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.
3.3 KiB
Asset pipeline
data/ is a plain directory tree the engine reads directly. It is derived
from the copyrighted original archives, so it is gitignored — restore it
with the extractor, never commit it.
Layout
data/
├── INDEX # catalog: "<hex asset id> <size> <relative path>", sorted by id
├── music/ # *_MUS OPL2 register captures
├── sound/ # *_FX, *_SFX Sound Blaster digital samples
├── sprites/ # *_PIC, *_AGX pictures and animated sprites
├── tiles/ # *_BLK, *TILES level tile graphics
├── maps/ # *_MAP mission maps
├── fonts/ # *_FNT bitmap fonts
├── text/ # *_TXT, *_DIZ, *_DIX, *_ERR, *_HELP
├── ui/ # *_SWD menu/window layouts
├── movies/ # *_MDS cinematic scripts
├── demos/ # *_REC attract-mode recordings
└── misc/ # palettes, GENMIDI_OP2, DMXGUS_INI, item tables, labels
Categories are derived from the GLib item-name suffixes (see classify()
in tools/glbextract.py).
INDEX catalog
One line per asset:
<hex id> <size in bytes> <category>/<filename>
10005 768 sprites/N0_PIC
idis the engine handle:(archive slot << 16) | item index, matching the constants inraptor/src/fileids.h. Example:10005= slot 1, item 5 =FILE105_N0_PIC.- Lines are sorted by id; the engine binary-searches them
(
GLB_CatFindinraptor/src/glbapi.cpp). sizeis trusted by the engine; the extractor guarantees it matches the file on disk.
Regenerating data/
From a copy of the original game (the seven FILE000N.GLB archives):
tools/glbextract.py extract -o data FILE0000.GLB ... FILE0006.GLB
The extractor decrypts everything, classifies by name suffix, resolves name
collisions with numeric suffixes (unnamed.3 -> unnamed.3.1 when a second
archive contributes the same name to the same category — suffixes are global
per category so catalog sizes always match the file on disk), and writes the
catalog.
tools/glbextract.py list FILE0000.GLB dumps an archive's descriptor table
without writing anything.
Editing content
Because the engine reads loose files through the catalog:
- Replace an asset: overwrite the file, keep the path. If the size
changes, update the size in
INDEX(the engine allocates and reads by that number). - Add a mission pack: add files under a category, append catalog lines
with unused ids in the desired slot (slots 2-4 are the packs; slot ids are
0x2xxxx,0x3xxxx,0x4xxxx). Presence of slots 2/3 flips the engine into registered mode. - Rename: never rename an existing catalog file without updating its
INDEXline — the engine looks assets up by id, but item names (used byGLB_GetItemID) come from the path's basename.
Engine-side contract
raptor/src/glbapi.cpp is the only code that touches data/:
GLB_LoadCatalog()— parsesINDEX(working directory first, then the directory the binary was launched from).GLB_SlotItems(slot)— counts a slot's assets (used for pack detection).GLB_CatFind(id)— binary search.GLB_Load()—fopen+freadof the cataloged file.
Payloads are stored pre-decrypted; the runtime never runs the GLB cipher.