Files
skids/assets/README.md
T
andy c36572f8dc Extract the track thumbnails and the ball sprite bank
- 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
2026-10-19 20:43:34 +00:00

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# Game assets
Everything the game uses is stored here as editable files. The build embeds
this folder into the executable. To pick up changes:
- **Rebuild:** `cargo run --release`.
- **Or skip the rebuild:** run with `--data assets`. Files given with
`--data` override the built-in copy.
These files were converted from the original Amiga disks with
`skids extract --data <folder with the ADFs>`. That conversion is lossless,
and running it again overwrites your edits.
## Tracks: `tracks/<name>/`
### `track.png`
The track picture: 1024 × 512, a 16-colour indexed (palette) image.
- **Palette:** the PNG's palette is the track's palette. Change a palette
entry to recolour every pixel that uses it.
- **Road vs scenery:** colours 8–15 are road (full grip, full speed).
Colours 0–7 are scenery (less grip, slower).
- **Painting a new route:** paint it with the upper eight colours and
update the gates to match.
- **Saving:** keep the image indexed if your editor allows it. If it saves
as full-colour RGB instead, each pixel is matched to the nearest default
colour, which loses your palette.
### `track.txt`
Plain text; lines starting with `#` are comments.
- **`gate x1 y1 x2 y2`:** lap gates in race order.
- Gate 0 is the start/finish line, and the grid forms up behind it.
- Cars must cross every gate, in order, to complete a lap. Computer
drivers steer from one gate to the next.
- Coordinates are on the isometric ground plane. To find where a point
sits in the picture:
`picture x = wx - wy + 512`, `picture y = (wx + wy) × 31/64 − 252`.
- `skids trace --data assets --track N --out t.png` draws the gates
(gate 0 in yellow) and the computer cars' paths over the picture.
- **`height`:** 64 rows of 64 numbers giving ground height × 256. Each
number covers a 16 × 8 pixel cell of the picture. Slopes push cars
downhill and tilt the car sprites.
- **`set`:** the name of the set of tracks this one belongs to, shown under
the menu thumbnail.
- **`start`, `flags`:** values from the original data that the game
doesn't use.
### `thumb.png` (optional)
The track's 123 × 32 thumbnail from the original track-select screen, in
the track's palette. It's drawn at double height in the menu, because the
original's pixels are half-width. Without one, the menu shows a shrunken
`track.png`.
To add a track, make a new folder with `track.png` and `track.txt`. Tracks are listed in
name order.
## Vehicles: `vehicles/<id>.png` and `<id>.txt`
### `<id>.png`
A 2048 × 800 sprite sheet: 32 headings across by 25 tilts down, each cell
64 × 32.
- **Colours:** use only palette indices 0–3:
- 0 transparent
- 1 tyres / shadow
- 2 trim
- 3 bodywork
The colours in the file are only a preview; each player's car is
recoloured at run time.
- **Headings:** column 12 faces right, and columns advance clockwise in
11.25° steps.
- **Tilts:** row = roll × 5 + pitch (each 0–4), so row 12 is the car on
flat ground.
### `<id>-menu.png` (optional)
The car's 64 × 32 picture from the original select screen, in the same
four colours as the sprite sheet.
### `<id>.txt`
The display name, driver and handling:
| Setting | Meaning |
|-----------|---------|
| `name` | name shown in the menu |
| `driver` | driver's name, shown next to it |
| `trailer` | `yes` for something towed behind cars (the caravan) rather than driven |
| `original`| the 16 values from the original `.set` file, kept for reference; the game doesn't use them yet |
| `top` | top speed on tarmac |
| `accel` | acceleration |
| `brake` | braking |
| `grip` | sideways grip; higher means less sliding |
| `turn` | steering rate |
| `mass` | weight in collisions |
| `offroad` | speed and grip multiplier on scenery |
The handling values are a reconstruction, so tune them freely. To add a
car, add a new `<id>.png` / `<id>.txt` pair.
## Sounds: `sounds/*.wav`
8-bit mono WAV files at the original Amiga sample rates. A loop point,
stored in the WAV's `smpl` chunk, makes a sound repeat from there; most
sample editors keep it. The game uses these names:
| Sound | Use |
|-------|-----|
| `motor3` | engine, pitched up and down with revs (falls back to `motor`, then `engine`) |
| `screech2` | tyres sliding (falls back to `screech3`, then `screech`) |
| `crash1`, `crash2`, `crash3` | collisions, picked at random |
| `backfire` | lifting off at high revs |
| `horn` | Right Shift (player 1) or Left Shift (player 2) |
| `beep`, `beep2` | countdown, then lights out |
Missing sounds fall back to synthesised ones. Any other WAV files are kept
but not used.
## Music: `music/*.med`
The tune, an OctaMED module. Edit it in a tracker that reads MED files,
such as OpenMPT. The game's player supports plain sample instruments (no
synth sounds) and the commands listed in `docs/FORMATS.md`. Preview it
with `skids music --data assets --out tune.wav`. If there are several
files, the first in name order plays.
## Pictures: `gfx/*.png`
Indexed PNGs. `skidtoon.png` is the title picture at the top of the menu,
shown at half size. The others aren't used:
- `ball.png`: 64 frames of a spinning ball with the Acid logo, 16 frames
across, each 32 × 33. Its real colours aren't known, so it has a grey
palette.
- `chat2.png`, `mouse.png`, `sign.png`: small odds and ends.
## Palettes: `palettes/*.pal` (optional)
16 lines of `RRGGBB`. Each file overrides the PNG palettes:
- `track1-3.pal`: one track
- `track1.pal`: every TRACK1 track
- `default.pal`: all tracks