- ra3.dx: D3D11 and D3D12 presentation backends (runtime HLSL via d3dcompiler); 2D image blit and the GPU heightfield terrain raymarch, with the corner minimap/FPS overlays. Non-Windows builds link a null fallback. - ra3.display: preferred backend plus ordered fallback (Vulkan/D3D11/D3D12/SDL); menu gains a Renderer option and the CLI gains --dx11/--dx12/--sdl, which the render command now honours too. - vendor libenderlog (MIT): every run writes openra3.log next to the exe and archives the previous run's log; records at warn and above carry a call stack (native fallback, since libc++ has no <stacktrace>). - Windows crash reporter writes openra3_crash.log (faulting module + backtrace); D3D/DXGI diagnostics are routed through the logger.
257 lines
13 KiB
Markdown
257 lines
13 KiB
Markdown
# OpenRA3
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A from-scratch, portable re-implementation of **Command & Conquer: Red Alert 3**
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in **C++26** using **C++ modules** and `import std;`, built with **Clang** for
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both **Linux** and **Windows**.
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Red Alert 3 runs SAGE 2.0. EA never released that engine's C++ source, but it
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did open-source the closely related SAGE 1.0 engine as
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[`electronicarts/CnC_Generals_Zero_Hour`](https://github.com/electronicarts/CnC_Generals_Zero_Hour)
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(GPLv3). OpenRA3 uses that tree as the architectural reference and reconstructs
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the RA3-specific behaviour by decompiling the retail `ra3_1.12.game` binary with
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Ghidra.
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> OpenRA3 ships **no game assets or binaries**. You must own Red Alert 3. The
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> engine reads your own local installation at runtime; nothing from it is ever
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> copied into this repository. Command & Conquer and Red Alert are trademarks of
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> Electronic Arts; this project is unaffiliated with and unsupported by EA.
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## Status
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OpenRA3 is at **v0.4.0**. The engine compiles and runs headless, and a **minimal
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skirmish** is playable: it reads a real multiplayer map out of your install,
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recovers the player start waypoints, and simulates two sides building a base,
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extracting ore and fighting until one side is wiped out. The balance is the
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**retail Red Alert 3 balance**, pinned in `ra3.data` from EA's open RA3 XML:
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damage types, `ArmorTemplate` percentages, weapon target masks, build costs and
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the ore economy. Presentation offers **Vulkan** (`ra3.vulkan`) and **Direct3D 11 / 12**
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(`ra3.dx`) GPU backends with an SDL software blit and null fallbacks; the
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backend is selectable from the in-game menu and the software renderer still
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produces headless images. Terrain tiles
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cross-fade the way the retail `Terrain.fx` does (a per-cell blend ramp plus a
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gutter-padded atlas), so material boundaries are smooth instead of a grid of
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hard lines. An in-window **menu** lists the maps by their localized name and
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exposes every render/skirmish option for tweaking before launch. The whole tree
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builds for **Linux** (clang + libc++) and cross-compiles to **Windows**
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(`openra3.exe` + `SDL3.dll`) with llvm-mingw — both using C++26 modules and
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`import std;`.
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```text
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$ openra3 skirmish --game-dir "/game" --map map_mp_2_feasel4
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OpenRA3 skirmish map=map_mp_2_feasel4 source=archive:map_mp_2_feasel4 seed=1
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start positions:
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P0 (1338, 1940)
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P1 (1291, 1404)
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result: decided winner=0 frames=9293 (309.8 s)
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P0 Commander Allied money= 700 units=15 kills=21 losses=15
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P1 AI Soviet money= 376 units= 0 kills=15 losses=21
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```
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## Offline only
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OpenRA3 implements **offline skirmish and, eventually, LAN/single-player**.
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There is deliberately **no online mode**: no EA account, no online service, no
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matchmaking, no GameSpy/Steam integration, and no networking in the simulation.
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The match loop is deterministic and self-contained so it can be replayed and
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tested without any external service.
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## Assets
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The runtime reads a portable `assets/` folder **next to the executable** — there
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is no `--game-dir` at run time. The build extracts it from your install:
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- `openra3_assets` (build target) runs `cmake/extract_assets.cmake`, which
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- extracts every map (double-unwrapped `CkMp`) and terrain TGA into `assets/`
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via the engine's own `openra3 extract`;
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- with `-DOPENRA3_EXTRACT_ALL=ON` (default) also dumps **every** `.big` entry
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plus models, textures (`.png`), sound effects/voice and movie audio via the
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[`ra3-headless/ra3tools`](https://github.com/) scripts.
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- CMake cache vars: `RA3_GAME_DIR` (default `C:/Red Alert 3`), `RA3TOOLS_DIR`
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(the `ra3tools` scripts), `PYTHON_EXECUTABLE`.
