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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# Skids vehicle settings. Lines starting with # are comments.
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# The sprite sheet is midget.png: 32 headings across, 25 tilts down.
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name MIDGET
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# top speed on tarmac, world pixels per second
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top 205
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# acceleration and braking, world pixels per second squared
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accel 185
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brake 320
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# sideways grip (higher = less sliding)
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grip 4
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# steering rate, radians per second
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turn 4
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# weight in collisions
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mass 0.85
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# speed and grip multiplier off the road
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offroad 0.6
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