The pod's controls reach the game through the RIO serial board; on a
desktop that hardware is a keyboard shim of hardcoded GetAsyncKeyState
reads. New binding engine (game/reconstructed/btinput.cpp) maps PC keys
and an XInput pad onto the authentic channels through a user-editable
file (content/CONTROLS.MAP, community-suggested grammar, corrected):
key/pad -> button <addr> real buttonGroup emissions, mirroring the
RIO convention exactly (press a+1 w/ mode
mask saved, release -a-1 w/ saved mask;
L4CTRL.cpp:2470-2520) -- aux/preset banks,
hotbox, panic, reverse thrust all reachable
key/pad -> axis Throttle rate (lever), pedals/JoystickX
deflect (turn/twist) into the existing
virtual-controls integrators (feel, gait
detent, spring-centering all unchanged)
keypad pilot|external <n> keyboardGroup key values ('0'-'F')
pckey <char> any authentic 1995 typed hotkey
action <name> port dev controls (view, all-stop, ...)
Keys claimed by a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP
feed -- ends the historic double-dispatch ('w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups fed
the developer fake-event dispatcher). Unbound keys keep their authentic
meaning. The dual-use 'V' is split: V = view toggle, B = look behind.
Default profile = WASD classic (compiled-in twin; delete the file to
restore). CONTROLS_NUMPAD.MAP ships the corrected community layout
(keypads are NOT buttons 0x50-0x6F -- that space doesn't exist; no
clickable cockpit exists so everything needs a binding; keyboard fire
buttons added; 0x36/0x37 are hotbox not 'config'; missiles moved off
Ctrl). XInput loads dynamically (1_4 -> 9_1_0), disconnected-pad
probing rate-limited; pad sticks write the axes as absolute positions
(the spring is physical), triggers/buttons per the file.
Verified live: bindings load (43), W and NumPad8 drive (speedDemand 0 ->
61.5), X all-stop (spd -> 0), aux-bank emission (D1 -> [input] 0x2f
PRESS/release under the numpad profile), suppression both directions
(posted 'r' reaches [keych], posted 'w' swallowed), full-keyspace
WM_CHAR+WM_KEYUP fuzz x3 survived with sim advancing, XInput graceful
with no pad, 2-node relay session un-regressed (full ladder + UDP).
Pad-in-hand testing still needs a physical controller.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
9.1 KiB
id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pod-hardware | Pod Hardware — the fixed target (7 monitors, D3D9, RIO) | established | PROGRESS_LOG.md §3; the PLATFORM PROFILE + GAUGE DEV-COMPOSITE notes |
|
|
Pod Hardware (the fixed target)
The port must run on (a) a dev box and (b) the fixed arcade pod. The pod is a hard constraint that
bounds the graphics API. Full detail: docs/PROGRESS_LOG.md §3.
Displays
- 2 video cards → 7 monitors: main 3D view 800×600; radar 640×480; five monochrome MFDs driven as one 1280×480 horizontally-spanned surface. [T1]
- Requires old NVIDIA drivers for the MFD horizontal spanning — a hard constraint that bounds the graphics API → Target Direct3D 9 (lowest common denominator that runs on old-driver pods AND modern cards; one codepath). NOT Vulkan/D3D11+. CUDA is irrelevant (compute, not display). [T1]
Cockpit I/O (RIO)
Joystick X/Y, throttle, pedals, buttons over serial COM (L4RIO, L4SERIAL). Must be remapped
to keyboard/gamepad on a dev box; real wiring is a pod bring-up task (Phase 8). The engine is a PUSH
model — LBE4ControlsManager groups are fed by all devices (RIO on the pod, DirectInput on dev);
the MechControlsMapper interprets them (locomotion). [T2]
The button space + lamps [T0, L4CTRL.h enum]
buttonGroup addresses 0x00-0x47: AuxLowerRight/Left 1-8 (0x00-0x0F), Secondary1-12 (0x10-0x1B),
AuxUpperCenter/Left/Right 1-8 (0x20-0x37 — the preset/eng "display eng data" banks; 0x30-0x37 =
the target HOTBOX, pilot select), icom/door 0x39-0x3C, Panic 0x3D (the config-mode lamp),
Throttle1 0x3F (throttle-head = REVERSE THRUST), joystick cluster 0x40-0x47 (Main trigger 0x40,
hat 0x41-0x44, Pinky/ThumbLow/ThumbHigh 0x45-0x47 — the four MAPPABLE fire buttons). "Lamp buttons"
are literal: physical illuminated pushbuttons in panels around the screens; the RIO LampRequest
protocol lights them (MakeLinkedLamp), reports burned-out bulbs (RIODeadLamps failure page,
per-lamp names). A lit button = active. Keypads are NOT buttons: keyboardGroup[KeyboardPilot/ KeyboardExternal] carry key VALUES ('0'-'9','A'-'F', L4CTRL.cpp:2526). RIO event convention:
press = buttonGroup[a].Update(a+1, modeMask) (mask saved), release = Update(-a-1, savedMask)
(L4CTRL.cpp:2470-2520).
