Crash Team Racing Port
PortActive
An existing game or its source code brought to another platform.
Original game imageAbout
CTR Native is a native port of Crash Team Racing (PS1, 1999), built on top of the CTR-ModSDK decompilation project. It builds for Windows (MSVC x86 or MinGW i686), Linux and Android, and uses SDL3 compiled from vendored source. Android currently builds 32-bit armeabi-v7a and x86 APKs and requires an OpenGL ES 3 capable device.
Getting started
For normal play you need the game executable and your own NTSC-U retail CTR disc image saved as assets/ctr-u.bin. It must be a raw single-track BIN with MODE2/2352 sectors, because a cooked .iso loses the XA/STR data needed for audio and video. On Android, pick your own raw NTSC-U BIN in the in-app setup screen.
Known issues & limitations
- A cooked 2048-byte ISO does not preserve the sector data needed for audio and video playback.
What you need to run it
Features
- Extracted assets can override disc-image files for development, modding, and debugging.
How to install
- On Android, select your raw NTSC-U BIN through the in-app setup screen; the app copies it into its own storage.
Summarised from the project's README.
Status & roadmap
- Planned work is cleaning up the game/ copies and reducing 32-bit host-pointer assumptions in PSX-shaped data.
Additional notes
- Asset override
- Extracted asset files such as BIGFILE.BIG are still supported for development and modding, and override files from the disc image.
FAQ
- What is Crash Team Racing Port?
- Crash Team Racing Port is an open-source port of Crash Team Racing. An existing game or its source code brought to another platform. The original game ran on Android.
- Do I need the original game files to run Crash Team Racing Port?
- Yes. The project does not include the original game's assets, so you need your own copy.
- Do I need extracted assets for normal play?
- No. Extracted assets are not needed for normal play.
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