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SkyRoads 1.0.0 — Godot port

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@cpinan cpinan released this 01 Sep 19:03

A port of SkyRoads (Bluemoon Interactive, 1993) to Godot 4, rebuilt from the
original's own data and checked against the retail SKYROADS.EXE itself.

What is in the box

file platform notes
SkyRoads-1.0.0-windows-x86_64.exe Windows 10/11, x86-64 one file, PCK embedded
SkyRoads-1.0.0-macos-universal.zip macOS 11+, Intel and Apple Silicon universal .app
SkyRoads-1.0.0-android-arm64.apk Android, arm64 sideload; not from Play

Checksums are in SHA256SUMS.txt.

Read this before you open them

None of these binaries is code-signed, and that is a statement of fact
rather than an oversight — there is no Windows certificate and no Apple
developer team id behind this project.

  • Windows will show a SmartScreen warning. More info → Run anyway.
  • macOS will refuse on first open. Right-click the app → Open, or
    xattr -dr com.apple.quarantine SkyRoads.app.
  • Android needs "install unknown apps" for whatever opens the APK. It is
    signed with the standard Android debug key, which is public and shared by
    every debug build in the world — it identifies nothing. Treat it as you would
    any sideloaded binary from a stranger, and if that is not acceptable, build it
    yourself from source; the repository is public and the export presets are in
    it.

Verified this release actually runs: the Android build on a Pixel 10 Pro XL
(intro, menus, a road, the pause menu) and the macOS build here. The Windows
build has not been run
— there is no Windows machine on hand — so it is
exported and unverified, and I would rather say so than imply otherwise.

How close is it to 1993

  • 60,964 ticks across C, Python and GDScript agree on every field of every
    tick.
    23 of the 30 roads replay end to end in the real scene.
  • The dashboard and all seven menu screens are 0 differing pixels against
    the DOS frames.
  • Road geometry differs on 0.5% – 2.0% of pixels (RGB, tolerance 16) on
    roads 2, 5, 21 and 26; the worst frame in the game is from inside a tunnel at
    6.4%.
  • Fifteen defects were found by disassembling the retail binary, every one
    of them also present in the C reference this port was originally written
    against — which is why no test could see them.

docs/BUGS.md is the long version, including the parts that are still wrong and
several fixes that were tried and measured worse.

Controls

Arrow keys to steer and change speed, Space to jump, Esc to back out. On a
phone: left half of the screen is the stick, right half jumps, pause is top
left. A gamepad works but has never been properly tuned — that is item 1 in
docs/PLAN.md.

Licence

The port's code is MIT. SkyRoads itself is not mine to license: the game,
its levels, art, music and data are Bluemoon Interactive's, released by them as
freeware and still distributed at
bluemoon.ee. These binaries contain
that data in derived form, so what you are downloading is Bluemoon's game inside
my renderer. LICENSE lists exactly which paths are theirs. No retail file is
in the repository.

This is an unofficial port and is not endorsed by Bluemoon Interactive.