Desktop input remap — CONTROLS.MAP + XInput (2026-07-18) [T2 live]
game/reconstructed/btinput.cpp + content/CONTROLS.MAP (WASD-classic default, compiled-in twin;
content/CONTROLS_NUMPAD.MAP = the corrected community numpad profile). Grammar: key <name> button <addr>|axis <axis> deflect|rate <n>|keypad pilot|external <0-15>|pckey <char>|action <name>; pad <button> same targets; padaxis <src> axis ... [invert] [deadzone d] [rate n].
Axes: Throttle (lever, rate-walks + sticks), LeftPedal/RightPedal/Pedals (turn, springs),
JoystickX (torso twist). Emissions mirror the RIO conventions above exactly; the four fire
buttons (0x40/45/46/47) publish as levels to the bring-up fire channels instead of buttonGroup
(avoids double-fire once the streamed ChooseButton mappings are exercised). XInput loads
dynamically (xinput1_4 → 9_1_0; disconnected-pad probing rate-limited to 1 Hz). Keys claimed by
a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP feed (BTInputSuppressKey, hook at
L4CTRL.cpp keyboard read) — this ended the historic DOUBLE-DISPATCH: 'w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups (uppercase) fed the developer
fake-event dispatcher. Unbound keys keep their authentic 1995 dispatcher meaning (reachable from
any key via pckey). The old dual-use 'V' (view toggle + look-behind) is split: V = ViewToggle,
B = LookBehind. Verified live: bindings load, W/NumPad8 drive (spd rises), X all-stop, aux-button
emission ([input] 0x2f PRESS), suppression both directions ('r' delivered / 'w' swallowed),
full-keyspace WM_CHAR+WM_KEYUP fuzz survived. Diag: BT_INPUT_LOG.
The pod throttle is ANALOG-CONTINUOUS, not notched (verified end-to-end) [T1]
The authentic pod throttle path — traced 2026-07 (task #50 throttle-fidelity question):
- Hardware → RIO: serial
AnalogReplypacket →Ranger("Throttle", 0, 800, .05)— raw counts 0–800, 5% deadband, auto-ranging offset, output a CONTINUOUS Scalar; the sign is inverted ("Throttle counts BACKWARDS",engine/MUNGA_L4/L4RIO.cpp:1374-1377, Ranger @L4RIO.cpp:461-701). No quantization/notching anywhere inRanger::Update. - Manager:
LBE4ControlsManager::Execute→scalarGroup[ScalarThrottle].Update(&rioPointer-> Throttle, mode_mask)on every AnalogReply (L4CTRL.cpp:1379-1382). ScalarThrottle = index 0 → manager+0x24 (scalarGroup base 0x24, 0x20/entry; buttonGroup base 0x1c0, keyboardGroup 0x160). - Streamed
.CTLmapping (the "handled elsewhere"):MechRIOMapper's ctor @004d266c binds NO throttle — the bind comes from the type-19ControlMappingStreamresource named "L4" (child of the per-mech type-6ControlMappingsList; installed byBTL4APP MakeViewpointEntityviaCreateStreamedMappings@0047703c). BTL4.RES "L4" record [1]:Scalar Throttle → subsystemID 0 (ControlsMapper slot), DirectMapping, attr 4, mask 0xffffffff. Attr 4 = "ThrottlePosition" @ mapper+0x11c (binary IndexEntry table @0050efd8: id 4 → offset 0x11d-1 = 0x11c, name "ThrottlePosition" @0050f28f). Reverse = record [2]:Button Throttle1 (0x3F, on the throttle handle) → attr 6 ReverseThrust@0x124. Turn = pedals value-bound in the ctor (manager+0x44/+0x64 → mapper+0x1b4/+0x1b8). - Interpretation:
L4MechControlsMapper::InterpretControls@004d196c applies the ONLY software detent — snap to 1.0 when |t−1.0| ≤ 0.05 — thenMechControlsMapper::InterpretControls@004afd10 computesspeedDemand@0x128 = maxSpeed(mech+0x34c) × throttlePosition(0x11c) × scale(mech+0x5c0)(forward) or−maxSpeed × throttlePosition(reverse flag 0x124).
