# Patches against upstream Base: nukeykt's reconstructed Raptor source (skynettx/raptor mirror), vendored in `raptor/` (GPLv2+, see `raptor/LICENSE` and `raptor/VENDOR.txt`). Everything below diverges from upstream on purpose. Keep this list current when touching engine code. ## Asset system: catalog of loose files (largest change) Upstream reads seven encrypted `FILE000N.GLB` archives via `src/glbapi.cpp`. This fork replaces the archive reader with a catalog of loose files: - `GLB_LoadCatalog()` parses `data/INDEX` (` `, sorted); `GLB_CatFind()` binary-searches it; `GLB_Load()` reads the file. - `GLB_SlotItems(slot)` (new public API, `src/glbapi.h`) counts a slot's assets; `src/rap.cpp` uses it for mission-pack and registered-version detection instead of probing for `.GLB` filenames. - `GLB_InitSystem` keeps its signature but ignores the archive-name prefix parameter. - Payloads are pre-decrypted at extraction time; the runtime never runs the GLB cipher. `GLB_EnCrypt/GLB_DeCrypt` remain for reference/tooling. - `FILEDESC` shrank to `{item, items}`; the archive file-handle cache (`GLB_FindFile/GLB_OpenFile/GLB_CloseFiles`) was removed. Rationale and format docs: [glb-format.md](glb-format.md), [asset-pipeline.md](asset-pipeline.md). ## Exit: no ENDOOM screen Upstream's `ShutDown()` (`src/rap.cpp`) loaded `LASTSCR*_TXT` and opened a second, text-mode "farewell" window (`I_LASTSCR`, `src/i_lastscr.cpp`) that blocked until a keypress. Removed: `ShutDown` now closes the game window and exits directly; `src/i_lastscr.cpp/.h` deleted. ## Diagnostics: EXIT_Error prints Upstream's `EXIT_Error` (`src/common.h`) was a stub that called `exit(0)` without printing — every engine error died silently. It now prints its formatted message to stderr before exiting (still `exit(0)`, matching the original exit code behavior). ## Platform: Linux-only - `CMakeLists.txt` reduced to the Linux/SDL2/ALSA build; the Android (FetchContent SDL), Windows (MSVC/MinGW + `rsrc/` resources) and macOS branches are gone. - Deleted upstream trees: `raptor/android/`, `msvc/`, `gcc/`, `pkg/`, `rsrc/`, `win32build.bat`, `osxbuild.sh`, the bundled Windows SDL2 SDKs under `include/`, and the `SETUP(*).INI` distribution templates. - `src/loadsave.cpp`: removed the `__ANDROID__` block that copied `.GLB` files to external storage (obsolete concept in this fork). ## Data detection `src/rap.cpp`: mission-pack presence is derived from catalog slot counts (`GLB_SlotItems`) rather than `access("FILE000N.GLB")` probes; the fatal "data files NOT FOUND" check now keys off slot 0 / no packs. ## Rendering: decoupled presentation loop The original game advanced simulation and presentation in lockstep at 70/3 Hz (~23 fps): `Do_Game()` ran one think+draw pass, then waited three timer ticks. This fork keeps the **simulation** at exactly that rate but presents interpolated frames at display rate: - Simulation is paced by a wall-clock accumulator (`RAP_SIM_STEP` in `src/rap.cpp`, units of 1/70000 s = 3 ticks). Input handling, all `*_Think()`, `DEMO_Think()` (one attract-mode record per step), palette fades and the stats state machine run once per step, preserving game speed, demo playback timing and RNG consumption order. - After each step the scene is redrawn and presented with an interpolation fraction until the next step is due (`GFX_SetInterp` / `GFX_InterpCoord`, `src/gfxapi.cpp`). When behind schedule (blocking menus ate wall time) renders are skipped so the simulation catches up, matching the old tick-wait behavior. - Draw positions are lerped between the previous and current simulation states for player ship, tile map scroll, enemies, enemy/player shots, bonuses, anims and shadows. The map scroll interpolates an unwrapped counter (`vscroll` in `TILE_Scroll`) because raw `tileyoff` wraps by 32 px while the on-screen tile grid stays positionally continuous; `TILE_Scroll` runs before `TILE_Think` so wrap intervals render seamlessly. - State changes that used to ride inside draw calls were moved to simulation or gated per step: enemy engine-flame toggle (`eframe`, `ENEMY_Think`), beam-shot animation counter (`SHOTS_Think`), ion-scanner sweep (`OBJS_DisplayStats`, gated by `gl_cnt`), S_LINE tracers are purged by `SHOTS_Think` instead of being removed mid-draw. The S_LINE purge keys off a per-shot `age` counter (one simulation step of life, matching upstream's draw-then-remove); the turret's retire path never frees its shot, so the purge must not reuse `doneflag`, which is hit/retire game state — reusing it leaked one `SHOTS` pool slot per turret fire until `SHOTS_Get()` could service no weapon, and hid the beam on hitting ticks. - `RAP_DisplayStats` was split into `RAP_ThinkStats` (state: death sequence, wave-exit control, low-shield warnings) and the drawing half. The shield bars are redrawn unconditionally each rendered frame: the old `g_oldsuper`/`g_oldshield` dirty check can never fire when the latch runs in `RAP_ThinkStats` before the draw, which froze the bars. `g_oldsuper` is gone; `g_oldshield` survives