table re-decoded to the ModeMFD bits + desktop J/K/L page cycle
The preset system was unwired by ONE defect in the message layer: the
SetPresetMode @004d1b24 table @0051dbf0 had been transcribed from the
section dump as BIG-endian dwords ({0x1e,0x01000000} instead of
{0x1e,0x01}), so a preset press set a garbage high bit -- and for group 1
items 3-4 / group 2 items 0-2 stomped the LIVE NonMapping / Intercom /
ModeSecondary* bits -- while the real page bits never moved. Ground
truth (section_dump.txt:72901-72908, little-endian + BTL4MODE.HPP [T0]):
set = ModeMFD{1,2,3}{Quad,Eng1-4} = 1<<(group*5+item), bits 0-14, fully
disjoint from the #6 secondary trio (bits 18-20); group 2 is MFD3, NOT a
duplicate of the secondary views.
What the 15 presets show (l4gauge.cfg): group = the MFD (Mfd1 lower left
/ Mfd2 upper center / Mfd3 lower right), item 0 = the btquad.pcx Quad
overview (up to 4 vehicleSubSystems cluster panels), items 1-4 = the
full-screen engineering-detail pages (bteng.pcx + prepEngr screens
group*4+1..4 + the cluster eng children: GENERATOR SELECT A-D, POWER
graph, COOLING loop, DAMAGE, ammo). Empty screens are authored per mech
(Blackhawk: 3/11/12 empty).
Authentic dispatch (streamed "L4" .CTL EventMappings, BT_CTRLMAP_LOG
dump): each MFD owns the 8-button RIO bank around it, MODE-MASK-gated --
Mfd1 = 0x08-0x0F, Mfd2 = 0x20-0x27, Mfd3 = 0x00-0x07. Quad page ->
direct-select buttons for the POPULATED eng pages (mapper msgs
Aux1Eng1-4 0x4-0x7 / Aux2* 0x9-0xC / Aux3* 0xE-0x11); eng page -> one
back-to-Quad button (0x3/0x8/0xD) + per-subsystem controls. These
records already install and fire on desktop (btinput passes the live
manager mask), so the NUMPAD profile's 0x20-0x27 keys page MFD2
authentically.
Port wiring (the #6 pattern): keys J/K/L -> actions Mfd1/2/3Cycle ->
gBTPresetCycle -> L4MechControlsMapper::CyclePresetModeNow(group) -- a
documented desktop shim (24 mode-dependent pod buttons don't fit a
keyboard) that cycles Quad -> populated Eng pages -> Quad, visiting
exactly the pod-reachable set; the body is the authentic SetPresetMode.
Dev-composite: BTDrawGaugeSurfaces now draws the Eng1-3 planes at their
sibling cells and skips any mono plane whose channel is BlankColor,
honoring the mode-driven reconfigure (RemapGraphicsPort) -- each dev
cell shows the ACTIVE page like the pod monitor. This supersedes and
removes the 2026-07-12 GAUGREND "frozen-dial" scaffold (forced all 15
page bits active under BT_DEV_GAUGES; it pinned the shared Eng plane on
the highest screen and ate the page flips).
Pixel-verified (BT_PRESET_TEST + BT_DEV_GAUGES_DOCK + BT_SHOT,
Blackhawk): all three MFDs page Quad -> SYSTEM NN eng details -> back to
Quad in lockstep with the [mode] preset mask log; group 0 skips the
authored-empty screen 3, group 2 skips 11/12. Un-regressed: N display
cycle (0x450421->0x490421->0x510421, page bits intact), M control mode,
CONTROLS.MAP 52 bindings parse clean.
Diags: BT_MODE_LOG ([mode] preset), BT_PRESET_TEST=<frame>.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
111 lines
5.3 KiB
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111 lines
5.3 KiB
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# ==========================================================================
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# BT411 CONTROLS.MAP -- desktop input bindings (keyboard + XInput gamepad)
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# ==========================================================================
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# One binding per line, '#' starts a comment, keywords are case-insensitive.
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# Loaded at game start; DELETE THIS FILE to restore these exact defaults
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# (the same profile is compiled in). Alternate profile: CONTROLS_NUMPAD.MAP
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# (copy it over this file to use it).
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#
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# key <name> button <addr> [toggle]
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# key <name> axis <axis> deflect <n>
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# key <name> axis <axis> rate <n-per-second>
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# key <name> keypad pilot|external <0-15>
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# key <name> pckey <char>
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# key <name> action <name>
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# pad <button> button <addr> | action <name> | pckey <char> | keypad ...
