9 Commits
Author SHA1 Message Date
CydandClaude Fable 5 9f79508257 LocalConsole: the in-process marshal that ends missions
Domain correction from playtest: hand-fed eggs are a developer shortcut
- a mission only ends on a console command, so the clock hits 00:00 and
counts up forever. Even single-player games need a console marshal.

RPL4CONSOLE is that console. Like the real one it lives on its own
thread: it owns the mission clock and raises the stop request at the
selected length; the app-manager per-frame hook (new gPerFrameHook seam
in APPMGR, called while the application global is live - the loop
condition NULLs it on exit, which ate the first attempt) executes the
engine-safe part, dispatching the same StopMissionMessage TeslaConsole
sent. Final scores flow in through a new RP-layer sink
(gConsoleScoreSink in RPCNSL): RPPlayer feeds it the same score it
sends a real console at mission end.

It also inherits the launcher role: the application tears down after a
stop (arcade pods were relaunched per mission by TeslaLauncher), so
WinMain respawns the process when the console ended the mission,
landing back on the race-setup screen. L4NetworkManager grows
FeedLocalEgg (the single-user egg-inject path, callable mid-session)
for the future in-process loop.

Verified end to end: menu -> 3:00 race -> stop dispatched exactly on
time -> final score collected (host 1 = 4113) -> process respawned with
the front end up. -egg runs stay unmarshaled (the dev shortcut).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:10:02 -05:00
CydandClaude Fable 5 58eb25a792 In-game front end: race setup menu builds the mission egg locally
Starting without -egg, -net, or -mr now boots a race-setup screen
(RP_L4/RPL4FE.cpp) instead of aborting: track / vehicle / color / badge
/ time-of-day / weather / race length plus pilot name, populated from
TeslaConsole''s RPConfig.xml catalog (Death Race scenario). LAUNCH
builds the egg exactly as the console did - the RPMission.ToEggString
port, including the pilot name pre-rendered to 1bpp plasma bitmaps
(128x32 + 64x16) via GDI with the console''s auto-shrink font logic and
the verbatim ordinal graphics - writes frontend.egg, and injects it
into the standard egg-load path (new L4Application::
SetEggNotationFileName).

The menu is a GDI child of the main window (pod green-on-black, double
buffered, mouse driven, EDIT control for the name) running a modal loop
before engine init; closing the window exits cleanly. Found and fixed
along the way: the empty egg CString holds a NULL representation
(operator! is the safe emptiness test), and the modal loop needed a
queue nudge for launch clicks delivered via SendMessage.

Verified end to end: boot -> menu -> LAUNCH -> generated egg (7.5KB) ->
racing in the 1080p cockpit with score and mission clock running.
start-windowed.bat now boots into the front end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:20:05 -05:00
CydandClaude Fable 5 aa24968c3d Assemble the whole cockpit in a single window
The main game window becomes the cockpit shell (enlarged, clipping
children); every display folds in as a chrome-less child pane in the
pod interior arrangement:

  [ MFD UL ] [ MFD UC ] [ MFD UR ]
  [ plasma (reduced) ][ viewscreen (centered) ]
  [ MFD LL ] [   Map  ] [ MFD LR ]

The 3D scene presents into a black STATIC viewscreen child via
Present's hDestWindowOverride (new gMainPresentWindow global) - no
swap-chain changes, and STATIC's transparent hit-testing keeps mouse
input over the 3D view flowing to the game window. MFDSplitView gains a
parent/child mode; PlasmaScreen::Position reparents the glass into the
shell. Main window class background goes black for the cockpit gaps.

Verified by screenshot: live green gauges (LIFT CUT / BOOST / CHUTE /
trigger-program screens) with their red button strips, the 3D canyon in
the centered viewscreen, plasma score glass at its left, map with lit
amber preset lamps - one window, 976x1132 client at 50% scale.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:52:26 -05:00
CydandClaude Fable 5 1058de326d Cockpit buttons on the split displays, lamp-lit and clickable
Each MFDSplitView window now carries its display's physical button bank,
placed as in the pod (addresses per vRIO CockpitLayout): a 4x2 red
cluster around each MFD glass (anchors 0x2F/0x27/0x37 upper, 0x0F/0x07
lower, addresses descending row-major) and 6 amber buttons down each
side of the map - Secondary 0x10-0x15 left, Screen 0x18-0x1D right; the
remaining column addresses are Tesla relays, per the pod wiring, so they
get no buttons.

Buttons light from the lamp state the game commands: PadRIO grows a
static active-instance hook (SetScreenButton/GetLampState); mouse
press/release feeds PadRIO's desired-state sampling alongside pad and
keyboard, and paint decodes the lamp byte (state1/state2 brightness,
solid/slow/med/fast flash animated by tick). With real serial hardware
(no PadRIO) the buttons draw dark and inert.

