Merge pull request #4 from andydixon/rust-port

Add the contents of disk 1: palettes, Camaro, caravan, sounds, music, title
This commit is contained in:
Andy Dixon
2026-10-20 07:20:43 +01:00
committed by GitHub
131 changed files with 2953 additions and 308 deletions
+33 -29
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@@ -3,14 +3,17 @@
A cross-platform (Windows, macOS, Linux) engine written in Rust that plays A cross-platform (Windows, macOS, Linux) engine written in Rust that plays
*Super Skidmarks* (Acid Software, 1995) on the original Amiga data. *Super Skidmarks* (Acid Software, 1995) on the original Amiga data.
The game's data was converted from the original ADF disk images (disks 2–6 The game's data was converted from the six original ADF disk images into
of the six-disk set) into editable files in [`assets/`](assets/README.md). editable files in [`assets/`](assets/README.md). The images themselves
The images themselves are no longer kept in this repository. aren't kept in this repository.
- **Each track:** a 16-colour PNG (the PNG's palette is the track's - **Each track:** a 16-colour PNG (the PNG's palette is the track's
palette), plus a text file with the lap gates and height map. palette), plus a text file with the lap gates and height map.
- **Each car:** a PNG sprite sheet, plus a text file with its name and - **Each car:** a PNG sprite sheet and menu picture, plus a text file with
handling. its name, driver and handling.
- **Sounds:** WAV files.
- **Music:** the tune, as an OctaMED module.
- **Pictures:** the title picture and a few other images, as PNGs.
Edit them with any image editor or text editor. The build embeds the Edit them with any image editor or text editor. The build embeds the
`assets/` folder, so the finished program is a single self-contained file. `assets/` folder, so the finished program is a single self-contained file.
@@ -24,36 +27,33 @@ give either to also gets the game data.
## What works ## What works
- All 24 tracks across the four track files. Each has its isometric height - All 24 tracks across the four track files, in their original palettes.
map and lap gates. Each has its isometric height map and lap gates.
- All 8 vehicles (Mini, Beetle, Porsche, Formula 1, Midget, Truck, Police, - All 9 cars (Mini, Beetle, Porsche, Formula 1, Midget, Truck, Police,
Cow), with 32 headings and 25 body-tilt frames for hills. Cow, Camaro) with their drivers' names, each with 32 headings and 25
body-tilt frames for hills.
- The caravan: turn on **Caravans** in the menu and every car tows one.
- The original sound effects, and the original tune played by a built-in
OctaMED player. The menu has a **Music** option: menus, always, or off.
- The original title picture.
- 1 or 2 players (split screen) plus up to 7 computer drivers. - 1 or 2 players (split screen) plus up to 7 computer drivers.
- Power-slide handling, slopes, car-to-car bumping, and skid marks burnt - Power-slide handling, slopes, car-to-car bumping, and skid marks burnt
into the track. into the track.
- Lap and position tracking, lap times, and a results table. - Lap and position tracking, lap times, and a results table.
- Procedural engine, tyre and crash sound. - Engine note pitched with revs, tyre screech, crashes, backfires, a horn
and start beeps, all from the original samples.
## What's reconstructed ## What's reconstructed
Disk 1 of the six-disk set is missing from this archive. It held the The executable is on disk 1, but its game logic, a compiled Blitz Basic 2
executable, palettes, sound and music. As a result: program, hasn't been decoded. So the **handling, computer drivers and race
rules** are new code written to feel like the original, not a translation
of it.
- **Handling, AI and race rules** are new code written to feel like the Each car's original settings file has eleven handling numbers whose
original, not a translation of the original 68000 code. meaning lives in that code. They're kept in the car's settings asset for
- **Colours** come from a reconstructed palette, built around how the when it is decoded. [docs/FORMATS.md](docs/FORMATS.md) covers everything
tracks use their 16 colour indices. If you have the real palettes, put reverse engineered so far.
them in a `palettes/` folder next to the disks as `.pal` files (16 lines
of `RRGGBB`):
- `track1-3.pal` for one track
- `track1.pal` for all six tracks in a file
- `default.pal` for everything
- **Sound** is synthesised.
If you find disk 1, drop it in with the others. Anything it contains under
`track/` or `vehicles/` is picked up automatically. The format notes in
[docs/FORMATS.md](docs/FORMATS.md) cover everything reverse engineered so
far.
