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