Files
skids/README.md
T
andy bd417b3307 Remove the ADF images now that assets/ holds the game data
The build embeds assets/ and nothing reads the disk images any more.
desktop.ini only labelled the images in Windows Explorer, so it goes too.
skids extract --data <adfs> can still regenerate assets/ from a copy.
2026-10-19 19:39:56 +00:00

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# Skids: a Super Skidmarks revival
A cross-platform (Windows, macOS, Linux) engine written in Rust that plays
*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
of the six-disk set) into editable files in [`assets/`](assets/README.md).
The images themselves are no longer kept in this repository.
- **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.
- **Each car:** a PNG sprite sheet, plus a text file with its name and
handling.
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.
The engine can still read the original disks directly: ADF images, the LHA
archives on them, and their CrunchMania-packed files.
`skids extract --data <adfs>` regenerates `assets/` from them.
Because the binary and `assets/` carry the original game data, anyone you
give either to also gets the game data.
## What works
- All 24 tracks across the four track files. Each has its isometric height
map and lap gates.
- All 8 vehicles (Mini, Beetle, Porsche, Formula 1, Midget, Truck, Police,
Cow), with 32 headings and 25 body-tilt frames for hills.
- 1 or 2 players (split screen) plus up to 7 computer drivers.
- Power-slide handling, slopes, car-to-car bumping, and skid marks burnt
into the track.
- Lap and position tracking, lap times, and a results table.
- Procedural engine, tyre and crash sound.
## What's reconstructed
Disk 1 of the six-disk set is missing from this archive. It held the
executable, palettes, sound and music. As a result:
- **Handling, AI and race rules** are new code written to feel like the
original, not a translation of the original 68000 code.
- **Colours** come from a reconstructed palette, built around how the
tracks use their 16 colour indices. If you have the real palettes, put
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
```sh
cargo run --release
```
The built executable (`target/release/skids`, or `skids.exe` on Windows)
runs on its own from anywhere.
`--data DIR` adds to or overrides the built-in data. `DIR` can be an
assets folder, which lets you try edits without rebuilding:
`skids --data assets`. It can also be the original ADF images or LHA
archives. Without `--data`, a folder like that in the current directory or
next to the executable is picked up automatically. When a track or car
exists both as an asset and on disk, the asset wins.
| Action | Player 1 | Player 2 |
|-------------|---------------------------------------|----------|
| Accelerate | ↑ (or W in one-player games) | W |
| Brake / reverse | ↓ (or S) | S |
| Steer | ← → (or A D) | A D |
| Pause | P | |
| Leave race | Esc | |
Options: `--scale 1|2|4` (window size), `--mute`.
### Tools
```sh
skids info --data DIR # list tracks and vehicles found
skids extract --data ADFS [--out assets] # convert original disks into editable assets
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 render --data DIR --track 3 --out shot.png # headless screenshot
```
## Building
You need a stable Rust toolchain.
- **Linux:** install the ALSA and X11 development packages, e.g.
`sudo apt install libasound2-dev libx11-dev libxkbcommon-dev`. To build
without sound (no ALSA needed), use
`cargo build --release --no-default-features --features embed`.
- **macOS / Windows:** `cargo build --release` works as is.
The build embeds `assets/`. To use a different folder, set
`SKIDS_ASSETS_DIR=/path/to/assets`. To build without embedding, so the game
needs `--data` at run time, use `--no-default-features --features audio`.
The ADF images aren't needed to build.
GitHub Actions builds all three platforms on every push
(`.github/workflows/build.yml`).
## Layout
```
assets/ the game data as editable PNG and text files
build.rs embeds assets/ into the executable
src/formats/ ADF (OFS/FFS), LHA and CrunchMania readers
src/data/ track, vehicle and palette decoding; locating the game files
src/game/ physics, AI and race rules
src/render/ software renderer at 320×256 (PAL low-res) and a bitmap font
src/audio.rs synthesised sound (cpal)
src/app.rs menus, race screens and results
```
## Credits
*Super Skidmarks* is by Acid Software. This project is an unofficial
revival for preservation. The CrunchMania bitstream layout follows Teemu
Suutari's [ancient](https://github.com/temisu/ancient) (BSD-2-Clause).