## Running ## Running
@@ -76,6 +76,7 @@ exists both as an asset and on disk, the asset wins.
| Accelerate | ↑ (or W in one-player games) | W | | Accelerate | ↑ (or W in one-player games) | W |
| Brake / reverse | ↓ (or S) | S | | Brake / reverse | ↓ (or S) | S |
| Steer | ← → (or A D) | A D | | Steer | ← → (or A D) | A D |
| Horn | Right Shift | Left Shift |
| Pause | P | | | Pause | P | |
| Leave race | Esc | | | Leave race | Esc | |
@@ -89,6 +90,8 @@ skids extract --data ADFS [--out assets] # convert original disks into editable
skids bench --data DIR --seconds 120 # race CPU cars on every track: laps and time on road skids bench --data DIR --seconds 120 # race CPU cars on every track: laps and time on road
skids trace --data DIR --track 11 --out t.png # plot CPU racing lines skids trace --data DIR --track 11 --out t.png # plot CPU racing lines
skids render --data DIR --track 3 --out shot.png # headless screenshot skids render --data DIR --track 3 --out shot.png # headless screenshot
skids music --out tune.wav --seconds 60 # render the tune to WAV
skids unpack disk.adf --out files/ # extract a disk or LHA archive as-is
``` ```
## Building ## Building
@@ -114,11 +117,12 @@ GitHub Actions builds all three platforms on every push
``` ```
assets/ the game data as editable PNG and text files assets/ the game data as editable PNG and text files
build.rs embeds assets/ into the executable build.rs embeds assets/ into the executable
src/formats/ ADF (OFS/FFS), LHA and CrunchMania readers src/formats/ ADF (OFS/FFS), LHA (incl. -lh5-), CrunchMania, IFF 8SVX/ILBM, OctaMED
src/data/ track, vehicle and palette decoding; locating the game files src/data/ track, vehicle and palette decoding; locating the game files
src/game/ physics, AI and race rules src/game/ physics, AI and race rules
src/render/ software renderer at 320×256 (PAL low-res) and a bitmap font src/render/ software renderer at 320×256 (PAL low-res) and a bitmap font
src/audio.rs synthesised sound (cpal) src/audio.rs sample mixer and sound effects (cpal)
src/music.rs OctaMED player
src/app.rs menus, race screens and results src/app.rs menus, race screens and results
``` ```
+58 -3
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@@ -42,10 +42,19 @@ Plain text; lines starting with `#` are comments.
- **`height`:** 64 rows of 64 numbers giving ground height × 256. Each - **`height`:** 64 rows of 64 numbers giving ground height × 256. Each
number covers a 16 × 8 pixel cell of the picture. Slopes push cars number covers a 16 × 8 pixel cell of the picture. Slopes push cars
downhill and tilt the car sprites. downhill and tilt the car sprites.
- **`set`:** the name of the set of tracks this one belongs to, shown under
the menu thumbnail.
- **`start`, `flags`:** values from the original data that the game - **`start`, `flags`:** values from the original data that the game
doesn't use. doesn't use.
To add a track, make a new folder with both files. Tracks are listed in ### `thumb.png` (optional)
The track's 123 × 32 thumbnail from the original track-select screen, in
the track's palette. It's drawn at double height in the menu, because the
original's pixels are half-width. Without one, the menu shows a shrunken
`track.png`.
To add a track, make a new folder with `track.png` and `track.txt`. Tracks are listed in
name order. name order.
## Vehicles: `vehicles/<id>.png` and `<id>.txt` ## Vehicles: `vehicles/<id>.png` and `<id>.txt`
@@ -68,12 +77,21 @@ A 2048 × 800 sprite sheet: 32 headings across by 25 tilts down, each cell
- **Tilts:** row = roll × 5 + pitch (each 0–4), so row 12 is the car on - **Tilts:** row = roll × 5 + pitch (each 0–4), so row 12 is the car on
flat ground. flat ground.
### `<id>-menu.png` (optional)
The car's 64 × 32 picture from the original select screen, in the same
four colours as the sprite sheet.
