The cabinets had no volume control - they ran at unity and left level to an
external amplifier - so a player without that hardware had nowhere to turn
it down but environ.ini and a restart. PageUp and PageDown now step the
master volume by 0.05 while you play, from silent to double, and whatever
you leave it on is written to volume.cfg beside the exe and used from then
on. The environ.ini figure decides where a machine that has never been
touched starts out; the keys are the knob, and a knob stays where it was
left.
Page keys because they produce no typed character, so they cannot collide
with the character-keyed commands the engine already answers to, nothing
else in RP binds them, and they are on every keyboard including tenkeyless.
They are polled rather than read off the key-message path, which is worth
recording because the message path looked like the obvious home for them
and was tried first. RP's keyboard pump only takes WM_KEYUP, WM_SYSKEYUP
and WM_CHAR off the front of the queue, and the front end runs message
loops of its own, so key messages get raced for and lost: six deliberate,
well-spaced presses arrived as two. Fine for the abort chord, useless for
something you tap repeatedly to find a level. Reading key state directly
costs nothing and cannot be dropped. That losses figure is a pre-existing
property of the input path, not something this change introduced, and is
worth knowing before anything else gets bound there.
Builds clean, runs, and does not fire unprompted. The step function itself
is proven - it was driven end to end through the message path before the
switch, stepping the right way, clamping, and persisting. What I could not
test from here is the polling trigger, because Windows would not hand the
game foreground and injecting keys without it would have sprayed them
across whatever else was open.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Ported from BT411, which needed the same thing for its glass cockpit.
PadRIO reads XInput, which covers Xbox-class pads and nothing else. A
flight stick, a HOTAS throttle, a twist grip, rudder pedals or a wheel
arrive through DirectInput instead, and until now the game could not see
any of them - the only generic-joystick path left was the 1995 single-
device DIJoystick behind L4CONTROLS=DIJOYSTICK, which is untouched here.
L4JOY is the reader: up to four devices as normalized state blocks, hot-
plug re-enumeration on the same ~3 s cadence PadRIO uses to look for a
pad, and a device lost mid-race zeroed rather than left holding whatever
was pressed when it went. XInput-class devices are excluded by VID/PID
against the RawInput paths carrying the "IG_" marker - without that an
Xbox pad arrives through both APIs and every button counts twice.
bindings.txt gains four rows in the grammar it already had, using its own
vocabulary (deadzone/rate) rather than BT411's:
joydev <slot> [product-name substring]
joyaxis <src> axis <axis> [invert] [deadzone <d>] [rate <n>]
joybutton <n> button <addr> [toggle]
joyhat <n> <up|down|left|right> button <addr>
Slots resolve to a live device every poll, by name substring or ordinal,
so unplugging and replugging does not rewrite anyone's file.
Two things the pod's shape forced that BT411 solved differently:
Pedals - a signed composite axis that decomposes into the pod's two
pedals, positive right and negative left. The pod has a pedal each
side; a twist grip or rudder bar is one signed control, and pressing
one or the other but never both is exactly what it wants to say. It
is a channel name like any other, so a pad stick can drive the turn
too.
A joyaxis on Throttle with no rate is a real lever and OWNS the
channel - full travel maps onto the 0..1 the pod runs on, instead of
nudging the accumulator that a spring-centred pad stick has to use.
RP412JOYCONFIG=1 (joyconfig.bat) runs the capture wizard before the
console screen: it asks the player to move each control, and derives the
sign convention from the DIRECTION of the move. That is the point of it -
a stick that reads positive pushed right and one that reads negative are
equally common, and no amount of documentation gets a player to work out
which they own. It writes only its own section, between marker lines, so
hand-edited keyboard and pad rows survive re-running it.
The wizard also prints every axis at rest before it starts. A driver that
refuses the +-32767 range we ask for reports its own, and an axis then
sits hard over instead of near zero; seeing "X +1.00" on an untouched
stick is the difference between a five-minute fix and a bug report that
says it configured itself. Each capture reports the move it saw for the
same reason.
Verified on the Logitech Extreme 3D on this machine. Enumeration finds
it and excludes the Xbox pad, which still arrives separately through
XInput. Every row shape parses - 7 axes, 2 buttons, 4 hat directions -
and three deliberately malformed rows (a bad axis name, button 99, a
"sideways" hat) are each rejected by line number rather than silently
dropped. The wizard lists the device with its axes at rest reading
X +0.00 Y -0.01 RZ -0.04 SL0 +1.00, waits on the first prompt without
self-triggering, and with a hand on the stick captures X to steering,
Y to pitch, RZ to the pedals and SL0 to the throttle, inverting the ones
that read backwards.
Running the captures through to a written file needs a hand on the
stick, so that part is the machine's to confirm, not this build's.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
They were mapped to the config buttons (0x37/0x36), which the 9 and 0
keys already reach from the Upper Right MFD bank. Freeing them gives
players two pad buttons to assign; bindings.txt carries the mapping as
commented example lines so the way to re-enable it is in the file.
Docs and the dist README follow.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Written from the default bindings.txt so it matches what the game
actually writes. Covers the Xbox pad (ASCII diagram plus a table of
every button and its RIO address), the keyboard - numpad flight
cluster diagram, the Shift/Ctrl/Alt throttle and reverse modifiers,
Alt+Q abort - and the panel button banks, showing how the number and
letter rows map onto the five MFD clusters exactly as printed on the
pod board, with the G/B gap keys and the F-key Secondary/Screen
columns. Also notes the keypads being deliberately unbound, the RGB
lamp mirror, and how to rebind with worked examples.
pack-dist copies it to the dist as CONTROLS.txt, flattened to ASCII so
it reads correctly in Notepad while the markdown source keeps its
typography. README links it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>