Decoded from SKIDMARKS_CD32's machine code:
- Car physics: the per-frame engine/grip/steering update, gravity and
jumps, the hill effect on the throttle, and body tilt. Replaces the
reconstructed handling model.
- The meaning of every .set value (separate drag, grip and power for
human and computer drivers; steering, gravity, tow hitch), and the
six handling presets, offered by a new Handling menu option.
- Walls: the road edges are quadratic B-splines through the gates'
ends. They match the painted road edges.
- The real projection, which lifts points by their height; the height
map is indexed by world cells, not screen pixels.
- Tracks have one more gate than the stored count: the last gate was
being dropped on every track.
Computer drivers now follow the road between the walls and steer like
the original's. Vehicle assets store the values as `handling`; older
files still load. Docs describe the decoded logic.
- 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.