Files
RustRaptor/docs

RaptorReplica

The retained C++ engine described below is the playable reference. An independent Rust rewrite is now selectable with ./play.sh --engine rust; see Rust implementation and validation, modding API and optional HD art. Full Rust cutover acceptance remains in progress.

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.