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# padaxis <src> axis <axis> [invert] [deadzone <d>] [rate <n-per-second>]
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#
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# <addr> RIO button address 0x00-0x47 (hex or decimal):
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# 0x00-0x0F aux lower right/left banks 0x10-0x1B secondary panel
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# 0x20-0x37 aux upper center/left/right (presets + target hotbox)
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# 0x3D Panic 0x3F throttle-head (REVERSE THRUST)
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# 0x40 Main trigger 0x41-0x44 hat 0x45 Pinky 0x46 Middle 0x47 Upper
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# <axis> Throttle | LeftPedal | RightPedal | Pedals (signed, + = right)
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# | JoystickX (torso twist) | JoystickY
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# <name> A-Z, D0-D9 (digit row), F1-F12, NumPad0-NumPad9, Up, Down, Left,
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# Right, Space, Enter, Shift, Ctrl, Alt, PageUp, PageDown, Home,
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# End, Insert, Delete, OemMinus, Oemplus, Oemcomma, OemPeriod,
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# OemOpenBrackets, OemCloseBrackets, ...
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# <button> A B X Y DPadUp DPadDown DPadLeft DPadRight Start Back
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# LeftShoulder RightShoulder LeftThumb RightThumb
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# LeftTrigger RightTrigger (as digital, >= 50% pressed)
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# <src> LeftStickX LeftStickY RightStickX RightStickY
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# LeftTrigger RightTrigger
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# action ViewToggle LookBehind AllStop ModeCycle DisplayCycle Valve Flush
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# ConfigHold Generator1-4 Reconnect Mfd1Cycle Mfd2Cycle Mfd3Cycle
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# pckey sends an authentic 1995 PC-keyboard hotkey (the in-cockpit
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# dispatcher): '+'/'-' = target zoom, 'w'..'o' = pilot select,
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# 'a','b','c','d','f','g','s','v','x','z' = display presets, ...
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#
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# 'deflect' holds the axis there while the key is down and springs back on
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# release; 'rate' walks the axis by <n> per second and the position sticks
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# (the throttle lever). A key bound here is REMOVED from the legacy typed-
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# hotkey channel (no double dispatch); unbound keys keep their authentic
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# 1995 meaning (see pckey above).
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#
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# ---- WASD CLASSIC (the shipped default) ----------------------------------
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# Driving: W/S sweep the throttle lever (sticks, detent at zero); A/D are
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# the turn pedals (spring back); Q/E twist the torso; R/F aim the torso
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# up/down (elevation); X = all stop (recenters twist AND pitch).
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key W axis Throttle rate 0.7
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key S axis Throttle rate -0.7
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key Up axis Throttle rate 0.7
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key Down axis Throttle rate -0.7
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key A axis LeftPedal deflect 1
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key D axis RightPedal deflect 1
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key Left axis LeftPedal deflect 1
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key Right axis RightPedal deflect 1
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key Q axis JoystickX deflect -1
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key E axis JoystickX deflect 1
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key R axis JoystickY deflect 1
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key F axis JoystickY deflect -1
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key X action AllStop
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# Fire: the pod joystick's four buttons.
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key D1 button 0x40 # Main trigger (lasers group)
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key Space button 0x40
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key D2 button 0x46 # Middle thumb (PPCs group)
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key D3 button 0x47 # Upper thumb (missiles group)
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key Ctrl button 0x47
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key D4 button 0x45 # Pinky (4th group)
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# Systems.
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key G action ConfigHold # hold + fire keys = regroup the weapon
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key C action Valve # coolant valve cycle
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key H action Flush # coolant flush (HOLD -- dumps reservoir coolant)
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key M action ModeCycle # Basic -> Standard -> Veteran controls
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key N action DisplayCycle # secondary schematic: Damage -> Critical -> Heat
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key J action Mfd1Cycle # lower-left MFD page: Quad -> Eng detail pages
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key K action Mfd2Cycle # upper-center MFD page (engineering)
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key L action Mfd3Cycle # lower-right MFD page
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key V action ViewToggle # cockpit <-> chase camera (dev)
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key B action LookBehind # HOLD = the pod's rear-view button
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key F5 action Generator1
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key F6 action Generator2
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key F7 action Generator3
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key F8 action Generator4
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key F9 action Reconnect
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# ---- Xbox controller -----------------------------------------------------
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# Left stick steers (the pedals), right stick twists the torso and pushes
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# the throttle lever; triggers fire.
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padaxis LeftStickX axis Pedals deadzone 0.24
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padaxis LeftStickY axis JoystickY deadzone 0.24
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padaxis RightStickX axis JoystickX deadzone 0.24
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padaxis RightStickY axis Throttle rate 0.75 deadzone 0.24
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pad RightTrigger button 0x40 # Main
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pad LeftTrigger button 0x47 # Upper (missiles)
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pad RightShoulder button 0x46 # Middle (PPCs)
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pad LeftShoulder button 0x45 # Pinky
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pad DPadUp button 0x42 # hat up
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pad DPadDown button 0x41 # hat back
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pad DPadLeft button 0x44 # hat left
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pad DPadRight button 0x43 # hat right
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pad B action AllStop
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pad Y action ViewToggle
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pad X action LookBehind
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pad Start action ModeCycle
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pad RightThumb action DisplayCycle
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pad Back action Valve
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