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
+134
View File
@@ -18,6 +18,7 @@
//! only lands on the road on 14 of the 24 tracks, so the grid is placed from
//! the gates instead.
use super::image;
use super::palette::{self, Rgb};
use super::unpack;
use crate::formats::{be16, be32};
@@ -210,6 +211,139 @@ impl Track {
on_screen(sx, sy, 0.0) && self.on_road(sx, sy)
}
/// Loads an editable asset: `track.png` (16-colour indexed; its palette
/// is the track palette) and `track.txt` (gates and height map).
pub fn from_assets(name: &str, png: &[u8], txt: &str) -> Result<Track, String> {
let img = image::read_indexed(png, &palette::TRACK_DEFAULT)?;
if (img.w, img.h) != (W, H) {
return Err(format!(
"track.png is {}x{}, expected {W}x{H}",
img.w, img.h
));
}
if let Some(bad) = img.pixels.iter().find(|&&p| p > 15) {
return Err(format!(
"track.png uses palette index {bad}; tracks may only use 0-15"
));
}
let mut pal = palette::TRACK_DEFAULT;
if let Some(own) = &img.palette {
for (dst, src) in pal.iter_mut().zip(own) {
*dst = *src;
}
}
let mut gates = Vec::new();
let mut start = (0.0, 0.0);
let mut flags = 0;
let mut height = Vec::with_capacity(HM_W * HM_H);
let mut in_height = false;
for (n, line) in txt.lines().enumerate() {
let err = |m: &str| format!("track.txt line {}: {m}", n + 1);
let line = line.split('#').next().unwrap_or("").trim();
if line.is_empty() {
continue;
}
let mut words = line.split_whitespace();
let first = words.next().unwrap_or("");
let nums = |w: std::str::SplitWhitespace| -> Result<Vec<f32>, String> {
w.map(|x| {
x.parse::<f32>()
.map_err(|_| err(&format!("`{x}` is not a number")))
})
.collect()
};
if in_height {
for x in line.split_whitespace() {
height.push(
x.parse::<u16>()
.map_err(|_| err(&format!("bad height `{x}`")))?,
);
}
continue;
}
match first {
"gate" => {
let v = nums(words)?;
if v.len() != 4 {
return Err(err("gate needs x1 y1 x2 y2"));
}
gates.push(Gate {
a: (v[0], v[1]),
b: (v[2], v[3]),
});
}
"start" => {
let v = nums(words)?;
if v.len() != 2 {
return Err(err("start needs x y"));
}
start = (v[0], v[1]);
}
"flags" => {
flags = words
.next()
.and_then(|x| x.parse().ok())
.ok_or_else(|| err("bad flags"))?
}
"height" => in_height = true,
other => return Err(err(&format!("unknown entry `{other}`"))),
}
}
if gates.len() < 2 {
return Err("track.txt needs at least two gates".into());
}
if height.len() != HM_W * HM_H {
return Err(format!(
"track.txt height map has {} values, expected {}",
height.len(),
HM_W * HM_H
));
}
Ok(Track {
name: name.to_string(),
pixels: img.pixels,
palette: pal,
height,
gates,
start,
flags,
})
}
pub fn to_png(&self) -> Result<Vec<u8>, String> {
image::write_indexed(W, H, &self.palette, false, &self.pixels)
}
pub fn to_text(&self) -> String {
let mut t = format!(
"# Skids track {}. Lines starting with # are comments.\n\
#\n\
# The picture is track.png: 1024x512, 16 colours. Its palette is the\n\
# track's palette. Colours 8-15 are road (full grip), 0-7 are scenery.\n\
#\n\
# gate x1 y1 x2 y2: lap gates in race order, in world units. Gate 0 is\n\
# the start/finish line; the grid forms up behind it. World to picture:\n\
# picture x = wx - wy + 512, picture y = (wx + wy) * 31/64 - 252\n",
self.name
);
for g in &self.gates {
t.push_str(&format!("gate {} {} {} {}\n", g.a.0, g.a.1, g.b.0, g.b.1));
}
t.push_str(&format!(
"\n# As stored in the original data; not used by the game.\nstart {} {}\nflags {}\n\n\
# height: 64 rows of 64 values, ground height x 256. Each value covers\n\
# 16x8 pixels of the picture.\nheight\n",
self.start.0, self.start.1, self.flags
));
for row in self.height.chunks(HM_W) {
let line: Vec<String> = row.iter().map(|v| v.to_string()).collect();
t.push_str(&line.join(" "));
t.push('\n');
}
t
}
pub fn rgb(&self) -> Vec<u32> {
let pal: Vec<u32> = self.palette.iter().map(|c| c.to_u32()).collect();
self.pixels.iter().map(|&i| pal[i as usize]).collect()