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
+2 -2
View File
@@ -12,8 +12,8 @@ default = ["audio", "embed"]
# Procedural engine/skid sound via cpal. Disable with --no-default-features
# on Linux machines without the ALSA development headers.
audio = ["dep:cpal"]
# Build the game data from the ADF images next to Cargo.toml (or in
# SKIDS_EMBED_DIR) into the executable, so it runs without the disks.
# Build the editable game assets in assets/ (or SKIDS_ASSETS_DIR) into the
# executable, so it runs on its own.
embed = []
[dependencies]