### `<id>.txt` ### `<id>.txt`
The display name and handling: The display name, driver and handling:
| Setting | Meaning | | Setting | Meaning |
|-----------|---------| |-----------|---------|
| `name` | name shown in the menu |
| `driver` | driver's name, shown next to it |
| `trailer` | `yes` for something towed behind cars (the caravan) rather than driven |
| `original`| the 16 values from the original `.set` file, kept for reference; the game doesn't use them yet |
| `top` | top speed on tarmac | | `top` | top speed on tarmac |
| `accel` | acceleration | | `accel` | acceleration |
| `brake` | braking | | `brake` | braking |
@@ -82,7 +100,44 @@ The display name and handling:
| `mass` | weight in collisions | | `mass` | weight in collisions |
| `offroad` | speed and grip multiplier on scenery | | `offroad` | speed and grip multiplier on scenery |
To add a car, add a new `<id>.png` / `<id>.txt` pair. The handling values are a reconstruction, so tune them freely. To add a
car, add a new `<id>.png` / `<id>.txt` pair.
## Sounds: `sounds/*.wav`
8-bit mono WAV files at the original Amiga sample rates. A loop point,
stored in the WAV's `smpl` chunk, makes a sound repeat from there; most
sample editors keep it. The game uses these names:
| Sound | Use |
|-------|-----|
| `motor3` | engine, pitched up and down with revs (falls back to `motor`, then `engine`) |
| `screech2` | tyres sliding (falls back to `screech3`, then `screech`) |
| `crash1`, `crash2`, `crash3` | collisions, picked at random |
| `backfire` | lifting off at high revs |
| `horn` | Right Shift (player 1) or Left Shift (player 2) |
| `beep`, `beep2` | countdown, then lights out |
Missing sounds fall back to synthesised ones. Any other WAV files are kept
but not used.
## Music: `music/*.med`
The tune, an OctaMED module. Edit it in a tracker that reads MED files,
such as OpenMPT. The game's player supports plain sample instruments (no
synth sounds) and the commands listed in `docs/FORMATS.md`. Preview it
with `skids music --data assets --out tune.wav`. If there are several
files, the first in name order plays.
## Pictures: `gfx/*.png`
Indexed PNGs. `skidtoon.png` is the title picture at the top of the menu,
shown at half size. The others aren't used:
- `ball.png`: 64 frames of a spinning ball with the Acid logo, 16 frames
across, each 32 × 33. Its real colours aren't known, so it has a grey
palette.
- `chat2.png`, `mouse.png`, `sign.png`: small odds and ends.
## Palettes: `palettes/*.pal` (optional) ## Palettes: `palettes/*.pal` (optional)
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@@ -27,6 +27,9 @@ gate 600.6875 768.8125 488.4375 696.3125
gate 599.25 904.75 487.75 759.25 gate 599.25 904.75 487.75 759.25
gate 456.75 935 408.5 776.75 gate 456.75 935 408.5 776.75
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 458 107 start 458 107
flags 1 flags 1
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@@ -36,6 +36,9 @@ gate 253.125 618.375 144.34375 626.03125
gate 311.4375 676.8125 239.25 719.28125 gate 311.4375 676.8125 239.25 719.28125
gate 357.25 723.75 333.1875 815.5625 gate 357.25 723.75 333.1875 815.5625
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 461 295 start 461 295
flags 0 flags 0
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@@ -31,6 +31,9 @@ gate 487.75 549.25 491.5 648.5
gate 708 556 686.5 649.5 gate 708 556 686.5 649.5
gate 766.5 529.5 861 616.5 gate 766.5 529.5 861 616.5
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 608 305 start 608 305
flags 0 flags 0
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@@ -31,6 +31,9 @@ gate 761 667 688.5 575.5
gate 645 675 623 573 gate 645 675 623 573
gate 550.4375 729.8125 495.75 655.25 gate 550.4375 729.8125 495.75 655.25
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 608 305 start 608 305
flags 0 flags 0
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@@ -32,6 +32,9 @@ gate 381.40625 687.25 449.78125 749.875
gate 472.28125 690.78125 551.53125 741.53125 gate 472.28125 690.78125 551.53125 741.53125
gate 468.5625 611.34375 549.5625 610.34375 gate 468.5625 611.34375 549.5625 610.34375
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 301 79 start 301 79
flags 0 flags 0
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@@ -48,6 +48,9 @@ gate 535.65625 389.6875 437.78125 406.5625
gate 576.625 424.75 529.125 502.25 gate 576.625 424.75 529.125 502.25
gate 646.96875 425.4375 648.46875 504.4375 gate 646.96875 425.4375 648.46875 504.4375
