Commit Graph
7 Commits
Author SHA1 Message Date
CydandClaude Fable 5 67d57452ba The podium hold asks whether there is a podium
RP412PODIUM=0 promises "straight to the results" and delivered eleven
seconds of black screen first: the winners' circle hold was applied
unconditionally at the buzzer, and the timer never asked whether there
was a stand to hold the mission open FOR. Found by the -egg harness,
which could reach the end of a race unattended and noticed the promise
not being kept.

With the podium off, the hold now stands aside and the base 3-second
race fade runs the show. With it on, RP412PODIUMHOLD tunes the length
(1-60 seconds, default the same 11 as always) - eleven seconds of one
parked pod is a long look in single player, and that is now a choice
rather than a constant. The decision point logs which path it took and
the value it applied, verified all three ways:

  podium off - the race fade stands (3s) and the results come straight up
  holding the mission open 5s for the stand
  holding the mission open 11s for the stand

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 22:04:18 -05:00
CydandClaude Fable 5 c479cd48e9 The death cycle is deterministic
A scripted lap - full throttle, a steer, a crash at speed, the burn,
the tumble, death, respawn, a second crash, a second respawn - now
plays out bit-identical between identical runs and across 30 and 144
fps under RP412PHYSICSHZ. Ninety of ninety samples exact in the repro
pair, sixty of sixty across frame rates, max difference 0.000000. The
crash was already deterministic; this makes the RECOVERY deterministic,
and it took five pieces, every one found by measurement:

- The respawn teleport moves onto the vehicle's own step grid.
  VTV::ScheduleRespawn stores it and BeginStep applies it at the first
  step whose clock reaches the due time, teleport and turn-toward-goal
  together, because the goal flip reads the POST-reset heading. The old
  path applied the Reset from the event queue, which runs on wall
  clock, and identical runs diverged on the first step after the pod
  stood back up.

- The handler keeps its Reset for the FIRST spawn of a mission, gated
  by a flag rather than by mode. A Mover is born in StasisState and the
  first Reset is what wakes it; gating on "is fixed stepping on" - the
  first attempt - skipped that wake-up and parked the pod frozen at its
  spawn point for an entire race. The scripted-lap harness caught it in
  one run.

- The vehicle stamps its own death clock, at the single site that sets
  BurningState - inside the step machinery, which is why the crash
  measured exact. The schedule anchors to the death, the last
  step-exact event in the chain.

- The due time is quantized to a half-second grid ANCHORED AT THE
  DEATH. The instrument showed the naive anchor was four seconds stale
  by scheduling time: the fry chain reposts itself at wall-clock
  Now()+2.0 and the drop-zone reply lands about five sim-seconds after
  death, jittered by a few steps of queue timing. Firing "next step"
  inherited that jitter whole. Rounding up to the next half-second
  after the death puts hundredths of jitter against tenths of headroom,
  so every run lands in the same cell - and the felt delay stays the
  six-ish seconds it has always been.

- The out-of-world tumble draws from a per-vehicle random stream seeded
  by creation order. The global Random is shared with the frame loop's
  consumers - particles, mostly - so its position at the moment a
  burning pod drew from it depended on how many frames had rendered,
  and the kick went straight into angular velocity. Last wall-clocked
  input in the whole death cycle.

The respawn scheduling and firing log under RP412PHYSTRACE in
run-comparable terms - pad identity, due offset, lateness - because
those lines are what cracked this: "due in -4.06 sim-s" said more in
one glance than three rounds of hypothesis.

Still outside the claim: multi-vehicle contact (DynamicBounce writes
the victim's state from the striker's step) and network play. That is
the lockstep frontier, and it now has a harness waiting for it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 21:42:04 -05:00
CydandClaude Fable 5 af52476603 The pod can drive a scripted lap
RP412INPUTSCRIPT names a timeline file - one row per change, throttle,
stick X and Y, pedals, held until the next row's time - and the pod
drives it instead of listening to the controls. Times are SIMULATION
seconds from the green light, evaluated per step in the one place every
mapper funnels through (VTVControlsMapper::InterpretControls), so the
same script is the same lap at any frame rate. Rows hold rather than
interpolate on purpose: interpolation would sample differently at
different physics rates, and nothing on this path is allowed to.

The script shares the green-light anchor with RP412PHYSTRACE - its
clock starts at the instant the vehicle is stopped dead - because a
timeline that starts when the loader happens to finish is a different
lap every run.

A race is only deterministic if somebody DRIVES it, and a human cannot
drive the same lap twice. The first scripted lap - full throttle, a
steer, a crash at speed - earned the harness immediately:

- The drive, the crash, the death and the respawn teleport were all
  BIT-EXACT between identical runs, through t=13.5. Collisions with
  world geometry and the damage path are step-deterministic, which is
  better news than the code reading suggested.

