Files
RustRaptor/docs/glb-format.md
T
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

2.6 KiB

GLB archive format

The original game ships its data as FILE0000.GLB ... FILE0006.GLB, produced by the "GLib" library bundled with the commercial source. The format below was reverse-engineered from raptor/src/glbapi.cpp (upstream loader) and verified against all seven shipped archives (6449 items total).

Container

A GLB file is a flat sequence of 28-byte records:

typedef struct {
    uint32_t opt;        // 0 = plain payload, 1 = encrypted payload
    uint32_t offset;     // payload offset in the file
    uint32_t filesize;   // payload size in bytes
    char     name[16];   // NUL-padded item name, e.g. "GENMIDI_OP2"
} KEYFILE;               // little-endian fields
  • Record 0 is the header. Its offset field holds the item count; its other fields are unused.
  • Records 1 .. count are the item descriptor table, starting at byte 28.
  • Item payloads live at each descriptor's offset, filesize bytes long.
  • Names are unique per archive only in practice; duplicates (e.g. dozens of CHASE_AGX, thousands of empty unnamed labels) are common.
  • Descriptor entries with filesize == 0 are labels/placeholders.

Cipher

Every record and every payload flagged opt == 1 is scrambled with a rolling additive cipher keyed on the ASCII string 32768GLB, seeded at 25 (SEED in glbapi.h):

kidx = 25 % len(key)          # 25 % 8 = 1
prev = key[kidx]

# decrypt (GLB_DeCrypt):
for each byte b:
    out   = (b - key[kidx] - prev) mod 256
    prev  = b                  # chain uses the CIPHERTEXT byte
    kidx  = (kidx + 1) mod len(key)

# encrypt (GLB_EnCrypt) is the inverse:
    out   = (b + key[kidx] + prev) mod 256
    prev  = out                # chain uses the PLAINTEXT byte

Notes:

  • The cipher state resets per record and per payload.
  • The original C uses signed char; the stored byte equals the mathematical result mod 256 either way, so unsigned arithmetic is byte-exact.
  • Payload encryption is independent of descriptor encryption: an archive typically mixes plain and encrypted items.

Verification

tools/glbextract.py implements this format. Correctness was checked against known payloads:

  • GENMIDI_OP2 starts with the DMX magic #OPL_II# (11908 bytes)
  • PALETTE_DAT is exactly 768 bytes (256 x RGB)
  • DMXGUS_INI decodes to readable INI text
  • item counts per archive match the id ranges in raptor/src/fileids.h (e.g. slot 0: 230 items, last id 0x0e5)
  • every payload lies within its archive's bounds (extractor warns otherwise)

See also

  • asset-pipeline.md — how archives become data/
  • tools/glbextract.py — reference implementation (Python, stdlib only)