# Name of the set of tracks this one belongs to, shown in the menu.
set Racing In The Name Of
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 434 354 start 434 354
flags 1 flags 1
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@@ -28,6 +28,9 @@ gate 360.5 837.5 380 756
gate 222.9375 708.375 281.25 659.65625 gate 222.9375 708.375 281.25 659.65625
gate 80.25 559.03125 229.5625 610.21875 gate 80.25 559.03125 229.5625 610.21875
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 474 167 start 474 167
flags 1 flags 1
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@@ -33,6 +33,9 @@ gate 622.375 910.5 544.6875 822.6875
gate 508.6875 934.5 481.71875 820.71875 gate 508.6875 934.5 481.71875 820.71875
gate 418 903.5 421.75 805.75 gate 418 903.5 421.75 805.75
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 339 117 start 339 117
flags 1 flags 1
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@@ -40,6 +40,9 @@ gate 610 280 715.5 340.5
gate 627.25 212.75 703.5 208.5 gate 627.25 212.75 703.5 208.5
gate 565.5 156.5 587 89 gate 565.5 156.5 587 89
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 420 97 start 420 97
flags 0 flags 0
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@@ -47,6 +47,9 @@ gate 551.3125 264.84375 488.125 183.375
gate 504.84375 311.25 424.9375 247.21875 gate 504.84375 311.25 424.9375 247.21875
gate 465.90625 350.15625 376.78125 298.09375 gate 465.90625 350.15625 376.78125 298.09375
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 689 201 start 689 201
flags 1 flags 1
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@@ -51,6 +51,9 @@ gate 598.9375 295.90625 581.4375 233.40625
gate 486.375 293.34375 450.375 235.34375 gate 486.375 293.34375 450.375 235.34375
gate 350.8125 298.75 320.0625 235.5 gate 350.8125 298.75 320.0625 235.5
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 353 47 start 353 47
flags 0 flags 0
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@@ -54,6 +54,9 @@ gate 722.125 791.0625 640.125 753.0625
gate 659.5 864.25 598.5 787.25 gate 659.5 864.25 598.5 787.25
gate 556.375 884.4375 560.75 793.5625 gate 556.375 884.4375 560.75 793.5625
# Name of the set of tracks this one belongs to, shown in the menu.
set Even Flow
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 353 47 start 353 47
flags 0 flags 0
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@@ -44,6 +44,9 @@ gate 307.5 604.875 307.6875 694.3125
gate 358.5 603.5 386 696 gate 358.5 603.5 386 696
gate 437.34375 599.28125 412.75 695.25 gate 437.34375 599.28125 412.75 695.25
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 641 315 start 641 315
flags 0 flags 0
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@@ -30,6 +30,9 @@ gate 498.8125 807.25 578.75 940.28125
gate 566.5 820.5 690.75 890.25 gate 566.5 820.5 690.75 890.25
gate 597.75 790.3125 707.8125 768.96875 gate 597.75 790.3125 707.8125 768.96875
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 475 288 start 475 288
flags 0 flags 0
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@@ -38,6 +38,9 @@ gate 635 363 636.75 487.25
gate 689.25 419.75 707.625 558.375 gate 689.25 419.75 707.625 558.375
gate 741.4375 471.8125 785.84375 638.65625 gate 741.4375 471.8125 785.84375 638.65625
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 809 244 start 809 244
flags 0 flags 0
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@@ -39,6 +39,9 @@ gate 573.59375 394.84375 716.59375 427.84375
gate 483.625 301.96875 614.125 331.46875 gate 483.625 301.96875 614.125 331.46875
gate 450.3125 217.03125 589.3125 298.03125 gate 450.3125 217.03125 589.3125 298.03125
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 796 294 start 796 294
flags 0 flags 0
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@@ -36,6 +36,9 @@ gate 304.5 269.5 405 337
gate 335.75 207.5 415.75 287.5 gate 335.75 207.5 415.75 287.5
gate 386.125 161.5 465.375 240.25 gate 386.125 161.5 465.375 240.25
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 744 137 start 744 137
flags 0 flags 0
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@@ -47,6 +47,9 @@ gate 796.78125 544.59375 896.84375 523.4375
gate 760.125 503.53125 816.78125 446.34375 gate 760.125 503.53125 816.78125 446.34375
