The GP.EXE file contains most of the various data.
This represents the zero-based index of the byte in the file where the data (“Item”) begins.
In the data below, “D” indicates a decompressed EXE (using UNP 4.11)
|Item||EU 1.05||US 1.05||EU 1.05 D||US 1.05 D||Ita 1.05||EU 1.03||US 1.03|
|AI Grip Level||20,183||20,183||24,935||24,919|
|Driver Performance Qual.||158,420||158,376||184,036||183,972|
|Driver Performance Race||158,460||158,416||184,076||184,012|
|Pit Crew Colors||159,421||159,377||185,076||185,012|
|Rain at 1st Track Flag||106,319||106,319||111,746||111,730|
|Chance of Rain||58,394||58,394||63,146||63,130|
|Yellow Flags period||23,517||23,517||28,269||28,253|
|Retired Cars removed||23,631||23,631||28,383||28,367|
|Retire after wall hit||125,420||125,376||131,948||131,884|
|Retire after car hit||125,422||125,378||131,950||131,886|
|Damage after wall hit||125,428||125,384||131,956||131,892|
|Damage after car hit||125,426||125,382||131,954||131,890|
|Total File Length||321,878||321,716||600,480||600,304||321,748||332,890||332,840|
The player horsepower value is stored as a short (two bytes).
The default horsepower value for a player is 716, but the value that is actually stored is 16,384.
The formula for transforming a “normal” horsepower value into the value to store is:
value to store = normal hp * 22 + 632
Therefore, to convert a stored value to the “normal” horspower value, the formula is:
normal hp = (stored value - 632) / 22
Given this, the maximum value that can be stored is 1,460. Going above this value actually creates “negative” horsepower values, meaning that when accelerating in first gear, the player car will move backwards!
Each car is made up of 16 bytes. The 16 bytes for each car repeat 18 times, once for each team. The team’s appear in the order in the game menu, reading from top to bottom and left to right, i.e. first McLaren, then Tyrrell, then Williams, etc.
|0||Not used/visible||Always 33 in default data|
|1||Engine cover||Main/top part of engine cover|
|2||In front of cockpit||Area at the top of the nose-cone, just in front of the cockpit. Diagonal Marlboro stripe for McLaren.|
|3||Front wing endplates|
|4||Rear wing sides|
|5||Side of nose cone|
|7||Front and rear wing||These are always the same color|
|8||Nose top/center||The top center part of the nose cone|
|10/A||Tyre accent color||Always 36, except for Minardi which has 34 (slighly darker)|
|11/B||Nose area||Part between the top/center and side of the nose cone. Only visible from far on McLaren.|
|13/D||Engine cover side||The "stripe" beneath the main/top part of the engine cover|
|14/E||Engine cover rear||The end part of the "stripe" on the engine cover|
Normal Car Shape
Alternate Car Shape (McLaren)
When cars are far away, the “special” McLaren car shape appears in the same way as the normal car shape.
Most helmets are made up of 16 different bytes. In non-decompressed EXE files, the expections to this are the helmets for drivers with numbers #13, #16, #36, #37, #38, #39 and #40. These drivers have helmets where the bottom two-thirds will always have the same color.