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
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@@ -130,6 +130,9 @@ These almost certainly live on the missing disk 1:
- Sound effects and music.
- Any tracks or vehicles beyond the 24 and 8 above.
The engine's own editable formats, which `skids extract` converts all of
the above into, are described in [assets/README.md](../assets/README.md).
If disk 1 turns up, put it next to the others and run `skids info`.
Anything in a `track/` or `vehicles/` directory inside its archive is
picked up automatically.