Files
RustRaptor/docs/asset-pipeline.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

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Markdown

# 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
```
- `id` is the engine handle: `(archive slot << 16) | item index`, matching
the constants in `raptor/src/fileids.h`. Example: `10005` = slot 1,
item 5 = `FILE105_N0_PIC`.
- Lines are sorted by id; the engine binary-searches them
(`GLB_CatFind` in `raptor/src/glbapi.cpp`).
- `size` is 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):
```sh
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
`INDEX` line — the engine looks assets up by id, but item *names* (used by
`GLB_GetItemID`) come from the path's basename.
## Engine-side contract
`raptor/src/glbapi.cpp` is the only code that touches `data/`:
- `GLB_LoadCatalog()` — parses `INDEX` (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` + `fread` of the cataloged file.
Payloads are stored pre-decrypted; the runtime never runs the GLB cipher.