# Raptor: Call of the Shadows — Replica Plan ## 0. Goal Faithful playable replica of *Raptor: Call of the Shadows* (Cybernetics Corporation / Apogee, 1994; MS-DOS, VGA 320×200×256, AdLib/Sound Blaster). Parity bar: a player moving between our binary and the original under DOSBox cannot tell the difference without looking at the window title. - Identical mission structure: vertical-scrolling phases (mountain terrain → valley → sky → aerial boss) per level. - Identical wave layouts, enemy types, fire patterns, scoring values, credit bounties. - Identical shop economy: prices, upgrade effects, loadout slots. - Visual parity via original assets (sprites, palettes, tilemaps), integer-scaled from 320×200. - Audio parity: OPL2/3 music and digitized SFX. - Input feel: same responsiveness bounds (see M3 acceptance). ## 1. Ground truth and references - Original shareware build running in DOSBox-staging = behavioral oracle for every question (tick rate, spawn timing, scores, shop stock). - Frame captures + input-scripted sessions for asset extraction and diffing. - Community prior art: OpenRaptor reimplementation — study for reverse-engineered format knowledge; license review before reading any code (clean-room rule below). - Open research tasks (each blocks its milestone): - exact logic tick rate of the original (timer hook frequency), - RNG usage and seeding (affects spawn/replay determinism), - full data-file formats: sprite/tile/palette packing, wave tables, music files, - complete weapon/missile/bomb stat tables, shop inventory and prices, - original save/high-score file layout (compatibility target). ## 2. Legal / asset policy - Game data is copyrighted. Two supported modes: 1. **BYO-data**: engine loads original game files the user supplies (like ScummVM). 2. **Standalone**: shipped with recreated CC0 stand-in assets, clearly labeled non-original. - Clean-room code: implement from observation and documentation only; no decompilation into the tree. ## 3. Tech stack (boring choices) | Concern | Choice | Why | |-----------|------------------------------------------|-----| | Language | C++20 | team-maintainable, SDL-native, no runtime | | Graphics | SDL2, `SDL_Renderer` sprite batching | ubiquitous, 2D is all we need | | Audio | Nuked-OPL3 (cycle-exact OPL) + PCM mixer | accurate AdLib reproduction | | Build | CMake + system deps | Linux/macOS/Windows from one file | | Tests | plain assert-style unit tests for pure logic | scoring, shop math, parsers | Rendering: logical 320×200, integer scaling, letterbox; vsync off, fixed-timestep sim (target rate = measured original tick rate, hypothesis ~70 Hz VGA — verify per §1). Interpolation optional, off by default to match original feel. ## 4. Systems breakdown 1. **Core loop** — fixed-step sim, frame limiter, deterministic when seeded. 2. **Input** — arrows/fire/missile/bomb mapping mirroring original defaults, remappable via config. 3. **Asset pipeline** — loaders for original pack formats (sprites, tiles, palettes, wave tables, OPL music); hot-reload during development. 4. **World** — vertical tile-map scroller, camera, phase-transition triggers within a level. 5. **Entities** — player ship, ground units (turrets, tanks, radar), air units (waves, gunships), projectiles (player/enemy), pickups/credit pods, explosions. 6. **Combat** — data-driven weapon definitions (cannons/lasers/plasma, missile rack, bombs), damage, shield/hull model, i-frames. 7. **Economy** — kill bounties, end-of-level tally screen, shop UI (buy/sell/equip), persistence in an original-compatible save/high-score format. 8. **Audio** — OPL music sequencer, SFX trigger table, volume controls. 9. **HUD/UI** — score, credits, shield, weapon indicators, menus, shop screens at 320×200. 10. **Platform** — config file (keybinds, scaling, fullscreen/window). ## 5. Milestones Each milestone ends with its acceptance criterion demonstrated on real hardware, not assumed. - **M0 Scaffold** — repo, CMake build, window opens at 320×200 integer-scaled. AC: binary launches on this machine. - **M1 Asset spike** — load one sprite sheet + palette from original data files. AC: player ship renders with correct colors/pixels vs DOSBox screenshot. - **M2 Playfield** — scrolling terrain, camera, static HUD frame. AC: 60 s scroll, zero drift or tearing artifacts. - **M3 Player** — movement clamped to playfield, cannon fire, projectile pool. AC: input-to-shot latency ≤ 1 sim tick; movement speed matches measured original px/s. - **M4 Enemies & waves** — table-driven spawner; Level 1 mountain-phase ground turrets + first air waves. AC: side-by-side capture matches spawn positions/timing within tolerance. - **M5 Combat depth** — enemy fire patterns, collisions, explosion sequence, credit drops. AC: scripted run yields identical credits/score to reference capture. - **M6 Boss & level flow** — Level 1 boss, phase transitions (mountain→valley→sky). AC: Level 1 completable start-to-boss-kill. - **M7 Shop & economy** — post-mission tally, full buy/sell/equip flow, persistence. AC: purchase changes next-run loadout; all prices match reference table. - **M8 Audio** — OPL music playback, SFX triggers. AC: title theme recognizable note-for-note; SFX sync within 1 tick of events. - **M9 Content** — remaining missions authored as wave tables (needs a small DSL/tooling first). AC: full campaign finishable. - **M10 Parity & polish** — capture-diff harness across all levels, timing tuning, difficulty curve spot checks. AC: blind pacing test indistinguishable from original. ## 6. Verification method - **Oracle harness**: same recorded input script fed to our binary and to DOSBox; compare screenshots at fixed ticks and state dumps (score, credits, hull). - **Determinism check**: seeded runs produce byte-identical state dumps. - **Unit tests** for pure logic: scoring math, shop transactions, save-format round-trip, wave-table parsing. - Visual claims always verified against actual captured frames, never from memory. ## 7. Risks - Unknown internal constants (tick rate, spawn tables) → measure from captures; document every deliberate deviation in `docs/deviations.md`. - Asset format RE time blowout → time-boxed spikes; fallback to stand-in art keeps engine work unblocked. - OPL accuracy → solved by Nuked-OPL3; residual risk only in sequencer timing. - Scope: 9 missions × 3 phases is large → content tooling (M9 DSL) precedes bulk content entry. ## 8. Working agreements - One milestone ≈ one review-sized changeset; PLAN.md updated as milestones land. - Every PR states which AC it satisfies and how it was verified.