Commit Graph
29 Commits
Author SHA1 Message Date
raptorreplica 64e59fda1f Verify actual native terrain occurrences in HD scene captures 2026-10-11 17:49:24 +11:00
raptorreplica 1bfe69dc68 Checkpoint 697 reviewed HD frames and exact runtime proof 2026-10-11 17:31:00 +11:00
raptorreplica aeca7501bb Freeze HD review libraries and checkpoint 441 approved frames 2026-10-11 17:11:36 +11:00
raptorreplica 26ed9ccdbb Refresh the tracked playable bundle with reviewed engine and 340 HD frames 2026-10-11 16:52:09 +11:00
raptorreplica c0a6fd3431 Add scripted lightning weapon mods with interpolated anchored effects 2026-10-11 16:45:22 +11:00
raptorreplica 98465133aa Record repository relocation and original ground-target investigation 2026-10-11 16:37:50 +11:00
raptorreplica 8f459796b1 Make RustRaptor the repository root and track its playable bundle 2026-10-11 16:33:37 +11:00
raptorreplica 4b1edefeec Fix diagnostics back navigation and keep mod selection rows stable 2026-10-11 16:25:59 +11:00
raptorreplica ab23255d2c Preserve terrain grain across HD edge and corner joins 2026-10-11 16:24:15 +11:00
raptorreplica b3d0013b65 Record shutdown recovery and remaining engine and HD work 2026-10-11 16:19:39 +11:00
raptorreplica fdf2ff03a7 Package standalone RustRaptor and refine widescreen menus with classic cinematics 2026-10-11 12:51:04 +11:00
raptorreplica 8e0b287194 Reject Rust library changes during HD candidate review 2026-10-11 11:27:19 +11:00
raptorreplica d88d5adca2 Keep HD review stages current and record enemy queue recovery 2026-10-11 10:51:39 +11:00
raptorreplica 490b64c58b Record 215 approved HD frames and complete pack review 2026-10-11 10:00:56 +11:00
raptorreplica 0b938c04ea Preserve palette semantics for mod PNGs and HD opening cards 2026-10-11 08:32:51 +11:00
raptorreplica 116689a0fe Record 165 reviewed HD frames and native portrait coverage 2026-10-11 08:05:46 +11:00
raptorreplica cd493c4eb6 Track reviewed HD families and guard catalog registration 2026-10-11 04:44:08 +11:00
raptorreplica 88fa7b570c Prevent stale HD generation reservations across interrupted turns
Track reserved, started and legacy-unknown requests separately; retain active request accounting until explicit completion and expose recovery controls. Reject duplicate or unknown starts, preserve ownership checks, and validate the lifecycle with isolated synthetic state.

Record independently verified palette fixes and add a supplied-HD timed currency scene fixture covering interpolation and unchanged simulation state.
2026-10-10 23:02:47 +11:00
raptorreplica 472c30d65b Checkpoint Rust gameplay, Iron Coast campaign and full HD pipeline
Refine the classic menus, shop, save compatibility prompts, original intro,
indexed effects and audio. Restore forward-gun damage and rewards for JSON
ground targets while preserving native replay behavior.

Add six separate Iron Coast missions, distinct bosses and the authored FM
soundtrack, with source art, SD/HD sprites, sounds, dependencies and validation
in the mod packages. Validate the complete 19-package campaign route and
save/load progression.

Inventory every original picture and implement source-bound HD review,
bounded lazy artwork caches, indexed terrain composition and palette-safe
conversion. Track generation jobs and independent acceptance separately;
the complete original-art remaster is still in progress.

Validation: default and headless portable suites; final library 106 passed;
original 1889-step reference replay; complete six-stage campaign and replay;
42 menu/intro captures; full registered HD pack at four presentation scales;
terrain context/scrolling checks and fullscreen 1080p rendering.
2026-10-10 22:14:00 +11:00
raptorreplica e17bc1003e Package RustRaptor and refine controls, menus, saves, sound and mod selection 2026-10-10 13:47:41 +11:00
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