Convert the game data into editable assets

assets/ now holds every track as a 16-colour indexed PNG (its palette is
the track palette) plus a text file of lap gates and height map, and
every vehicle as a PNG sprite sheet plus a text file with its name and
handling (moved out of the code). The build embeds assets/ instead of
unpacking the ADFs, so the disks are no longer needed to build either.

skids extract converts original disks to assets and checks each file
reads back identically; benchmark results from the assets match the
disks exactly. Assets win over disk data with the same name, and
--data assets picks up edits without a rebuild. assets/README.md
describes how to edit everything.
This commit is contained in:
2026-10-19 19:38:08 +00:00
parent ea6948db31
commit 15ba71587c
80 changed files with 3721 additions and 288 deletions
+1 -1
View File
@@ -31,7 +31,7 @@ jobs:
run: cargo test --release
- name: Build
run: cargo build --release
- name: Check the binary runs without the disks
- name: Check the binary runs on its own
shell: bash
run: |
mkdir -p "$RUNNER_TEMP/standalone"