Consequence: the original pod produced a continuously varying speedDemand while the lever moved
(updated per serial AnalogReply, NOT per render frame). There are NO "5 throttle notches" anywhere
in the software path. (Keyboard keys '1'-'5' in @004d1bf0 set controls-manager MODE masks; the
'+'/'-' pair steps a [0,5] value that drives pow(2,x) into mech+0x404 = HUD zoom 1×–32× — neither
is a speed setting.) The mech's throttleState@0x4a4 writer remains un-exported (likely in the
0x4a9b5a–0x4ab188 gap) — open-questions.
MECHANICAL-notch hypothesis (2026-07-16) [T4, hardware]: the "5 speeds" pod lore may still be
true — as detents in the throttle QUADRANT hardware, invisible to the software (the pot reads
continuous counts regardless of where the lever mechanically rests). Independent corroboration
from the gait math (locomotion): the gait SM has NO stable state for a demand between the walk
cap (walkStrideLength@0x534) and the run engage speed (reverseSpeedMax@0x538, the walk→run
transition clip's exit speed) — a demand PARKED in that band hunts walk→shift-up→shift-down
forever, firing the authored EngineShiftFwd/Rev sounds each swing (binary-verified, all-authentic
data: Blackhawk band = demand 22.02–30.87 = throttle 36–50%). A design like that only ships if the
hardware discourages parking in the band. Port accommodation: the keyboard lever snaps out of the
dead band AT REST (mech4.cpp "GAIT DETENT"; sweeping through while held stays continuous =
authentic moving lever). Ask Nick: did the pod throttle quadrant have mechanical detents
(how many / positions)? — open-questions.
Multi-surface gauge path (intact, pod-only by default)
The pod multi-surface path EXISTS and is intact: DPLRenderer::FindBestAdapterIndices (multi-
adapter selector, honors PRIMGAUGE/SECGAUGE/MFDGAUGE/SPANDISABLE), SVGA16::BuildWindows (a
fullscreen D3D device + window per gauge/MFD surface, MFD span = width×2), L4GaugeRenderer (gated
on L4GAUGE). content/SETENV.BAT is the authentic pod env preset (L4CONTROLS=RIO,KEYBOARD;
L4GAUGE=640x480x16; L4PLASMA=com2). [T2]
Platform profile switch
-platform pod|dev (or BT_PLATFORM env; default DEV) selects a runtime env preset WITHOUT forking
the codepath. DEV = keyboard + single 800×600 window. POD = RIO input (keyboard fallback off
serial) + multi-surface gauges (from SETENV.BAT/L4GAUGE on real hardware). -platform pod does NOT
auto-enable L4GAUGE (each surface needs its own fullscreen device on the pod's 2 cards). Off-pod, the
6 MFD surfaces render in a dev window via BT_DEV_GAUGES (gauges-hud). [T2]
MFD surface model
All cockpit surfaces are bit-plane MASKS over ONE shared SVGA16 pixelBuffer: sec=palette low
byte; Heat=0x4000, Mfd2=0x0400, Comm=0x8000, Mfd1=0x0100, Mfd3=0x1000; Eng1-3 =
engineering-mode alt planes; overlay=0x00C0 (shares the sec surface). See gauges-hud. [T2]
Key Relationships
- Renders: gauges-hud (the MFD surfaces), rendering (the main 3D view).
- Input: locomotion (the mapper).
- Bring-up: Phase 8 (get pod specifics from Nick — open-questions).