Raptor: Call of the Shadows
Raptor: Call of the Shadows
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[1]
Player Character
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[27]
Maps
Bravo Sector, Wave 1
Bravo Sector, Wave 2
Bravo Sector, Wave 3
Bravo Sector, Wave 4
Bravo Sector, Wave 5
Bravo Sector, Wave 6
Bravo Sector, Wave 7
Bravo Sector, Wave 8
Bravo Sector, Wave 9
Outer Regions, Wave 1
Outer Regions, Wave 2
Outer Regions, Wave 3
Outer Regions, Wave 4
Outer Regions, Wave 5
Outer Regions, Wave 6
Outer Regions, Wave 7
Outer Regions, Wave 8
Outer Regions, Wave 9
Tango Sector, Wave 1
Tango Sector, Wave 2
Tango Sector, Wave 3
Tango Sector, Wave 4
Tango Sector, Wave 5
Tango Sector, Wave 6
Tango Sector, Wave 7
Tango Sector, Wave 8
Tango Sector, Wave 9
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[2]
Miscellaneous
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[3]
Enemies
Comments (7)
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Reply to comment by Dolphman posted Aug 22, 2026 8:56 AM
Yeah I'm not looking to poison a cathedral of community code by pushing generated code, as was the problem there. The vibed script only existed as long as needed to crack the asset encryption. I won't be posting the vibed script anywhere now that it achieved its goal. Anything I post is 100% graphical assets extracted from the source. My primary concern is art access and archival.
That really sucks if that was the only resort. Vibecoding is bad enough with the whole shitstorm of GZDOOM killing itself for doing it, leading to UZDOOM being made as protest.
I can't take credit for figuring it out. Raptor is one of those games I've been trying to get inside of for ages. I ended up bouncing ideas off of an LLM until it helped me identify a combination of old dos image encryption techniques typically not used together, then vibed out an extraction script.
It's not an approach I'm particularly proud of. But I'm glad it worked for the sake of archiving this art.
It's not an approach I'm particularly proud of. But I'm glad it worked for the sake of archiving this art.
How hard was it to rip? Because none of the existing tools before could even open the assets from the original DOS version. Glad to finally see them all now.
I was surprised to not find any of the jet exhaust in the assets. Not even as a little greyscale mask to be applied as an additive. As a result, several of the enemies are without any animations, with (I surmise) the jet trails being a special effect presumably built entirely in code.
Scott Host's Friends did the artworks were developed and created back then.
Awesome! Would like to know how you managed to rip from this game as I've been wanting to rip it myself but it looks like I don't need to now.