GT1 Disc Filetype Index
Reference docs for the archive/.DAT filetypes found on the Gran Turismo 1 disc, as extracted by GTExplorer. Each page lists that archive's real folder/file structure; long, repetitive runs (sequential numbers, paired model/texture sets) are collapsed into ranges or tables so the full contents stay scannable.
Filetypes
| Archive | Files | Description |
|---|---|---|
| ARCADE.DAT | 68 | Texture set for the Arcade mode UI — car-select icons, screen backgrounds, and similar front-end art, stored as sequentially numbered .tim images. The final entry (067.seq) is an animation/sequence script rather than an image. |
| ARCADE2.DAT | 8 | A small supplementary Arcade-mode archive: a few extra .tim images plus one .car/.tex model pair. |
| BG.DAT | 20 | Track background environments (skyboxes). .tpk files are texture packs that skin the sky dome/backdrop, and .sky files describe how those textures are placed and animated. 018.bin is an unclassified raw entry. |
| CAR.DAT | 1353 | The full car garage — every drivable car in the game, stored as a .car 3D model plus a matching .tex (GT-CTEX) texture. Most cars also have a _night variant with different, headlight-lit textures for night races. manifest.txt is GTExplorer's own generated index, not a game asset. |
| CARCADE.DAT | 80 | Cars available in Arcade mode, stored the same way as CAR.DAT (.car model + .tex texture) but addressed by numeric index rather than name, since Arcade mode only needs a fixed, small roster. |
| CARINF.DAT | — | Car information database (compressed GT-ARC): SPEC records, part tables (brake, gear, suspension, …), string tables for makers/models/grades. Used by the Car Database editor in GTExplorer. |
| COURSE.DAT | 9088 | Every racetrack in the game. Each course has a .dat (layout/logic) and .ps (polygon/collision mesh) file at the top level, plus a matching folder holding all the scenery, signage, and road-texture .tim images used to render that circuit. |
| GAMEMENU.DAT | 15 | .tim images for the main front-end menu screens (title, mode select, etc.). |
| MENU/MENU_HTM.ARC | 36 | GT-mode menu page scripts (GTHTML). Each file is a small binary hotspot layout: background TIM name, clickable rectangles, links to other pages or engine actions (LIST_GARAGE, SHOW_SPEC, …). Names from MENU/HTMLS.IDX. See GTHTML format notes. |
| MENU/MENU_IMG.ARC | 41 | TIM backgrounds for the GT-mode shell pages above (home, garage, gtf, toyota, trd, …). Named by MENU/IMAGES.IDX. Companion to MENU_HTM.ARC, not the large root MENU_IMG.ARC. |
| MENU/MENU_SND.ARC | — | Menu sound bank for the GT-mode shell; indexed by MENU/SOUNDS.IDX (gt.ins, gt.seq). |
| MENU_IMG.ARC | 6 nested × ~1043 | Root bulk menu-image container (~121 MB). One uncompressed outer GT-ARC holding six nested language packs (~19–21 MB each). Each nested ARC is compressed and contains on the order of 1043 files (mainly TIMs for dealers, licence centre, and the full in-game menu set). |
| MENU_RAW.ARC | 6 | Companion to root MENU_IMG.ARC: large filename lists (~1043 .htm names, ~1043 image/sound names, 14 .seq names), used-car listing data, and nested support ARCs. |
| PITMENU.DAT | 24 | .tim images for the pit-stop / garage menu screens. |
| REPLAY.DAT | 1 | Almost empty — a single REPLAY/ folder containing one file, REPLAY.DAT. This looks like a placeholder slot the game writes replay data into at runtime rather than a populated asset archive. |
| SOUND.DAT | 4076 | The game's audio bank. Top-level .ins (VAB instrument headers) and .es (engine/event sound definitions) files drive the sound engine, while 249 numbered folders each hold one sound bank's raw waveform data as paired .adpcm (PlayStation ADPCM audio) and .wav files. |
MENU folder (disc path MENU/)
Self-contained GT Home / map / garage / Toyota / TRD shell:
| File | Role |
|---|---|
HTMLS.IDX |
Ordered list of 36 .htm page names |
MENU_HTM.ARC |
GTHTML page scripts |
IMAGES.IDX |
Ordered list of 40 .tim names |
MENU_IMG.ARC |
Page background TIMs |
SOUNDS.IDX |
gt.ins / gt.seq |
MENU_SND.ARC |
Menu sounds |
Background TIM for a page is resolved by basename (e.g. home.htm ↔ HOME.tim / home.tim).
Format glossary
Quick reference for extensions used across these archives:
| Extension | Meaning |
|---|---|
.adpcm |
PlayStation ADPCM — compressed audio sample. |
.arc |
GT-ARC container (may be nested). |
.bin |
Unclassified/raw binary blob. |
.car |
3D car model/mesh (GT-CAR). |
.dat |
Course layout / game logic data, or generic archive. |
.es |
Engine/event sound definition. |
.htm |
GTHTML menu page script (@(#)GTHTML) — not web HTML. Hotspots, TIM name, links/actions. |
.idx |
Index file listing names for a sibling .ARC (e.g. HTMLS.IDX, IMAGES.IDX). |
.ins |
VAB instrument header (sound engine patch data). |
.ps |
Course polygon or collision mesh data. |
.seq |
Animation or playback sequence script. |
.sky |
Skybox placement/animation data. |
.tex / GT-CTEX |
Car colour/texture package (palettes + 4bpp image), paired with .car. |
.tim |
PlayStation TIM — PS1 image/texture format. |
.tpk |
Texture pack (grouped set of textures), used for skyboxes here. |
.txt |
Plain-text index or manifest (GTExplorer metadata, not a game asset). |
.usedcar |
Used-car dealership listing data. |
.wav |
Uncompressed PCM audio sample. |
Related docs
- GTHTML Format Documentation — binary layout of menu page scripts (
MENU_HTM.ARC).