Add the contents of disk 1
- LHA -lh5/-lh6/-lh7 decoding with CRC checks (disk 1 is mostly lh5) - Real track palettes and set names, read from each track file's header - Camaro, plus the caravan as a towable trailer (Caravans option) - Drivers' names, menu pictures and the original .set values per car - Original sound effects (IFF 8SVX) through a new sample mixer: engine pitched with revs, tyre screech, crashes, backfire, horn, start beeps - The original tune (OctaMED MMD1) through a new player; loudness tracks OpenMPT's render through the whole song. Music option in the menu - Title picture (IFF ILBM) at the top of the menu - skids unpack and skids music commands - Gate crossings now judged on each car's whole movement per frame, including collision knocks; stalled computer cars are put back on the line after 8 seconds The executable's game logic (handling, AI) is still not decoded.
This commit is contained in:
+3
-5
@@ -1,10 +1,8 @@
|
||||
//! Colour palettes.
|
||||
//!
|
||||
//! The track and vehicle files carry no colour tables; the retail game sets
|
||||
//! them from its main executable, which lives on disk 1. Until that disk is
|
||||
//! available we use a reconstructed palette. Indices on the retail tracks are
|
||||
//! ordered dark-to-light, with 0-7 used for scenery and 8-15 for the driving
|
||||
//! surface, so two ramps give a faithful-looking result.
|
||||
//! Each original track file carries the 16-colour palette its six tracks
|
||||
//! share (see `track.rs`). `TRACK_DEFAULT` is only a fallback for track
|
||||
//! pictures that arrive without one: indices 0-7 scenery, 8-15 road.
|
||||
//!
|
||||
//! Each track asset's PNG carries its own palette, so the usual way to
|
||||
//! recolour a track is to edit that. Palettes can also be dropped in as text
|
||||
|
||||
Reference in New Issue
Block a user