DARKER Research archive

Reconstruction evidence and remaining work

Historical pre-implementation inventory. The remaining-work tables below describe that investigation checkpoint, not the current playable engine. The native C++ reconstruction now connects campaign progression, both cities, tunnels, Nightmare, software rendering and FM audio. Current implementation coverage and limits are maintained in the separate engine repository's campaign status and release readiness.

This is a working index for the two separately planned engine stages, not a claim of full decompilation. Extracted assets and native differential fixtures should remain distinct from runtime approximations in the viewers.

Area Recovered evidence / useful entry points Remaining integration
Resource loading and assets Resource/city layout, models, geometry variants, gameplay definitions Complete consumer coverage; original ownership/lifetimes and loader reset contracts
Audio Hardware variants, effects, combined recipes Live voice allocation, music/effect competition, Doppler/spatial mixing and pause clocks
Interface and text HUD, procedural graphics, formatted text Full radar traversal/visibility, stereo rendering and integration with real game state
Mission setup Native setup, callbacks, reserve queues Runtime mutations after setup and real callback interleaving
Mission execution Scheduler, update ordering, completion Native exit/commit branching now checked; combat-to-expiry causes and complete progression/save/load in one real scenario remain
Supply pads Locations, re-entry, combined trace Attitude/collision/live controls and other actors; existing native script, weapons and shield effects are checked
Lighting/blackouts Charge arithmetic, blackout replay Conditional triggering, prior persisted darkness, Nightmare challenge objective-driven phases and charging-buffer explanation of low meter readings
Building state State variants, persistent fields Eligible-type census, full variant regeneration and high-bit templates now checked; repair/reset policy and tunnel-specific persistence remain
Flight and impacts Player collision/damage, angular and impact arithmetic, linear motion/charging Full craft callbacks, input smoothing and continuous trajectories; isolated native geometry-to-crash and shield/damage paths now checked
Ground routes Executed routes Convoy discrepancy: isolated motion vs stable full-game capture remains unresolved
Rendering/presentation Components, effects, presentations Complete world visibility/sorting, clipping/raster contracts, camera/stereo and complete cutscene sequencing

Native fixtures added in this pass

Corrections to preserve in future work

  1. Run one partial-power mission with explicit, source-justified object completion inputs through messages, partial failures and completion. Extend it into the exit/save path.
  2. Persistent-state eligibility and native restore/retry transitions are now checked; extend to outer-menu save/load integration.
  3. Expand the Nightmare challenge into objective-separated beacon phases; preserve direction reversals and actor dependencies.
  4. Establish full clock/pause contracts and camera/visibility ordering before treating isolated flight/render routines as an engine specification.
  5. Revisit the convoy through a stable full-game execution capture. Do not alter its route decoder merely to make the plotted paths look plausible.

The faithful C++ implementation remains a separately planned stage using original assets and arithmetic. The later browser engine with modernized assets remains separate as requested; neither has been started by these analysis changes.

Save-file viewer/editor

Offline viewer/editor and verified normal save format are now available. Native file read/write and checksum tests pass. The editor preserves unknown fields and exports a separate copy; normal-size files only. Complete menu-driven save/load, record creation/name editing and the alternate executable-loading path remain outside scope.

Current next steps

Neither C++ engine stage has been started.