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Tazer and PedBodyFall ported from the retail mechanism and checked against the recordings; ped speech gets its PEAK filter, the voice float, the speech inputs, the phone and photographer lines, first-free-stream choice and the queue clock; the speech echo send (pre-gain send -> high pass -> distance delay -> low pass -> environment bus); the main-cast speech channel for pros, NPC skaters' own speech and message pairs, with its opt-in setup decode; the NPC skater's board slide. Engine and mod surfaces extended (reactions, tazer, body fall, phone / photo events); retail values are setup-data defaults. Local player output byte-identical.
Hails' additions
Changes made in the Hailey-Ross fork of SK8-ENGINE/skate-3-rust-engine, documented so upstream maintainers have the full context when reviewing a pull request: what broke, why, what changed, how it was verified, and what is still open.
Each document stands alone. File paths are relative to the repository root.
| # | Change | Area | Status |
|---|---|---|---|
| 1 | ISO extraction argument order | Setup (Python) | Superseded: upstream fixed it the same way (713fe70, 7ae67f2, 2026-10-02); dropped from PR A |
| 2 | Windows long paths during setup | Setup (Python) | Done; UAC prompt and frozen relaunch tested end to end (2026-10-02) |
| 3 | SDL3 gamepad input | Game (Rust), build scripts, vendored sdl3-sys |
Done, verified in play with an Xbox Elite Series 2 |
| 4 | Authored map spawns | Asset pipeline (Python) | Done, all 10 maps confirmed in play |
| 5 | Invisible collision volumes | Game data loader (Rust) | Done, all four affected maps confirmed in play |
| 9 | Water | Game physics, camera and rendering (Rust), setup, diagnostics | Matched to retail footage (RPCS3): shallow water solid, deep water floats, board floats, water camera + vignette, entry splash, canal water look matched, small bodies calmer |
| 10 | Sky shader validation test | Game tests (Rust) | Done; all six shader validation tests pass |
| 11 | Game audio | Setup (Python, vgmstream), game audio (Rust) | Work in progress (draft #32). Native port of Skate 3's retail audio runtime (crates/skate-audio): AEMS evaluator, voice graph, MixMap, granular rolling bed, Splice, buses, every player component; the only audio path since 2026-10-03 (interim cue tables removed). Retail world audio: .ems emitters, location-set one-shots, zone ambience. User: "basically retail". |
| 12 | Board solver: 50 constraint iterations | Game physics (Rust) | Done; maps identical, water traces as expected; one asset-gated customiser test fails (open question) |
| 13 | Research hooks for the recompilation | Research tooling (external: skate3recomp research-hooks branch) |
Published; reference and information gathering only (the recompilation is not a perfect copy of the console game) |
| 14 | Published development and research tools | Tooling (tools/<name>/, Python and shell) |
Done (uncommitted); scripts compile and print their usage; the two recomp-* folders are for the recomp's research hooks, reference only |
| 15 | Hooking up world audio | Game audio (Rust), mod API (Lua) | Part of #32 (uncommitted). Engine-facing components (TrafficAudio, PedAudio, NpcSkaterAudio) and sdk.world_audio for mods feed the ported retail traffic / ped / NPC-skater audio with retail's limits; the map-change bug fixed; a dev test mod (cars, peds, a ghost skater) makes it audible now |
| — | Audio specs | Reference for 11 and 15 (Markdown) | Published 2026-10-03: the behavioural specs (AEMS evaluator, voice graph, buses, MixMap, grain player, player components, world / NPC audio, prior work) that docs 11 / 15 and the code comments cite by section |
Environment used for verification
- Windows 11, Intel i7-14700KF, NVIDIA RTX 4080 SUPER (Vulkan).
- Rust 1.98.1 (MSVC), Visual Studio 2026 C++ tools, Windows SDK 10.0.26100, LLVM 23.1.2, Python 3.13.15.
- Skate 3 Xbox 360 disc image (103 files, 6,404,940,920 bytes).
- Xbox Elite Series 2 controller over Bluetooth LE.
Conventions
- Upstream behaviour is preserved unless a document says otherwise; where a behaviour changes on purpose (for example, a map's default spawn), the document lists the old and new values.
- Project choices that are not dictated by retail data are called out as such, so maintainers can overrule them.