gate 658.5 417.5 705.75 366.25 gate 658.5 417.5 705.75 366.25
# Name of the set of tracks this one belongs to, shown in the menu.
set Surf 'n' Slam
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 356 188 start 356 188
flags 0 flags 0
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+3
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@@ -37,6 +37,9 @@ gate 402 504 402 378
gate 342.53125 501.71875 264 374.5 gate 342.53125 501.71875 264 374.5
gate 316.5625 513.03125 192.25 387 gate 316.5625 513.03125 192.25 387
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 213 275 start 213 275
flags 1 flags 1
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+3
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@@ -47,6 +47,9 @@ gate 715.375 842.65625 586.40625 755
gate 701.84375 891.1875 585.65625 814.03125 gate 701.84375 891.1875 585.65625 814.03125
gate 663.3125 939.1875 581.0625 837.78125 gate 663.3125 939.1875 581.0625 837.78125
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 122 216 start 122 216
flags 0 flags 0
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+3
View File
@@ -40,6 +40,9 @@ gate 372.1875 581.84375 301.1875 652.34375
gate 402.625 626.75 392.625 759.25 gate 402.625 626.75 392.625 759.25
gate 435.0625 628.59375 502.1875 772.34375 gate 435.0625 628.59375 502.1875 772.34375
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 672 360 start 672 360
flags 0 flags 0
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+3
View File
@@ -43,6 +43,9 @@ gate 293.90625 281.8125 414.1875 352
gate 347.40625 233.625 448.21875 353.125 gate 347.40625 233.625 448.21875 353.125
gate 423.4375 212.9375 488.71875 377.71875 gate 423.4375 212.9375 488.71875 377.71875
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 800 350 start 800 350
flags 0 flags 0
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+3
View File
@@ -47,6 +47,9 @@ gate 265.75 441.875 165.75 375.875
gate 247.84375 489.21875 133.09375 438.96875 gate 247.84375 489.21875 133.09375 438.96875
gate 259.9375 536.59375 154.9375 525.59375 gate 259.9375 536.59375 154.9375 525.59375
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 362 264 start 362 264
flags 0 flags 0
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+3
View File
@@ -42,6 +42,9 @@ gate 506.1875 355.09375 607.4375 450.84375
gate 628.3125 300 668.3125 426 gate 628.3125 300 668.3125 426
gate 841.875 457.5 766.875 502.5 gate 841.875 457.5 766.875 502.5
# Name of the set of tracks this one belongs to, shown in the menu.
set Sounf Of Speed
# As stored in the original data; not used by the game. # As stored in the original data; not used by the game.
start 501 153 start 501 153
flags 0 flags 0
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+23
View File
@@ -0,0 +1,23 @@
# Skids vehicle settings. Lines starting with # are comments.
# The sprite sheet is camaro.png: 32 headings across, 25 tilts down.
name CAMARO
driver ROD
# yes = towed behind cars (Caravans option) instead of driven
trailer no
# The 16 values from the original .set file. Their meaning is not
# decoded yet, so the game does not use them; the handling below is
# a reconstruction.
original 54 35 32 8 7 22 22 16 49 14 53 0 0 0 0 0
# top speed on tarmac, world pixels per second
top 200
# acceleration and braking, world pixels per second squared
accel 170
brake 320
# sideways grip (higher = less sliding)
grip 5
# steering rate, radians per second
turn 3.6
# weight in collisions
mass 1
# speed and grip multiplier off the road
offroad 0.55
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+23
View File
@@ -0,0 +1,23 @@
# Skids vehicle settings. Lines starting with # are comments.
# The sprite sheet is caravan.png: 32 headings across, 25 tilts down.
name CARAVAN
driver SIMON
# yes = towed behind cars (Caravans option) instead of driven
trailer yes
# The 16 values from the original .set file. Their meaning is not
# decoded yet, so the game does not use them; the handling below is
# a reconstruction.
original 2 65532 65532 1 12 10 16 14 0 0 0 0 0 0 0 0
# top speed on tarmac, world pixels per second
top 200
# acceleration and braking, world pixels per second squared
accel 170
brake 320
# sideways grip (higher = less sliding)
grip 5
# steering rate, radians per second
turn 3.6
# weight in collisions
mass 1
# speed and grip multiplier off the road
offroad 0.55
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