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

RaptorReplica

A faithful, playable replica of Raptor: Call of the Shadows (Cygnus Studios, 1994) running the reconstructed original engine on Linux, with the original game data extracted into a modern, editable asset tree.

Quick start

./play.sh

Builds the engine on first run, then launches fullscreen. Saves and SETUP.INI live in ~/.local/share/Raptor/ — nothing in the repo is written to.

Repository layout

Path What it is
raptor/ Vendored engine source (GPLv2+), trimmed to a Linux-only build. Patches against upstream are listed in upstream-patches.md.
data/ The asset tree the engine loads: one INDEX catalog plus category directories (music/, sprites/, ...). Derived from the copyrighted originals — gitignored, never commit. See asset-pipeline.md.
tools/glbextract.py Cracks the original .GLB archives into data/. See glb-format.md.
docs/ This documentation.
play.sh One-command launcher (build if needed, run from data/).
PLAN.md Project status and roadmap.

Documentation index

Status

Playable end to end: title/menu, hangar, store, ship computer, all mission phases, original OPL2 soundtrack and Sound Blaster SFX through PipeWire/ALSA. Verified on this machine at 1920x1080.

  • raptor/ is GPLv2+; this project inherits GPL for everything built on it.
  • Game data is copyrighted. data/ is derived from the user's own purchased copy and is never committed.
S
Description
Rust rewrite of Raptor with local mod support, Iron Coast campaign, and optional HD artwork
Readme GPL-2.0
8.7 GiB
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