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Architecture

ThemePark2Native is one native Win64 executable built by one Visual Studio project. It statically links the DOS compatibility engine; no emulator process, runtime DLL, batch file, WSL environment, or secondary project is launched.

Runtime flow

  1. The Windows application validates or imports the player's CD data.
  2. Native loading art covers all guest text modes.
  3. The embedded engine starts INTRO.EXE and then MAIN.EXE directly.
  4. Theme Park remains authoritative for simulation, rendering, scripts, saves, sound generation, and mouse interpretation.
  5. The host presents completed frames with D3D11/CRT, submits audio through XAudio2, and maps Win32/XInput events into the original input interfaces.
  6. When MAIN.EXE genuinely returns to DOS, the native window closes.

Source and installation boundary

The repository contains host code, redistributable importer tools, shaders, and the exact GPL corresponding source for its embedded engine. Original Theme Park files appear only in a user's local data directory, which Git ignores.

build-release.ps1 is the only supported assembly path. It builds with MSVC and invokes tools/Stage-Release.ps1, which copies and hash-checks the complete runtime. The first-run importer then reproduces all game-data changes from the user's CD; the staged test directory is never an authoritative source.

Branch boundary

Stable main preserves the original 4:3 framebuffer. The isolated widescreen-test branch contains unfinished engine-level widening research.