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skate-3-rust-engine/docs/installation.md
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# Windows installation
`Build-Release.ps1` produces `target/skate3rust-windows-x64.zip`. Keep its
`support` directory beside `skate3rust.exe`. The game links Bevy and the MSVC
runtime statically; the setup helper bundles Python, NumPy, Pillow and Tcl/Tk.
It also bundles a small Rust RefPack decoder. Users need no compiler.
On first launch, setup accepts a local Xbox 360 Skate 3 ISO, `default.xex`,
or an extracted game folder. Selecting `default.xex` uses the surrounding
folder, which must still contain the full game data. Extracted copies skip
ISO extraction and need no tool download. For ISO input, setup downloads
the hash-pinned extract-xiso utility from XboxDev. Asset conversion runs in
the bundled setup helper. Blender is neither required nor downloaded.
No game files are downloaded or included in the package.
The conversion pipeline:
1. Extracts the disc into a new installation workspace.
2. Preserves native animation banks and state graphs from `miscload.big`,
and the controller mapping from `miscboot.big`.
3. Reads the big-endian 64-bit AttribSys schema and collections from `db.big`.
Settings are decoded from the disc, with numeric hashes retained for names
absent from debug strings. The JSON export serves the fields consumed by
this engine; it is not a general VLT editor or portable array serialization.
4. Builds the default modular skater from the CAC archive, including textures,
morph settings, the native rig and its four board-relative IK targets.
Writes GLB directly with retail skin weights, inverse-bind matrices and
the bone-local basis used by the runtime. Gameplay animations are evaluated
from ABIN by the Rust runtime, without offline animation baking.
5. Converts each `worldDIST_*.big` directly into a v14 `.skate` map. Native
collision archives and grind splines are embedded; collision triangles are
decoded from that archive by the game rather than duplicated in the file.
University uses the existing starting location. Other
districts select a broad upward collision face near the district origin.
6. Runs the game's asset and map loaders before publishing `installation.json`.
This validates loading, not gameplay. Conversion intermediates are removed
after their output succeeds. Failed workspaces retain logs for diagnosis.
Data lives under `%LOCALAPPDATA%/Skate3RustEngine`. `installation.json` points
to the completed installation. Conversion tools are cached separately, so
retrying does not download them again. `setup-error.log` reports setup errors;
each installation also has `setup.log` with converter output.
For an already extracted disc, developers can use `tools/prepare_assets.py`
with `--game-root`, `--output` and `--game-exe`. The release helper can run the
same entry point with `--task tools/prepare_assets.py`.
The Escape menu discovers installed `.skate` files. Loading a map starts a new
game process and closes the current session so physics and render resources
are recreated. A fresh launch defaults to University. Development checkouts
with `assets/private/game.json` retain their existing local assets and default
test world; `--assets DIRECTORY` also selects a prepared asset set explicitly.
## Conversion checks
The direct converter was checked against an extracted Xbox 360 disc containing
the three main districts, Skate School, and six separately stored parks:
Black Box, Downtown Skate Park, Industrial Skate Park, Maloof, Mega Park and
Start Park. All ten outputs passed the runtime's asset, spline and collision
load checks. This does not establish visual or gameplay parity, and the
original ISO extraction step still needs checking with an ISO.
Two retail spline details needed corrections. Downtown contains duplicate
knots and sub-millimetre chords. The native cubic records remain intact;
only unusable contact primitives are omitted. Skate School's first spline
header word is `0001 0002`, meaning two rails, not 65,538. TU3 function
`82C1EEF0` reads the count with `lhz +2` (also at `82C1EFBC`). The reader now
uses that halfword and retains the other halfword in the map metadata.
## Setup performance
On the development PC, a full packaged conversion of the same extracted disc
dropped from approximately 13 minutes to 81 seconds. This includes skater
preparation, all ten maps, runtime load checks and cleanup; ISO extraction is
excluded. Timing depends on CPU, available memory and storage.
Setup uses native RefPack decompression, batched NumPy texture decoding,
uncompressed temporary geometry/texture caches and faster lossless final
compression. The spawn search evaluates triangles in batches and rejects
distant collision bounds before decoding them. Up to three isolated map
workers run together, limited by available RAM, with the largest districts
scheduled first. Per-map conversion and load logs remain in the installation.
Decoded map geometry, material data, texture pixels, native collision archives,
rail payloads and the character GLB were compared with the earlier outputs.
Final map storage uses a different compression level, without reducing quality.