Cross-platform (Windows/macOS/Linux) engine that plays the original Amiga data straight from the ADF images: - ADF (OFS/FFS), LHA and CrunchMania (CrM!/CrM2) readers - Track decoding: 24 tracks of 1024x512 16-colour planar art, height maps and lap gates on an isometric ground plane - Vehicle decoding: 8 cars, 32 headings x 25 tilt frames of 64x32 AGA sprites - Reconstructed handling, AI, race rules, menus and synthesised sound (disk 1 with the executable, palettes and audio is not in the set) - info/extract/bench/trace/render tools, format notes, CI builds
3.9 KiB
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.
It reads the game's ADF disk images directly: it unpacks the LHA archives on them, decrunches the CrunchMania-packed files, and decodes the planar track graphics and AGA sprite banks. No game assets are compiled into the program; you supply the disks.
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.palfiles (16 lines ofRRGGBB):track1-3.palfor one tracktrack1.palfor all six tracks in a filedefault.palfor 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 cover everything reverse engineered so
far.
Running
cargo run --release -- --data /path/to/adfs
Without --data, the game looks in the current directory and then next to
the executable, so running it from this repository's root just works.
| 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
skids info --data DIR # list tracks and vehicles found
skids extract --data DIR --out pngs/ # dump every track (with gates) and car sheet
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), usecargo build --release --no-default-features. - macOS / Windows:
cargo build --releaseworks as is.
GitHub Actions builds all three platforms on every push
(.github/workflows/build.yml).
Layout
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 (BSD-2-Clause).