# RaptorReplica — Raptor: Call of the Shadows **Status: PLAYABLE** — original engine, original data, extracted into a modern asset tree. Full documentation lives in [`docs/`](docs/README.md): - [docs/README.md](docs/README.md) — overview, layout, quick start - [docs/architecture.md](docs/architecture.md) — startup flow, asset handles, subsystems - [docs/glb-format.md](docs/glb-format.md) — reverse-engineered GLB archive format + cipher - [docs/asset-pipeline.md](docs/asset-pipeline.md) — data/ tree, INDEX catalog, editing content - [docs/building.md](docs/building.md) — dependencies, build, config/save paths - [docs/upstream-patches.md](docs/upstream-patches.md) — every diff against the vendored engine Run with `./play.sh`. ## The 5 mission packs The registered data ships 5 campaign packs (each mission: mountain → valley → sky phases + boss). Pack presence is detected from catalog slots at boot; slot 2 or 3 present flips the engine to registered mode. ## Roadmap (on top of the source) 1. Extra mission packs authored as new cataloged assets in the original formats. 2. QoL patches kept as documented diffs against upstream (see [docs/upstream-patches.md](docs/upstream-patches.md)): resolution options, audio device selection, keybind config surface. Landed so far: decoupled interpolated rendering (presentation at display rate, simulation at the original 70/3 Hz), borderless window mode (`Video/borderless`), removal of menu cursor snapping. 3. Track upstream (skynettx/raptor) and rebase the documented diffs. ## Legal - `raptor/` is GPLv2+; this project inherits GPL for anything built on it. - `data/` is derived from the user's own purchased copy (copyrighted); it is gitignored and never committed.