F1GP GP.EXE

The GP.EXE file contains most of the various data.

Data Locations

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
Player Horsepower 19,848 19,848 24,600 24,548
AI Grip Level 20,183 20,183 24,935 24,919
Driver Numbers 154,936 154,892 180,210 180,146
Team Horsepower 158,380 158,336 183,996 183,932
Driver Performance Qual. 158,420 158,376 184,036 183,972
Driver Performance Race 158,460 158,416 184,076 184,012
Car Colors 158,500 158,456 184,116 184,052
Helmet Colors 158,795 158,751 184,436 184,372
Pit Crew Colors 159,421 159,377 185,076 185,012
Points System 158,341 158,297 183,940 183,876
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

Player Horsepower

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!

Car Colors

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.

Pos. Polygon Comment
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
6 Sidepod
7 Front and rear wing These are always the same color
8 Nose top/center The top center part of the nose cone
9 Unknown Value varies
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.
12/C Cockpit side
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
15/F Sidepod top

Normal Car Shape

Normal car shape

Alternate Car Shape (McLaren)

Alternate car shape

When cars are far away, the "special" McLaren car shape appears in the same way as the normal car shape.

Helmet Colors

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.