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.
1.7 KiB
1.7 KiB
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 — overview, layout, quick start
- docs/architecture.md — startup flow, asset handles, subsystems
- docs/glb-format.md — reverse-engineered GLB archive format + cipher
- docs/asset-pipeline.md — data/ tree, INDEX catalog, editing content
- docs/building.md — dependencies, build, config/save paths
- 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)
- Extra mission packs authored as new cataloged assets in the original formats.
- QoL patches kept as documented diffs against upstream (see
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. - 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.