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- The step is skipped when the exe cannot run on the build host (a Windows
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cross-build in a Linux container); the exe then extracts maps/terrain on first
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launch, and the full dump can be run explicitly:
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`cmake --build <build> --target openra3_assets` on a native host, or
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`openra3 extract --game-dir DIR --out DIR`.
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**No game data is committed or distributed.** `reference/`, `assets/` and the
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ra3tools checkout are git-ignored. Without an install the engine falls back to a
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built-in test map so the project still builds and runs in CI.
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## Layout
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| Path | Purpose |
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| --- | --- |
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| `src/core/ra3.core.cppm` | fundamental types, math, strings, random, message stream |
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| `src/logic/ra3.logic.cppm` | objects, players, teams, spatial partition, game loop |
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| `src/client/ra3.client.cppm` | `display` abstraction + shared interactive loops + client facade |
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| `src/display/ra3.display.cppm` | picks the backend (Vulkan/D3D11/D3D12, then SDL) for the app |
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| `src/game/ra3.game.cppm` | RA3 sides, player templates, skirmish defaults |
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| `src/data/ra3.data.cppm` | retail RA3 balance: damage types, armour, weapons, units, economy |
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| `src/fs/ra3.fs.cppm` | `BIG4` archives, RefPack codec, local install locator |
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| `src/map/ra3.map.cppm` | map catalog, `EAR`/RefPack unwrap, start waypoints, `gamestrings.csf` display names |
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| `src/skirmish/ra3.skirmish.cppm` | base building, economy, AI, combat, win condition |
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| `src/terrain/ra3.terrain.cppm` | `CkMp` terrain: `HeightMapData`, `BlendTileData` (tiles + blends), `Terrain.big` tiles |
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| `src/render/ra3.render.cppm` | ARGB framebuffer, TGA decode, BMP encode, map compositing, bitmap-font text |
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| `src/ui/ra3.ui.*.cppm` | SDL3 window viewer and menu (null backend when SDL3 is absent) |
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| `src/vulkan/ra3.vulkan.*.cppm` | Vulkan presentation backend and menu (null fallback without a loader) |
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| `src/dx/ra3.dx.*.cppm` | Direct3D 11/12 presentation backend (runtime HLSL; null fallback off Windows) |
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| `third_party/libenderlog/` | vendored C++26 module logger (`import ender.log;`, MIT) with a native stack fallback for libc++ |
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| `src/ra3.cppm` | umbrella module re-exporting the SDK |
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| `apps/openra3/main.cpp` | `menu` / `maps` / `skirmish` / `render` CLI |
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| `tests/ra3_tests.cpp` | smoke tests (run via `ctest`) |
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| `tools/` | reference fetch + Ghidra-driven reconstruction helpers |
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| `docs/` | architecture & master plan, reverse-engineering notes |
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| `Dockerfile` | Linux build image (`dev` toolchain + `deploy` runtime) |
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| `Dockerfile.win` | isolated Windows cross-build image (llvm-mingw + SDL3 MinGW) |
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| `cmake/toolchains/` | `llvm-mingw-x86_64.cmake` cross toolchain |
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| `scripts/` | `build-linux.sh` / `build-windows.sh` one-shot builders |
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| `.gitlab-ci.yml` | build both targets → test → package pipeline |
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## Why Clang + `import std;`
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The engine never `#include`s the standard library: every module does
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`import std;`. CMake's support for that (`CXX_MODULE_STD`) works today with
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Clang + libc++. Linux uses the distro clang (LLVM 21); Windows cross-compiles
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with [llvm-mingw](https://github.com/mstorsjo/llvm-mingw) (clang 23 + libc++ +
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the libc++ `std` module). The two toolchains live in **separate images** so
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their compilers and standard libraries never interfere.
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## Build
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The host needs no toolchain: each target builds inside its own image.
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```bash
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# Linux -> build/linux/bin/openra3
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scripts/build-linux.sh
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# Windows -> build/windows/bin/openra3.exe (+ SDL3.dll)
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scripts/build-windows.sh
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```
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Or drive Docker directly:
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```bash
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docker build --target dev -t openra3-linux:local .
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local \
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cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local cmake --build build/linux -j
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local ctest --test-dir build/linux --output-on-failure
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docker build -f Dockerfile.win --target dev -t openra3-windows:local .
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docker run --rm -v "$PWD:/work" -w /work openra3-windows:local \
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cmake -S . -B build/windows -G Ninja \
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-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake \
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-DCMAKE_BUILD_TYPE=Release
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docker run --rm -v "$PWD:/work" -w /work openra3-windows:local cmake --build build/windows -j
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```
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Behind a slow or blocked mirror, pass `--build-arg APT_MIRROR=<url>`.
