Files
skids/Cargo.toml
andy 15ba71587c 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.
2026-10-19 19:38:08 +00:00

33 lines
866 B
TOML

[package]
name = "skids"
version = "0.1.0"
edition = "2021"
description = "Cross-platform revival of Super Skidmarks (Acid Software, 1995) that runs on the original Amiga game data"
license = "MIT"
readme = "README.md"
repository = "https://github.com/andydixon/skids"
[features]
default = ["audio", "embed"]
# Procedural engine/skid sound via cpal. Disable with --no-default-features
# on Linux machines without the ALSA development headers.
audio = ["dep:cpal"]
# Build the editable game assets in assets/ (or SKIDS_ASSETS_DIR) into the
# executable, so it runs on its own.
embed = []
[dependencies]
minifb = "0.28"
png = "0.18"
cpal = { version = "0.15", optional = true }
[profile.dev]
# The renderer is a software rasteriser; unoptimised builds are too slow to play.
opt-level = 2
[profile.release]
opt-level = 3
lto = "thin"
codegen-units = 1
strip = true