- Track files: decode the selector thumbnails (a 640x64 16-colour
picture, four sequential bitplanes, six 123x32 tiles in a 3x2 grid) into
tracks/<name>/thumb.png, and show them in the menu at double height
(they are Amiga hi-res)
- gfx/ball.spr: decode the 64-frame attached-sprite bank (spinning ball
with the Acid logo) into gfx/ball.png; its colours are not in the file
- Command-line output no longer panics when piped into e.g. head
- 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.
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.