Files
RustRaptor/docs/upstream-patches.md
T

10 KiB

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 (<hex handle> <size> <path>, 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, 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.