Martian Football: the second scenario is playable

The setup menu gains a SCENARIO group. Picking Football relayouts the
menu live: the track list swaps to the football-legal set (drops
Paingod Passage and the race build of Freezemoon Freeway, adds the
football build headmf - RPConfig per-scenario invalid lists), the
COLOR and BADGE columns become TEAM and POSITION, and the title
reads MARTIAN FOOTBALL.

The egg builder was restructured around one flat pilot table so both
scenarios share it. Football emits scenario=football, per-pilot team=
and position= entries, and the [teams] / [team::X] / [pilots::X] /
[teambitmap] blocks in RPFootballMission layout (team name bitmaps
generated by the same GDI plasma renderer as pilot names). Colors are
derived rather than chosen, as the arcade did it: the runner wears the
team runner color, crushers and blockers the team color. Multi-pod
games alternate pilots across two teams and give each team exactly one
runner, honoring the host own position pick.

Verified end to end: Football launches from the menu, the engine loads
the football mission (the cockpit shows the RUNNER - GO FOR POINTS
panel), the console marshals it to a scored finish, and the Death Race
path still passes its regression unchanged.

Known gap: lobby members cannot pick their own team or position yet -
the host pick seeds a deterministic assignment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-24 19:42:33 -05:00
co-authored by Claude Fable 5
parent 0b84b32486
commit 3194d3f973
4 changed files with 397 additions and 105 deletions
+66 -23
View File
@@ -85,27 +85,48 @@ Set-Content -Path "$dist\environ.ini" -Encoding ascii -Value @"
# ---- Core (the shipped configuration) --------------------------------------
# Control stack. PAD;KEYBOARD = the virtual RIO (XInput controller +
# keyboard, rebindable via bindings.txt). RIO;KEYBOARD = real serial
# cockpit hardware. KEYBOARD = engine keyboard only (no virtual RIO).
# Control stack: tokens separated by ; or , processed left to right.
# PAD the virtual RIO (XInput controller + keyboard,
# rebindable via bindings.txt)
# RIO real serial cockpit hardware on COM1
# RIO:COMn same, on another port (RIO:COM3, ...)
# KEYBOARD the engine keyboard handler
# MOUSE, JOYSTICK, FLIGHTSTICKPRO, THRUSTMASTER, DIJOYSTICK
# legacy pointer/joystick drivers (untested here)
# Unset falls back to KEYBOARD alone.
L4CONTROLS=PAD;KEYBOARD
# Renderer selection argument and its config file. Leave as shipped.
# Renderer bring-up argument. Only its presence is checked (the DPL
# resolution parsing it once fed is gone) and the game refuses to start
# without it - any non-empty value works. Leave as shipped.
DPLARG=1
# DPL (renderer/scene) configuration file, searched beside the exe.
# Any notation file name; RPDPL.INI is the one that ships.
L4DPLCFG=RPDPL.INI
# Gauge (MFD/instrument) canvas: WIDTHxHEIGHTxDEPTH.
# Gauge (MFD/instrument) canvas. Must name a page of GAUGE\L4GAUGE.INI:
# 640x480x8 | 640x480x16 | 800x600x16
# Unset disables the gauge renderer (and with it all MFDs).
L4GAUGE=640x480x16
# Plasma display: SCREEN renders the pod's plasma glass in-window
# (currently parked off-layout); hardware values drive real glass.
# Plasma display.
# SCREEN render the pod's plasma glass in-window (currently
# parked off-layout)
# COM1, COM2... drive real plasma glass on that serial port
# (9600 baud, N81)
# Unset = no plasma display.
L4PLASMA=SCREEN
# 1 = the single-window cockpit: all seven displays composed on a
# locked 1920x1080 canvas around the viewscreen.
# 0 = classic separate gauge windows; 1 = the single-window glass
# cockpit (all seven displays composed on a locked 1920x1080 canvas
# around the viewscreen); 2 = exploded diagnostic view (each display
# in its own native-resolution desktop window - MFDs 640x480, map
# 480x640 - decoded exactly as the pod's VDB split them, no downscale).
L4MFDSPLIT=1
# Simulation/render frame rate.
# Simulation/render frame rate, integer frames/second. The desktop
# default is 60; the arcade pods shipped at 25.
TARGETFPS=60
# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client
@@ -116,48 +137,70 @@ RP412STEAM=1
# ---- Optional ---------------------------------------------------------------
# RGB keyboard lamp mirror (Windows Dynamic Lighting): keys bound to
# lamp buttons glow with the panel, flash modes and all. Default on;
# set 0 to disable.
# lamp buttons glow with the panel, flash modes and all.
# Unset or nonzero = on (the default); 0 = off.
#RP412KEYLIGHT=0
# Invert the stick on top of whatever bindings.txt produces: X, Y, XY.
# Invert the stick on top of whatever bindings.txt produces:
# X = invert X only, Y = invert Y only, XY = both (case-insensitive).
#L4PADFLIP=XY
# Anti-aliasing samples (0 = off).
# Anti-aliasing sample count, passed straight to Direct3D 9:
# 0 = off, else 2..16 as the GPU supports (1 selects the driver's
# "nonmaskable" mode; unsupported counts fail device creation).
#MULTISAMPLE=0
# Particle budget.
# Particle budget, integer. Default 8192.
#MAXPARTICLES=8192
# On-screen plasma glass pixel size and position (when re-homed).
# On-screen plasma glass (L4PLASMA=SCREEN only). SCALE = integer pixel
# size 1..16, default 4 (out-of-range values are ignored). POS = window
# top-left as X,Y screen coordinates; unset = auto, parked below the
# main window.
#L4PLASMASCALE=4
#L4PLASMAPOS=0,0
# Fixed random seed (repeatable runs).
# Fixed random seed (repeatable runs): any unsigned integer.
# Unset seeds from the clock.
#RANDOM=12345
# ---- LAN play without Steam -------------------------------------------------
# Host a race over plain TCP: list the member pods' console channels
# (members run: rpl4opt.exe -windowed -res 1920 1080 -net 1501).
# HOSTADDR is this machine's LAN IP as members can reach it.
# RP412HOSTPODS comma-separated IP[:port] list, one entry per member
# pod; port defaults to 1501 per entry
# RP412HOSTPORT this machine's console port, integer > 0
# (default 1501)
# RP412HOSTADDR this machine's LAN IP as members can reach it
# (default 127.0.0.1)
#RP412HOSTPODS=192.168.1.20:1501,192.168.1.21:1501
#RP412HOSTPORT=1501
#RP412HOSTADDR=192.168.1.10
# ---- Developer / testing ----------------------------------------------------
# 1 arms the debug keys: Alt+W wireframe, Alt+V predator vision,
# Nonzero arms the debug keys: Alt+W wireframe, Alt+V predator vision,
# Alt+F frame dump, Alt+/ perf stats, Alt+E event-queue dump.
# (Alt+Q, the mission abort, is always live.)
# 0 or unset = off. (Alt+Q, the mission abort, is always live.)
#RP412DEVKEYS=1
# Console race-length override in seconds (short test races).
# Console race-length override, integer seconds (short test races).
# Values <= 0 are ignored.
#L4CONSOLELEN=30
# Steam transport loopback self-test at boot (logs PASS/FAIL).
# Nonzero = Steam transport loopback self-test at boot (logs PASS/FAIL).
#RP412STEAMSELFTEST=1
# ---- Arcade heritage (multi-monitor pods; not used on the desktop) ----------
# PRIMGAUGE / SECGAUGE / MFDGAUGE / MFDGAUGE2 pin a display to a monitor
# by adapter index (0, 1, 2...). SPANDISABLE: 0 = let the MFDs span one
# wide surface, nonzero = separate windows (setting MFDGAUGE2 alone also
# forces spanning off). L4EYES = "x y z xrot yrot zrot [type]" floats
# for a detached camera; a type starting with r offsets it relative to
# the pod. L4INTERCOM enables the crew intercom - only its presence
# matters (traditionally COM2). NOMODES skips the mode/lamp programming;
# presence alone triggers it, even NOMODES=0. LOGSIZE > 0 sizes the
# trace log in dev builds compiled with tracing.
#PRIMGAUGE=1
#SECGAUGE=2
#MFDGAUGE=3
@@ -171,7 +214,7 @@ RP412STEAM=1
Set-Content -Path "$dist\start-windowed.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - desktop prototype. Boots into the race-setup
rem Red Planet 4.12 - desktop prototype. Boots into the game-setup
rem front end; the cockpit canvas is 1920x1080 and -res matches it.
rem (Add -egg TEST.EGG to skip the menu and run the canned mission.)
cd /d "%~dp0"