# Red Planet 4.12 — controls map

Generated from the default `bindings.txt` (the file the game writes
beside the exe on first run). Everything here is rebindable: edit that
file and restart, or delete it to get these defaults back.

Grammar reminder, from the file's own header:

```
key <name>      button <addr> [toggle]
key <name>      axis <axis> deflect <n>      # held, springs back
key <name>      axis <axis> rate <n>         # walks per second, sticks
pad <button>    button <addr> [toggle]
padaxis <src>   axis <axis> [invert] [deadzone <d>] [rate <n>]
```

---

## Xbox controller

```
              ( LB )  Panic                Throttle / reverse  ( RB )
             ( LT )  Left pedal              Right pedal  ( RT )
        ______________________________________________________
       /                                                      \
      /    [Back]                                  [Start]     \
     |     unbound                                  unbound      |
     |                                                           |
     |        ,--.                                    (Y)        |
     |       ( L  )  stick X / Y                   Upper         |
     |        `--'                            (X)       (B)      |
     |                    +---+              Pinky     Middle    |
     |     D-pad  -->     |hat|                  (A)             |
     |                    +---+                 Main             |
     |                                                           |
     |                              ,--.                         |
     |                             ( R  )  throttle (Y axis)     |
      \                             `--'                        /
       \____________________________________________________ _/
```

| Control | Does | RIO address |
|---|---|---|
| Left stick | Joystick X / Y (inverted, deadzone 0.24 — pod convention) | axes |
| Right stick Y | Throttle, as a **rate**: hold to wind it up or down, position sticks | axis |
| Left / right trigger | Left / right pedal (deadzone 0.12) | axes |
| **A** | Main trigger | `0x40` |
| **B** | Middle | `0x46` |
| **X** | Pinky | `0x45` |
| **Y** | Upper | `0x47` |
| **LB** | Panic | `0x3D` |
| **RB** | Throttle button — reverse thrust | `0x3F` |
| D-pad | Hat: up / back / left / right (look) | `0x42` `0x41` `0x44` `0x43` |
| **Start**, **Back** | unbound — yours to map | — |

The config buttons (`0x37`/`0x36`) are the first two buttons of the
Upper Right MFD's top row, reachable from the keyboard on `9` and `0`.
Start and Back ship unbound so you can put anything there; the
commented lines in `bindings.txt` show how.

---

## Keyboard

### Flight cluster — the number pad

```
                    +-----+-----+-----+
                    |  7  |  8  |  9  |     7 / 9  left / right pedal
                    | Lped| fwd |Rped |     8 / 2  stick forward / back
                    +-----+-----+-----+     4 / 6  stick left / right
                    |  4  |  5  |  6  |     0      main trigger
                    | left|     |right|
                    +-----+-----+-----+
                    |  1  |  2  |  3  |
                    |     | back|     |
                    +-----+-----+-----+
                    |     0     |  .  |
                    |  trigger  |     |
                    +-----------+-----+

   Shift  throttle up      Ctrl  throttle down      Alt  reverse thrust
   (both throttle keys walk the axis and it holds where you leave it)
```

| Key | Does |
|---|---|
| NumPad 8 / 2 | Stick forward / back |
| NumPad 4 / 6 | Stick left / right |
| NumPad 7 / 9 | Left / right pedal |
| NumPad 0, Space | Main trigger (`0x40`) |
| Shift / Ctrl | Throttle up / down (position holds) |
| Alt | Reverse thrust (`0x3F`) |
| Arrow keys | Hat — look up / back / left / right |
| **Alt + Q** | Abort the mission (score banked, back to menu or lobby) |

### Panel buttons — the letter and number rows

The rest of the keyboard is the pod's button board, laid out as it is
printed on the panel. Each MFD has 8 buttons (a 4-wide top row and a
4-wide bottom row); the keyboard rows run left to right across the
three upper MFDs, then the two lower ones.

```
  UPPER MFDs      Left MFD          Middle MFD         Right MFD
   top row     1   2   3   4  |  5   6   7   8  |  9   0   -   =
   bottom row  Q   W   E   R  |  T   Y   U   I  |  O   P   [   ]
                 0x2F..0x2C       0x27..0x24        0x37..0x34
                 0x2B..0x28       0x23..0x20        0x33..0x30

  LOWER MFDs      Left MFD                            Right MFD
   top row     A   S   D   F        (G unbound)     H   J   K   L
   bottom row  Z   X   C   V        (B unbound)     N   M   ,   .
                 0x0F..0x0C                            0x07..0x04
                 0x0B..0x08                            0x03..0x00

  COLUMNS beside the map
   Secondary   F1  F2  F3  F4  F5  F6        0x10..0x15
   Screen      F7  F8  F9  F10 F11 F12       0x18..0x1D
```

G and B are deliberately unbound: they are the physical gap between the
Lower Left and Lower Right MFD clusters on the real board.

Every one of these buttons is also **clickable on screen** — the red
strips around each MFD and the amber strips beside the map are the same
addresses, and they light up when the game commands their lamps.

### Not bound by default

The pilot keypad (`0x50`–`0x5F`) and external operator keypad
(`0x60`–`0x6F`) have no keys assigned — the game never reads them. They
remain bindable if you want them (they arrive as arcade RIO key events).

---

## RGB keyboard lighting

If the machine has a Dynamic Lighting keyboard, bound panel keys mirror
the pod's lamps: red for the MFD banks, amber/yellow for the Secondary
and Screen columns, blinking in step with the on-screen buttons.
Unbound keys go dark. Set `RP412KEYLIGHT=0` in `environ.ini` to switch
it off.

---

## Rebinding

`bindings.txt` sits beside the exe, written with the full default layout
and its own documentation on first run. Change a line, restart the game.
Delete the file to restore these defaults — worth doing after an update,
since an existing file is never overwritten.

Examples:

```
key J       button 0x40        # main trigger on J as well
pad X       button 0x40        # move the trigger to the X button
key NumPadAdd    axis Throttle rate 0.75    # throttle on numpad +/-
key NumPadSubtract axis Throttle rate -0.75
padaxis LeftStickX axis JoystickX deadzone 0.15   # drop 'invert' to flip X
```

Addresses: `0x00`–`0x47` are the lamp buttons above, `0x50`–`0x6F` the
keypads. Axis names: `Throttle`, `LeftPedal`, `RightPedal`, `JoystickX`,
`JoystickY`. Key names follow the .NET `Keys` naming (`A`–`Z`, `D0`–`D9`
for the digit row, `F1`–`F12`, `NumPad0`–`NumPad9`, `Up`, `Down`,
`Left`, `Right`, `Space`, `Return`, `Shift`, `Ctrl`, `Alt`,
`OemMinus`, `Oemplus`, `Oemcomma`, `OemPeriod`, `OemOpenBrackets`,
`OemCloseBrackets`, …).
