Commit Graph
9 Commits
Author SHA1 Message Date
raptorreplica 0844f6dffa Match full reference demo and validate original missions, transitions and sprite rendering 2026-10-10 12:42:33 +11:00
raptorreplica 967ba69ee8 Add separate Iron Coast mission, weapon and enemy mods with SD HD artwork and audio 2026-10-10 12:20:24 +11:00
raptorreplica dbb1d4596b Add independent Rust engine, deterministic mod API and asset pipeline 2026-10-10 12:17:43 +11:00
raptorreplica f2cce6f51b Fix missing options exit label so preserved engine rebuilds 2026-10-10 11:30:12 +11:00
raptorreplica eee082f2ad Preserve current legacy presentation and options improvements 2026-10-10 11:07:37 +11:00
raptorreplica 214789fe87 Fork the vendored engine into the playable replica
Engine changes vs the vendored upstream (full ledger in
docs/upstream-patches.md):

- Assets: replace the encrypted FILE000N.GLB archives with a catalog of
  pre-decrypted loose files (data/INDEX); GLB_SlotItems() drives
  mission-pack / registered-version detection; payloads never run the
  GLB cipher at runtime.
- Platform: Linux/SDL2/ALSA only; Android, MSVC/MinGW, macOS packaging,
  bundled Windows SDL2 SDKs and the ENDOOM exit screen are gone;
  EXIT_Error now prints before exiting.
- Rendering: decouple presentation from simulation -- sim stays at the
  original 70/3 Hz, frames render interpolated at display rate (player,
  map scroll, enemies, shots, bonuses, anims, shadows); menus keep 70 Hz
  pacing; vsync with a delay-guard fallback.
- QoL: borderless window mode (Video/borderless), no menu cursor
  snapping onto default buttons.

Fix four regressions from the render split:

- Shield bars never redrew: RAP_ThinkStats latches g_oldshield each sim
  step before RAP_DisplayStats' dirty check could fire. Bars now draw
  unconditionally per rendered frame; g_oldsuper deleted, g_oldshield
  kept as sim-side damage-detection state only.
- Dying ships despawned without exploding: the render loop never called
  ANIMS_DisplayHigh(); most air-death explosions register HIGH_AIR.
  Restored between the player and enemy shots, as upstream orders it.
- Laser turret broke: reusing doneflag as a draw marker (it is
  hit/retire game state, and the turret retire path never frees its
  shot) hid the beam on hitting ticks and leaked one SHOTS pool slot
  per fire until no weapon could shoot. S_LINE tracers now carry an age
  counter: one Think pass, every render of their birth step, purged at
  the top of the next Think.
- Muzzle flash was cleared per rendered frame, making it invisible at
  display refresh rates; now cleared once per simulation step.
2026-08-26 18:45:07 +10:00
raptorreplica f7c9b7a02d Vendor raptor source files (was embedded gitlink)
Tree vendored at upstream 0019c5dd; origin + license recorded in
raptor/VENDOR.txt. Windows SDL dev packages excluded via .gitignore.
2026-08-25 22:08:42 +10:00
raptorreplica bd3ea30d55 Pivot to the original Raptor source as the engine base
Vendor skynettx/raptor (nukeykt's reconstructed source, GPLv2+): original
game logic, GLB loading, OPL2 music emulation. Runs with user-supplied
registered v1.2 GLB data (5 original mission packs) at 1920x1080 with
working AdLib soundtrack and SFX.

- play.sh: asset linking, first-run build, launch
- SDL2 2.28.2 built user-local (~/.local); CMake 3.30.3 binary
- prototype engine preserved on branch prototype-engine
- PLAN.md rewritten for the source-base architecture
2026-08-25 22:07:45 +10:00
raptorreplica 8a3c5afc9f Initial commit: replica plan and scaffold 2026-08-25 18:26:23 +10:00