Paingod's Passage
+pain
+ARCADE 4.10DEATH RACE
+-
+
- Instances
- 255
- Cameras
- 18
- Start boxes
- 12
- Extent
- 3256 × 7223
- Relief
- 2849
diff --git a/docs/tracks.html b/docs/tracks.html new file mode 100644 index 0000000..8cdc3cb --- /dev/null +++ b/docs/tracks.html @@ -0,0 +1,543 @@ + + + +
Red Planet 4.12 · plans drawn from RPL4.RES
+There are no track maps in the game's files — the console had + pictures of them and those pictures did not survive. So these plans are drawn + from the tracks themselves: every plan below is that map's own scenery, + placed where the game places it, viewed from overhead with height + shown as brightness.
+pain
+ARCADE 4.10DEATH RACE
+blade
+ARCADE 4.10DEATH RACEFOOTBALL
+yip
+ARCADE 4.10DEATH RACEFOOTBALL
+otto
+ARCADE 4.10DEATH RACEFOOTBALL
+frstrm
+ARCADE 4.10DEATH RACEFOOTBALL
+wise
+ARCADE 4.10DEATH RACEFOOTBALL
+Same footprint and instance count as -- Wiserguy's --
+burnt
+ARCADE 4.10DEATH RACEFOOTBALL
+brewers
+ARCADE 4.10DEATH RACEFOOTBALL
+lyzlane
+ARCADE 4.10DEATH RACEFOOTBALL
+headoff
+ADDED 4.11DEATH RACE
+headmf
+ADDED 4.11FOOTBALL
+tourdemars
+COMMUNITYDEATH RACE
+donut
+COMMUNITYDEATH RACE
+trough
+COMMUNITYDEATH RACE
+631 of 633 instances decoded
+rpweekend2014
+COMMUNITYDEATH RACE
+wiserguys
+COMMUNITYDEATH RACE
+Same footprint and instance count as Wiseguy's Wake
+demoderb
+COMMUNITYDEATH RACE
+arena
+COMMUNITYDEATH RACE
+No track matches that.
+ +18 tracks: 9 shipped in the 4.10 arcade cabinets, 2 added in 4.11, 7 built by the community afterwards. Each plan
+ is the map's instance stream — the scenery the game places — read out of
+ assets/RP411/RPL4.RES. Records are 76 bytes carrying a position and a
+ unit quaternion, so a placement validates itself and a mis-read cannot pass as a
+ building. Extent and relief are the span of those placements in world units, not a
+ measured track length: a long thin plan is a point-to-point run, a squat one a
+ circuit or an arena.
What is not here: the driving surface. Only placed objects are + stored this way, so a plan shows what lines the route rather than the route itself. + Tracks marked NOT IN THE MENU exist in the resource file but the setup screen does + not offer them.
+| Preset | ' + + ''.join('%s | ' % b.upper() for b in BUTTONS) + + '
|---|
{key}
+{chips}
+ +Red Planet 4.12 · decoded from RPL4.RES
+The six amber switches down the right flank of the map screen are not a + display option. Each is a complete factory layout for the four mappable + joystick buttons, authored per vehicle and shipped in the game's resource + file. Pressing one swaps the whole stick over, live, mid-race.
+No VTV matches that.
+ +{n} VTVs carry a preset table; {armed} are armed. Decoded from the pod
+ RIO ControlMappings stream in assets/RP411/RPL4.RES —
+ subsystem names from each vehicle's own subsystem list, functions from
+ ModePreset1..6 mask bits. Boosters, chute and weapons are the vehicle's
+ activatable systems; LIFT CUT and HORN are pilot controls that also live on the
+ panel. Empty cells are unbound — nothing on the pod fires them.
The plan views are the vehicle's own damage-gauge silhouette
+ (GAUGE/s<hull>.pcc), redrawn from the 3-colour original. The game has
+ no per-vehicle art: vehicles are grouped into hull families and share both the
+ silhouette and the 3D mesh in VIDEO/, which is keyed by the same two-letter
+ code. What distinguishes vehicles inside a family is the loadout, not the shape.