Commit Graph
27 Commits
Author SHA1 Message Date
raptorreplica f9b6caf4d4 Add scripted boss phase artwork and native impact effects 2026-10-11 19:23:30 +11:00
raptorreplica e1a6b54712 Checkpoint 1,148 reviewed HD frames against final Stage2 API source 2026-10-11 19:18:54 +11:00
raptorreplica b4a51f1782 Checkpoint 1,071 reviewed HD frames and preserve Stage2 handoff scopes 2026-10-11 19:02:50 +11:00
raptorreplica 6ca6919590 Record immutable 1,037-frame development handoff 2026-10-11 18:53:17 +11:00
raptorreplica 9d3b15b8d6 Checkpoint 1,037 independently reviewed development HD frames 2026-10-11 18:50:32 +11:00
raptorreplica 5ba472ebc9 Checkpoint 929 independently reviewed development HD frames 2026-10-11 18:34:05 +11:00
raptorreplica fb6574a732 Record native Windows validation of the 800-frame package 2026-10-11 18:32:28 +11:00
raptorreplica c3865500d7 docs: checkpoint independent original HD reviews 2026-10-11 18:24:26 +11:00
raptorreplica 964ba930d7 Package 800 reviewed HD frames for Linux and Windows 2026-10-11 18:23:38 +11:00
raptorreplica e7478bddeb Clarify runtime handoff wording 2026-10-11 18:19:09 +11:00
raptorreplica 7c11df12f7 Record 800-frame Linux and Windows runtime handoff 2026-10-11 18:18:49 +11:00
raptorreplica 2fb1fad843 Checkpoint 800 independently reviewed HD frames 2026-10-11 18:13:47 +11:00
raptorreplica f86c5d446d Verify the tracked Windows runtime in native CI 2026-10-11 18:00:54 +11:00
raptorreplica 25bf21349a Record relocated Windows gameplay and sound validation 2026-10-11 17:53:17 +11:00
raptorreplica 1b52466f4c Include a self-contained Windows build and portable profiles 2026-10-11 17:51:38 +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 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 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