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The two images are deliberately separate so the Linux (clang + libc++) and
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Windows (llvm-mingw + MinGW SDL3) toolchains never interfere. The Windows demo
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is `build/windows/bin/openra3.exe` next to `SDL3.dll`:
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```powershell
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# show a real map in a Vulkan window
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openra3.exe render --game-dir "C:\Red Alert 3" --vulkan
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```
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Vulkan is provided by **vendored volk + headers** (`third_party/`), resolved at
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runtime, so neither image needs a Vulkan SDK.
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## Logging
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Every run writes `openra3.log` next to the executable through the vendored
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[`libenderlog`](third_party/libenderlog) module (`import ender.log;`). A file
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sink archives the previous log to `openra3.log.<YYYYmmdd-HHMMSS>` on open, so
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each run gets its own file; the active file rotates at 4 MiB and the last 10
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archives are kept. Records at **`warn` and above** carry a call stack (Windows
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`CaptureStackBackTrace` / POSIX `execinfo`, because libc++ has no
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`<stacktrace>`). A hard crash also writes `openra3_crash.log` with the faulting
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module and a raw backtrace.
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## Running a skirmish
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```bash
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# list the maps in your install
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
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/work/build/linux/bin/openra3 maps --game-dir /game
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# play a headless skirmish on a real map
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
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/work/build/linux/bin/openra3 skirmish --game-dir /game --map map_mp_2_feasel4 --seed 7
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```
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The Windows build is a native `openra3.exe` — copy it next to `SDL3.dll` and run
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it from `cmd`/PowerShell, e.g. `openra3.exe skirmish --game-dir "C:\Red Alert 3"`.
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`--frames N` caps the simulation length (default 15 minutes of game time at
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30 Hz). The result is deterministic for a given map and seed.
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## Menu
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Run `openra3` with no arguments (or `openra3 menu`) to open a window listing the
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maps by their **localized display name** (read from the install's
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`gamestrings.csf`, e.g. `map_mp_2_feasel4` → "Battlebase Beta") with their id
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below. The `Options` column exposes every `render`/`skirmish` parameter — mode
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(3D terrain / top-down / skirmish), window size, camera pitch/yaw/height, FOV,
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zoom, terrain scale, terrain pitch, world size, seed, frame cap, the overview
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thumbnail toggle and a BMP output path. `Up`/`Down` selects, `Left`/`Right`
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changes a value (or moves the text caret on the BMP field), `Tab` switches
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between the map list and the options, `Enter` starts and `Esc` quits. Starting a
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3D or top-down view opens the viewer; closing it returns to the menu. When no
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window backend is available the same flow falls back to a console picker, and
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`openra3 menu-preview` renders one menu frame to a BMP for inspection.
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## Rendering the map
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`render` draws the **real terrain**: it parses the map's `HeightMapData`
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(elevation grid) and `BlendTileData` (per-cell tile index plus the per-cell
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`Blends`/`ThreeWayBlends` and their `BlendDescription`s), loads the tile
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textures from `Data\Terrain.big` (RefPack + TGA), and rasterises the map with an
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elevation shade. Each cell cross-fades into its blend neighbour with the same
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linear ramp the retail `Terrain.fx` uses, so material transitions are smooth; on
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the GPU path the tile atlas is padded with a replicated gutter so filtering
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never bleeds between tiles. Match state is overlaid (start markers in yellow,
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player 0 in blue, player 1 in red). `--thumbnail` uses the old `<map>_art.tga`
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overview instead.
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**Offscreen image** (works anywhere, no display needed):
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```bash
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" -v "$PWD/out:/out" openra3-linux:local \
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/work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4 --out /out/map.bmp
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```
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On Windows the same command runs natively: `openra3.exe render --game-dir
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"C:\Red Alert 3" --map map_mp_2_feasel4` opens an SDL3 window.
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**Interactive window** (Vulkan with `--vulkan`, otherwise SDL3). The camera
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follows the retail tactical view: it opens centred on the first player's start,
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the wheel zooms, pushing the cursor against a screen edge scrolls, dragging with
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the left button pans, and Esc quits. `--zoom Z` sets the initial zoom (1 fits
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the whole map). In a container you need an X server on the host — on Windows run
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[VcXsrv](https://sourceforge.net/projects/vcxsrv/) and launch it with "Disable
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access control", then:
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```bash
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" -e DISPLAY=host.docker.internal:0.0 \
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openra3-linux:local /work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4
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```
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If no display is available the viewer falls back to writing `openra3_view.bmp`.
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The unit overlay uses an approximate world scale (`--world-size`, default
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5120); exact calibration from the map's heightmap is on the roadmap.
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## Reverse engineering
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The reconstruction is driven by Ghidra against the retail binary. See
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[`docs/REVERSE_ENGINEERING.md`](docs/REVERSE_ENGINEERING.md) for the workflow and
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the recovered symbol map, and [`tools/`](tools/) for the helpers.
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## License
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Project code: GPLv3, matching the `CnC_Generals_Zero_Hour` reference (see
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[`LICENSE`](LICENSE)).
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