Verified: map flank buttons light per the game's preset lamps, aligned
with the labels the glass draws at its edges; MFD clusters render 4+4.
Roadmap: queued the vRIO Dynamic Lighting RGB-keyboard lamp mirror as a
polish-pass item. dist repacked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:22:38 -05:00
CydandClaude Fable 5 214a8e079c Un-pack the 7-display cockpit in-engine (L4MFDSPLIT=1)
The pod drove five monochrome MFDs from the color channels of two video
outputs - SVGA16 packs bit-slices of the shared gauge canvas into R/G/B
of gauge window 3 (upper MFDs) and R/G of window 4 (lower MFDs), with the
map palettized on the secondary and physically mounted portrait. The
desktop reconstruction previously required an external BitBlt-mirror
wrapper.

With L4MFDSPLIT=1, SVGA16 renders each display into its own window
(MFDSplitView, plain GDI) straight from the canvas + port bit-masks:
five green-screen MFD windows and the 90CW-rotated Map, tiled in the pod
grid to the right of the main view (L4MFDSCALE percent, default 50). The
packed D3D windows stay hidden but keep presenting off-screen, leaving
the original path untouched. Handles spanning mode (2-window setups).

Also: the plasma glass now opens directly below the main view (clamped
to the work area; L4PLASMAPOS=x,y overrides) per playtest feedback.

Verified: window grid comes up as main + 5 MFDs + Map + plasma with the
packed windows hidden; screenshots confirm a green MFD score readout and
the portrait tactical map rendering correctly. dist packer and BUILD.md
updated; the launcher wrapper is obsolete for split-mode use.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:10:52 -05:00
CydandClaude Fable 5 de5a97d37d Workstream A prototype: play without the cockpit
Splits the control surface the game consumes from the RIO board into
RIOBase (8 virtuals + the five analog scalars); the serial RIO is now one
implementation of it. Adds two new ones:

- PadRIO (L4CONTROLS=PAD): in-process RIO speaking the full surface from
  an XInput controller + PC keyboard using vRIO's default profile (left
  stick/WASD = stick, triggers/Q,E = pedals, right stick Y/PgUp,PgDn =
  rate throttle that holds position, A/Space = trigger, B/R = reverse,
  dpad/arrows = hat, Start,Back/F1,F2 = config). Samples in GetNextEvent
  so button latency does not depend on the 15 s menu-time analog cadence;
  hot-plugs pads; L4PADFLIP=XY inverts stick axes; lamp commands land in
  lampState[] for the planned on-screen cockpit panel. The stock
  VTVRIOMapper/lamp/button path runs unchanged.

- PlasmaScreen (L4PLASMA=SCREEN): the 128x32 plasma glass as a desktop
  window in plasma orange (L4PLASMASCALE, default x4), rendering the same
  Video8BitBuffered surface the gauge system always drew; no COM port.

Verified in the sandbox with vRIO off and no serial devices: boots to a
running mission, controller hot-detected, plasma window drawing live game
content (score readout). BUILD.md 4 documents the desktop environ.ini and
bindings; roadmap updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 13:13:37 -05:00
CydandClaude Fable 5 d6745353b1 L4D3D: survive missing textures instead of crashing at mission load
d3d_OBJECT::LoadTexture never checked D3DXCreateTextureFromFileA, cached
the NULL texture, and unconditionally AddRef()ed it - an access violation
on any missing/unreadable texture, hit by every bare working copy because
the pod skins (VIDEO\player1-8) come from the presets/replacement-material
path, not the depot. Failures now log the filename+hr and the draw op
renders untextured, matching the existing no-texture-filename path. Also
guard the unchecked gReplacementData->find() in LoadObject (same latent
UB one branch earlier).

Verified in the sandbox working copy: the game now boots to a running
RPL4 window with -windowed -egg TEST.EGG (RIO served by vRIO), logging
the eight missing pod skins instead of dying in MakeEntityRenderables.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:41:29 -05:00
CydandClaude Fable 5 12b31187f9 Move the build to VS2022 (v143) with runtime parity against VC9
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143,
Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now
builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln.

Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO,
/FORCE:MULTIPLE (header-defined globals still duplicated across TUs).
Changed: CRT unified to /MD(d); import libs linked by the exes instead of
merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined;
legacy_stdio_definitions.lib for the June-2010 dxerr.lib.

Source fixes, all behavior-preserving: Time gains standard (non-volatile)
copy-ctor/assignment overloads (rvalues cannot bind to volatile& in
standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's
Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG);
std::ios.in -> std::ios::in in CAMMGR.cpp.

Verified: VC9 baseline rebuilt from this tree first, then the v143 build
compared against it in a sandboxed game working copy - identical logs and
behavior through RIO init (against vRIO) and mission load, including the
same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both
toolchains hit; documented in BUILD.md 4 as the next debugging target.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:22:31 -05:00
CydandClaude Fable 5 467934c968 RP412: fork from RP411 — Steam + internet-multiplayer line
Consumer port of Red Planet: sellable on Steam, internet multiplayer,
playable without cockpit hardware. Adds the project README and
docs/RP412-ROADMAP.md covering the three workstreams (vRIO-derived
input/display, TeslaConsole-derived session UI, Steamworks networking)
and the Steam logistics assessment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 11:08:48 -05:00