Files
CydandClaude Opus 4.8 3b8b729ecb Add complete game working copy under assets/ (runtime data + binaries)
Imports the full shipped working copy of Red Planet v4.10 so the repo is
self-contained: buildable (source) and runnable (data). ~110 MB, committed
directly to git per project decision.

Contents (assets/RP411/):
- AUDIO/  (~97 MB) 223 .wav + audio config/res
- VIDEO/  (~10 MB) .X meshes, .SKL/.det/.sph geometry, .met materials,
          .pcc/.png/.pcx textures, .vsh/.psh shaders, material tables
- GAUGE/  (~0.8 MB) HUD .GIM images, .PCC/.PCX bitmaps, gauge config
- SPOOLS/ runtime replay output dir (kept via .gitkeep)
- Root config/launch: environ.ini, RPDPL.INI, JOYSTICK.INI, TEST.EGG,
  RPL4.RES, *.bat launchers
- Runtime binaries: rpl4opt.exe (shipped reference build), libsndfile-1.dll,
  oalinst.exe (OpenAL redist installer), sleep.exe

Housekeeping:
- .gitignore: re-include assets/**/*.exe and *.dll (global rules skip them);
  keep Thumbs.db and runtime *.spl out.
- .gitattributes: mark asset media (.wav/.png/.pcc/.gim/.x/.skl/... ) binary.
- docs/ASSETS.md: runtime layout, config chain (environ.ini -> RPDPL.INI ->
  video/audio/gauge paths), launch args, and per-directory asset inventory.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 10:11:47 -05:00

4.1 KiB

Game Assets & Runtime Layout

A complete working copy of the shipped game lives under assets/RP411/. Together with the executables built from source (see BUILD.md) this makes the repository self-contained: buildable and runnable.

The build produces rpl4opt.exe; this folder supplies everything that exe loads at runtime (data, audio, gauges, config), plus the third-party runtime binaries.


1. How to run it

The game is designed to run from \games\rp411 (see the launch scripts). It is an arcade pod-cabinet build — it expects RIO/serial controls and cabinet lighting hardware, but will start on a desktop for inspection.

cd \games\rp411
rpl4opt.exe -net 1501

Launch scripts included in assets/RP411/:

Script Command Purpose
startrp.bat rpl4opt.exe -net 1501 Normal start
startRPlc.bat rpl4opt.exe -net 1501 -lc Start with gauges suppressed (-lc)
startRPmr.bat rpl4opt.exe -net 1501 -mr Mission-review mode (-mr)
RPLoop.bat loop rpl4opt -net 1501 + sleep Attract/restart loop for a cabinet
OnStart.bat del last.spl Clears the previous spool on boot

First-time setup also needs the OpenAL runtime installed: oalinst.exe /s (silent) — this is what assets/postinstall.bat does. libsndfile-1.dll must sit next to the exe (it already does here).

Command-line flags understood by the app (from MUNGA_L4/L4APP.cpp): -egg <file>, -spool <file>, -net <addr>, -r <file> (record), -p <file> (playback), -solids, -res <w> <h>, -windowed, -lc, -mr, -h/-help.


2. Runtime configuration chain

  1. environ.ini — top-level environment. Sets controls, target FPS, gauge mode, the cabinet plasma/lighting COM port, and — crucially — points at the DPL config:
    L4CONTROLS=RIO;KEYBOARD
    L4DPLCFG=RPDPL.INI
    L4GAUGE=640x480x16
    L4PLASMA=COM2
    TARGETFPS=25
    
  2. RPDPL.INI — the DPL (renderer/scene) configuration. Resolves day/night and weather via compare/branch pages, defines lighting/fog/particle effects, and sets the asset search paths:
    objectpath   = .\video
    materialpath = .\video
    texmappath   = .\video
    
  3. TEST.EGG — an "egg notation" mission script (mission/pilots/vehicle/ colors/badges). Loaded via -egg, or used as the default test mission.

3. Asset directories

Dir Size Contents
AUDIO/ ~97 MB 223 .wav sound effects + AUDIO.INI, AUDIO.RES, AUDIOMR.INI, CTMIX.CFG
VIDEO/ ~10 MB 3D + material data: .X DirectX meshes, .SKL skeletons, .det detail meshes, .sph collision spheres, .met materials, .pcc/.png/.pcx textures, .vsh/.psh shaders, .sky, and .tbl material-replacement tables
GAUGE/ ~0.8 MB HUD: .GIM gauge images, .PCC/.PCX bitmaps/fonts, GAUGE.GAT, L4GAUGE.CFG, L4GAUGE.INI, VCS.CFG
SPOOLS/ Empty at rest; the game writes replay/spool streams here at play time (.gitkeep retains the folder)

4. Binaries in the working copy

File Role
rpl4opt.exe The game. Also built from source — this is the shipped reference binary (Jan 2012). The source build output goes to Release\rpl4opt.exe.
libsndfile-1.dll Runtime sound-file library (DLL counterpart of lib/libsndfile-1.lib)
oalinst.exe OpenAL redistributable installer (run once via postinstall.bat)
sleep.exe Small delay utility used by RPLoop.bat

5. Notes & caveats

  • The root-level RPL4.RES, TEST.EGG, and JOYSTICK.INI here differ from the same-named files under RP_L4/ in the source tree — the copies in assets/RP411/ are the deployed/runtime versions; the RP_L4/ copies are what the build compiles/links.
  • Assets are committed directly to git (not LFS). The bundle is ~110 MB, the bulk being AUDIO/. Largest single file is ~2.2 MB.
  • assets/RP411/VIDEO/Thumbs.db (a Windows thumbnail cache) is intentionally git-ignored, as are runtime *.spl spool files.