Package RustRaptor and refine controls, menus, saves, sound and mod selection
This commit is contained in:
1 parent
0844f6dffa
commit
e17bc1003e
649 files changed
+8652
-2677
No files matched your search
@@ -1,85 +0,0 @@
|
||||
# Rust engine and validation
|
||||
|
||||
The Rust binary never calls or embeds the C++ engine. SDL2 provides window/input/controller/audio services. Simulation and the validation CLI build without SDL2. The C++ checkout stays available for controlled reference comparisons and normal play until full acceptance passes.
|
||||
|
||||
| Module | Responsibility |
|
||||
| --- | --- |
|
||||
| assets | Checked catalog, palettes, raw/span pictures, libraries, maps and demo records. |
|
||||
| content, legacy_tables | Typed registries and generated original numeric mappings. |
|
||||
| simulation | Rational clock, integer motion, shared RNG, collision/weapon/enemy/terrain rules, script transactions. |
|
||||
| render, hd | Indexed canvas, ScaleNx, caches, PNG/palette conversion and optional source-hashed HD art. |
|
||||
| audio, sound | Original MUS/GENMIDI FM and digital DSP behavior; package-local PCM WAV decoding. |
|
||||
| cinematics | Checked AGX delta frames and movie timing. |
|
||||
| persistence | TOML settings, versioned JSON pilots, atomic writes and read-only legacy import. |
|
||||
| modding | Packages, dependency ordering, overrides, bounded Rhai callbacks/state and save pins. |
|
||||
| desktop | SDL2 services, UI, shop/equipment, mod manager, settings and interpolation. |
|
||||
|
||||
## Build and run
|
||||
|
||||
Rust 1.88+, Cargo and SDL2 development libraries are required. A local SDL2 installation in `~/.local/lib` is supported. The launcher sets the library path and uses a release build:
|
||||
|
||||
```sh
|
||||
./play.sh --engine rust
|
||||
./play.sh --engine rust --mods examples/mods
|
||||
```
|
||||
|
||||
For development and tests:
|
||||
|
||||
```sh
|
||||
export LD_LIBRARY_PATH="$HOME/.local/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"
|
||||
cargo test --locked
|
||||
cargo test --locked --no-default-features
|
||||
RAPTOR_TEST_DATA="$PWD/data" cargo test --locked
|
||||
RAPTOR_TEST_DATA="$PWD/data" cargo test --locked -- --ignored
|
||||
```
|
||||
|
||||
Synthetic fixtures contain no copyrighted or generated game pixels. Original integration checks are opt-in and local. Native audio comparisons compile a small retained-source harness with g++ and SDL2 headers; pure Rust playback itself uses no C++ runtime.
|
||||
|
||||
## Profiles and settings
|
||||
|
||||
Rust uses `$XDG_DATA_HOME/RaptorReplica/pilot-NNNN.json` and `mods/`, `$XDG_CONFIG_HOME/RaptorReplica/config.toml`, and `$XDG_CACHE_HOME/RaptorReplica/` for derived assets. Normal XDG defaults apply. Pilots record active package versions/hashes and script state/RNG. Missing or changed requirements block loading, without deleting equipment or replacing the save.
|
||||
|
||||
Legacy `~/.local/share/Raptor/SETUP.INI` and pilot files are imported read-only. All difficulties, waves, portrait and training metadata are retained. Rust writes only its separate versioned files. Explicit CLI import output cannot be the original file.
|
||||
|
||||
Options include scaling, scanlines, aspect correction, fullscreen/borderless, input bindings/controller, volumes and optional HD art. New/load pilot controls keep incompatible save slots separate. The Mods screen applies validated selections at the main menu; selections made during flight remain pending until returning there.
|
||||
|
||||
## Local asset and platform checks
|
||||
|
||||
```sh
|
||||
cargo run --locked --no-default-features -- --data data --verify-assets
|
||||
cargo run --locked --no-default-features -- --data data --mods examples/mods --validate-mods aurora
|
||||
cargo run --locked --no-default-features -- --data data --mods examples/mods \
|
||||
--enabled aurora --headless aurora:field_trials --ticks 700
|
||||
SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy cargo run --locked -- \
|
||||
--data data --profile-root .reference/smoke --smoke-frames 5 \
|
||||
--screenshot .reference/menu.png
|
||||
```
|
||||
|
||||
Use real SDL video for interactive/display-performance checks. Dummy screenshots verify raster placement, not GPU/vsync performance. `--preview-mission ID` starts a mission; `--preview-cinematic intro|landing|death|end1|end2|end3` previews movies. Frame-limited runs do not save pilots/settings; cache stays within the selected profile.
|
||||
|
||||
## Controlled reference replays
|
||||
|
||||
Rebuild the current C++ source before recording. Trace output is opt-in during legacy demo playback and records complete updates after palette/stat processing, which also consumes the shared RNG.
|
||||
|
||||
```sh
|
||||
mkdir -p .reference
|
||||
cmake --build raptor/build --target raptor --parallel 8
|
||||
(cd data && env SDL_VIDEODRIVER=dummy SDL_AUDIODRIVER=dummy \
|
||||
XDG_DATA_HOME="$PWD/../.reference/legacy-profile" \
|
||||
RAPTOR_REFERENCE_TRACE="$PWD/../.reference/cpp-demo.jsonl" \
|
||||
RAPTOR_REFERENCE_TICKS=1000 \
|
||||
../raptor/build/bin/raptor PLAY "$PWD/demos/DEMO1G1_REC")
|
||||
cargo run --locked --no-default-features -- --data data \
|
||||
--replay DEMO1G1_REC --ticks 1000 --trace .reference/rust-demo.jsonl
|
||||
python3 tools/compare_replays.py .reference/cpp-demo.jsonl .reference/rust-demo.jsonl
|
||||
```
|
||||
|
||||
The first 1,000 steps of DEMO1G1_REC have matched all captured fields: RNG, player coordinates/bank/shields/credits, ordered enemy position/health/animation/path state and ordered projectile assets/positions. The comparator fails at first divergence or unequal lengths. This is a subset of full state: add inventory, effects, objectives and all internal AI state before declaring complete parity. That demo starts sector 1 wave 3, so it does not validate the first mission or every campaign. Recordings stay ignored in `.reference/`.
|
||||
|
||||
## Audio and remaining acceptance
|
||||
|
||||
The Rust FM/DSP implementation has synthetic sample-by-sample native comparisons and a four-second original intro-music comparison at 44.1kHz. These establish those cases, not every track/input/output rate. The Rust core retains the original envelope/noise semantics and LGPL source provenance.
|
||||
|
||||
Longer replays, all campaign/difficulty paths and end-to-end boss playthroughs still require verification. Original cinematics decode/play locally but exact fade/transition/custom-palette fidelity needs comparison. Some menu layouts differ. HD coverage is partial and display performance must be measured before cutover.
|
||||
|
||||
Scale2x/3x follows the [published algorithm](https://www.scale2x.it/algorithm); Scale4x applies Scale2x twice. WAV parsing follows the [RIFF chunk format](https://learn.microsoft.com/en-us/windows/win32/xaudio2/resource-interchange-file-format--riff-). Original catalog/reference assets remain outside version control. Authored mod artwork and sounds are tracked.
|
||||
Reference in new issue
Block a user