as the sim-side previous-step shield used for damage detection. The muzzle-flash ship pic (`g_flash`) is likewise cleared once per simulation step, not per rendered frame, or it would be invisible at display refresh rates. - The above-player anim layer (`ANIMS_DisplayHigh`) is drawn between the player and enemy shots as upstream does; most air-death explosions register `HIGH_AIR`, so dropping that call made dying ships vanish without exploding. - Vsync is enabled when the display reports a refresh rate; `I_VsyncActive()` lets the game loop fall back to a delay guard when the renderer ignores the flag. - Menus keep their 70 Hz `GFX_DisplayUpdate` pacing; intro/story screens still pace at 4 ticks (~17.5 fps). ## Video: borderless window mode New `Video/borderless` SETUP.INI option (`VIDEO_LoadPrefs`). When set, `SetVideoMode` creates a decoration-free window at the desktop resolution anchored at (0,0) (`SDL_WINDOW_BORDERLESS`). Alt+Enter cycles between the borderless desktop window and a normal decorated window while the mode is active. Exclusive `fullscreen_width/height` modes ignore it; if both `fullscreen=1` and `borderless=1` are set, `fullscreen` wins. The stale commented-out `-borderless` command-line snippet was removed. ## Video: HD presentation filter (scale2x/scale3x) New `[Video]` SETUP.INI keys, read once at boot in `VIDEO_LoadPrefs` (`src/i_video.cpp`): `upscaler` (0 = off, 2/3/4 = scale2x/scale3x/ 2x scale2x, default 3) and `scanlines` (0/1, default 0). The filter is a presentation-level CPU pass over the final RGBA frame before it enters the streaming texture — no engine logic or asset changes; the 4:3 playfield is kept. Kernels are the AdvMAME scale2x/scale3x rules by Andrea Mazzoleni, reimplemented in-repo (`src/i_upscale.cpp`, GPLv2+-compatible; nothing vendored). Filtered frames render directly from the factor-sized streaming texture and bypass the nearest-integer intermediate (`texture_upscaled`), which only sharpens sub-integer fits of a 1x source. With `upscaler=0` the original four-stage pixel-perfect path is byte-for-byte unchanged. The scanline overlay darkens every third logical row (320x240 space) after the final copy, so it stays geometry-safe under every window mode. Like `Video/borderless`, these are hand-edited INI settings; `raptorsetup` is not extended. ## Effects: machine-gun casings eject into world space Upstream's forward-gun muzzle effect (`A_PLAYER_SHOOT`, the GUNSTR diagonal streak art) is a player-relative anim: the streak is glued to the wingtip and flickers in place for its 4-step life, which at the decoupled presentation rate reads as shells vibrating at the gun rather than being ejected. This fork registers the same art once more as `A_PLAYER_EJECTA` (GROUND layer, `src/anims.cpp`) and spawns that at each wingtip's world position (`SHOTS_PlayerShoot` case `S_FORWARD_GUNS`) via `ANIMS_StartGAnim`. The casings therefore stay behind as the plane moves on and drift down with the map scroll (1 px per simulation step, ~23 px/s) for their 172 ms life. Sim-side timing is untouched: spawn cadence (shoot_rate 2), anim rate, RNG consumption and demo playback are identical to upstream; only the anim's reference frame changes. ## Input: no cursor snapping Dialog/menu code no longer warps the mouse cursor onto the default button: `SWD_SetWindowPtr`/`SWD_SetFieldPtr` were deleted along with all callers (`store.cpp`, `windows.cpp`), as were the direct `PTR_SetPos(field-center)` calls when opening ask dialogs, the difficulty select, the hangar keyboard navigation and the ship computer. Keyboard selection still highlights fields without moving the pointer. The mission-start `PTR_SetPos(playerx, playery)` in `Do_Game` is kept — it seeds mouse ship control, not menu focus. ## UI: in-game options menu with runtime video settings The Options dialog now carries the HD-remaster video settings that were previously boot-only INI keys. `ui/OPTS_SWD` was re-authored (same catalog handle `0x1003f`; built by `tools/swdbuild.py` from `tools/opts_swd_spec.py`) from 13 to 23 fields, adding FILTER, SCANLINES, RESOLUTION, FULLSCREEN and ASPECT rows with selection icons beside the existing Music/FX/Detail rows, and new `OPTS_*` ids in `src/winids.h`. `src/i_video.cpp` gained runtime setters (`I_SetVideoFilter/Scanlines/ VideoResolution/Fullscreen/AspectCorrect`) that only touch presentation resources — the factor-sized surface/texture pair was extracted from `SetVideoMode` into `RebuildStreamTextures` so the filter can change without re-creating the 8-bit screenbuffer. Changes live-apply from the dialog and persist to `[Video]` SETUP.INI keys (`upscaler`, `scanlines`, `fullscreen`, `aspect_ratio_correct`) on EXIT, and the dialog is also reachable in-mission via the O key (`Do_Game`, bracketed like F1 help). ## Deliberately unchanged - Game logic, mission data formats, audio synthesis — untouched. - `GLB_*` API names and handle layout (`slot << 16 | item`) — kept so `src/fileids.h` and all call sites stay identical to upstream.