Crash Team Racing

PlayStation2 port projects

Project comparison
ProjectStatusWindowsLinuxmacOSiOSiPadOSVersionApproach
ctr-nativeCTR-tools★ 423Experimental✓✓—Decompilation port
ctrpadchrissotraidis★ 1Experimental✓✓✓v0.2.2Decompilation port

ctr-native

Experimental
by CTR-tools★ 423Updated 2026-10-20GPL-3.0
WindowsLinux
Devices
Windows or Linux; current desktop build is 32-bit and uses SDL3
Assets
Your own NTSC-U retail disc as assets/ctr-u.bin, raw MODE2/2352 with data track at byte zero. A cooked 2048-byte ISO loses audio/video sectors.
Notes
Decompilation-based native PC port from CTR-ModSDK. Build locally: no current GitHub release is available. The raw disc supplies normal-play data; extracted overrides are optional. Missing streamed audio/video can warn at startup, while an invalid XA manifest stops startup.
Approach
Decompilation port
Source platform
PlayStation

ctrpad

Experimental
by chrissotraidis★ 1Updated 2026-10-05GPL-3.0
macOSiOSiPadOS
Devices
Apple Silicon macOS 11+; iOS/iPadOS 15+; Mac/Xcode and PadMint to build
Assets
Your own compatible NTSC-U retail disc image; PlayStation BIOS is not needed.
Notes
Releases contain a build recipe, not an app. Built from CTR Native/CTR-ModSDK; played on Mac, iPad Pro and iPhone 14. Controller model coverage remains incomplete.
Approach
Decompilation port
Source platform
PlayStation
Version
v0.2.2 · 2026-10-05
Port Overview & FAQ

What native port or recompilation (recomp) projects exist for Crash Team Racing?

Crash Team Racing has 2 documented community projects: ctr-native (CTR-tools/ctr-native), ctrpad (chrissotraidis/ctrpad). Technical approach: Decompilation port. Documented target platforms: Windows, Linux, macOS, iOS, iPadOS.

What game files or assets are required to run ctr-native?

Your own NTSC-U retail disc as assets/ctr-u.bin, raw MODE2/2352 with data track at byte zero. A cooked 2048-byte ISO loses audio/video sectors.