RaptorReplica
RustRaptor is the default game in ../RustRaptor/; see
Rust implementation and validation,
modding API and
optional HD art.
The historical C++ reference is described below.
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 --engine legacy
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
- architecture.md — how the engine starts up and loads assets
- glb-format.md — the original archive format and its cipher
- asset-pipeline.md — extraction, categories, the INDEX catalog
- building.md — dependencies, building, config and save paths
- upstream-patches.md — every local diff against the vendored engine
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.
Legal
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.