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