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