC. Event ID 0x801D52CC, course name 0x801D52DC, course key 0x801D52FC, race type 0x801D52C6.
- Current car 0x801D0FCC, credits 0x801D0FC8, days 0x801C9438, garage count 0x801CCFB4.
- Car models load at 0x8015F584, before the course. That's where the course memory ceiling (about 700 KB) comes from.
- Sponsor boards are drawn into VRAM at load, at x 640 to 704, y 0 to 256. The game picks them at random.
Here's Laguna Seca exported in Blender, which I can put back in the game when I'm done.
Happy to answer questions or just hear general feedback.