- engine-debug-tools/: a debug dump hotkey + dump2png to inspect
decoded critter frames independent of the renderer (see root
README.md's "Debugging" section).
- engine-patches/04,05: fix critter sprite scale and an OpenGL
texture cache collision, found using that tooling.
- mdlp: fix encodeFrames RLE-diffing upscaled frames against a
previous-frame reference the real RSD8 decoder never implements
(verified against Night Dive's original Mac source down to the
68K assembly) - was rendering as scattered static in-game.
- Upscale pipeline: better color quantization (dithering, pure-ramp
exclusion) and per-resource model selection.
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont)
prebuilt, so compiling the engine needs no network access - just the
image and the engine source. Add res/assets/extract_assets.sh to pull
the game's data files out of a purchased GOG installer, and a Makefile
that assembles a runnable dist/ from the two.
Also add `make package`, which builds a redistributable tarball that
omits the proprietary game assets (shipping res/GET_ASSETS.txt instead)
plus license information for both the MIT tooling and the GPLv3 engine,
and a Gitea Actions workflow that builds and publishes it to
dl.ladkau.de on every push.