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Contents
- Home
- Screenshots
- Downloads
- Track info
- Developers
- Contact
- Links
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TE Project help documents
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- On this page you'll find a short guide for newcomers - so
if you're interested in getting involved in the project, have a quick read through and
see what you'll need to do. Along with that, we've also got a FAQ which answers
the most common questions that the project gets asked. If we've missed something (or you
want to add some extra info to this section), go to the Contact
page and drop us a line.
Although the Track Editing Project generates a lot of interest in the F1GP
community, and plenty of developers are already involved, we're always on the lookout
for any extra help. Don't panic, though - you don't need to be a C++ guru or have a degree in
computer science to get involved. If you have any interest at all in the F1GP circuit files
and want to try your hand at some track editing, follow this guide.
1. Download a hex editor
Undoubtedly the best first step. F1GP stores it's track data in binary files, which means
you can't just open them up in Notepad and have a look around. You need a dedicated hexadecimal
file editor, which enables you to change the circuit data easily and see what's going on. In
most cases, hex editors are very straightforward to use and there's an abundance of such
programs at popular shareware sites (check out Tucows and
do a quick search).
2. Open the F1GP track data files
Once you have a hex editor up and running, it's time to take a look inside the
circuit data files themselves. To locate them, look in the relevant F1GP directory
on your hard drive (typically along the lines of C:\F1GP\). They're named
F1CT**.DAT, where ** is replaced by a number from 01 to 16. As you
might expect, these represent the 16 courses present in the game.
3. Start examining the file contents
Depending on your knowledge of the track data file internals, this is where things
can start to get tough. If you've reached this stage, you'll have a screenful of
numbers and letters - all in hexadecimal - which relate to the numbers used to define
such things as track length and curve strength. Fortunately, though, our developers
have already got to grips with much of this, so check out the
File info pages to see the things you can start altering.
4. Working with the track data
Before you start some serious hacking, you have to get familiar with some of the
terms used when editing the tracks. Firstly, every tiny piece of data in the file
is stored in a byte, which holds a number. This might be the length of
a particular track section, or similarly it could represent the distance between
an object (e.g. building or tree) and the tarmac itself. The bytes hold a number
between 0 and 255 (00 to FF in hexadecimal), and for more information have a
search online or scan the relevant section of a computing book.
5. Making use of your work
It may take some time before you come up with any major development in the
track data files, but if you spot something interesting then don't hesistate
to contact us. One final matter:
when you've edited a track file and restart your copy of F1GP, you may encounter
errors. To solve this, take a trip to our Downloads page
and grab the GPCHKSUM.EXE program which - when run on the modified file - sorts
this out.
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Frequently Asked Questions
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- Is there a track editor for F1GP?
Not as yet. Creating such a program is a major undertaking and requires a full
and comprehensive understanding of the track file internals. However, we are
familiar with many aspects of the data file structure, and are confident that
an editor will appear sometime in the future.
- When will your editor be ready?
When it's ready :-) Seriously, we don't know, and we will not make any guess
whatsoever. All of the developers involved in this project are very busy
with other matters, be it working, studying or pie-consuming (naming no names here
Bob), and we cannot devote all our time to it. Naturally, should any proper
editor emerge then you'll hear about it here first.
- Why has it taken so long? The game's been out for years!
Indeed, the game has been on the shelves for around a decade now. As mentioned, though,
there's nobody who can give all their time to this project and as we're not paid for
doing this work, we have to accept that progress is slow. Another significant issue is
that F1GP has seen two sequels since its release; consequently, many developers are more
interested in creating track editors for these games. In the true GNU manner of
things, don't complain - do it yourself! If you're tired of the delays in getting
a full editor released, give us a hand.
- Got any info about similar projects?
Right from the start, players around the world have expressed an interest in
creating a track editor for F1GP. Oliver Roberts collected a sizeable amount of
information on the Amiga version, and legend has it that someone managed to
change Mexico into an oval, but we know of little else. Paul Hoad's GP2 track
editor has been reported to tweak some aspects of the original game's circuits,
but your mileage may vary and we're aiming on creating an F1GP-specific editor.
- Can I help?
Of course! Start by reading the guide above, and then take a look at some of
the modified circuits our developers have produced. Also, while this project's
main goal is a track editor, we're all F1GP maniacs and appreciate any efforts
to change the car shape and similar details as well.
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