- The first divergence is the step AFTER the respawn: the DropZoneReply
  that stands a dead pod back up is posted at wall-clock Now()+1.0
  (RPPLAYER.cpp), so the reset lands on a different sim step every run
  and everything after is time-shifted. The crash is deterministic; the
  RECOVERY is not. That is the next fix, and it is now a measurement,
  not a theory.

Values are clamped at load, once and visibly, so a script asking for
throttle 2.0 cannot trip the mapper's own range Verifies. Off unless
the environment names a file; it would be a cheat in a real race.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 21:03:03 -05:00
CydandClaude Fable 5 9389ec2003 Winners Circle: the award platform at the end of a race
The pod hall stood the finishers on a numbered platform when the race
ended. All of it shipped in this repo and none of it ever ran here: the
stand geometry, the eight ranked dropzones win1-win8 in every one of the
11 maps, and the sequence that places the racers on them. The sequence
lived on RPL4PlaybackApplication - the mission-review build - behind a
spool file, so the app the pods actually race has never called it.

RPL4Application now has its own StopMission handler that ranks the
finishers, drops each onto their spot, freezes them, re-sorts the name
plates into finishing order and frames a camera on the stand. It fires
once: StopMission arrives twice, from the console at the buzzer and again
from the player when the ending fade expires, and only the first is the
end of the race.

Ranking works in football as well as a race. CalcFootballRanking ranks
only the RunnerPlayers group, which would have placed the runners and
stopped - but nothing calls it. What runs is Player::CalcRanking, every
frame, over every scoring player by score.

Three pieces of the original had been stubbed out in the D3D9 port and
are restored:

  SetViewAngle was an empty function, so the 45 degrees the sequence asks
  for did nothing. It now rebuilds the projection the way DPLReadINIPage
  does and pushes it, and sets viewRatio, which nothing had written since
  the DPL body was commented out.

  winnersCircleFogStyle was an empty case. The stand sits far off the
  track in open ground where the track's own fog leaves it dark; this is
  the blue-violet the original used, with the fog pushed back to 100/1050
  and the clip plane pulled to 1100.

  The end-of-mission fade had to be told to stand down. It multiplies the
  fog colour and both fog distances toward zero every frame - correct when
  a race just ends, fatal to anything shown afterwards. That fade is what
  made the podium a black screen, and it took a while to find because
  every frame was being built and presented correctly the whole time.

The presentation camera overrides D3DTS_VIEW between the eye renderable
writing it and ExecuteImplementation reading it back for the draw calls,
so no CameraShip is needed. It builds with LookAt LH, not RH: the
projection is LH, and RH aims the camera the opposite way - ask to look
down at the stand and you get the sky behind you. The engine's own eye
renderable is right to use RH, because its forward and up come out of the
entity matrix already in that convention.

The mission is held open 11 seconds rather than 3. That fade timer is the
only thing keeping the simulation and the renderer alive once the race is
over, and it has no upper bound on the ending path.

Switches, all off-by-default behaviour aside: RP412PODIUM=0 skips it,
RP412PODIUMCAM=0 keeps the cockpit view, RP412PODIUMSTANDOFF/HEIGHT/AIM
frame the shot, RP412MISSIONSECONDS overrides the menu game length (the
shortest it offers is 3:00, a long wait when what you are testing is the
buzzer), and RP412RENDERDIAG=1 reports what a frame is made of.

Verified end to end on Wiseguy's Wake: the stand, its tiers, the blue 2
and 3, the red 4 through 8 and all eight name bays, held steady for the
full 11 seconds and then handing off to the results screen.

Known gaps: the name plates are blank, because the player1-8 textures are
runtime name bitmaps that do not resolve as files in this port, and your
own vehicle has no exterior model - you see the others, not yourself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 09:46:38 -05:00
CydandClaude Fable 5 3f691cacb3 Departed-pod resilience: collision guard + console loss ends the race
Round six raced all three machines (staging fix confirmed) and then
exposed what happens when a pod leaves mid-mission - which arcade pods
never did.

The B crash dump named it exactly: VTV::TakeDamageMessageHandler
resolved message->inflictingEntity to NULL (the entity belonged to the
departed owner) and dereferenced it - Verify is compiled out in
release. Collision damage from an entity that no longer exists is now
ignored.

And the race B and C were left in was a zombie: the owner (console)
had aborted, so the mission clock would count up forever and the
death/respawn flow hung with nobody to arbitrate. Lobby-member races
now set gConsoleLossEndsMission: losing the console mid-mission posts
StopMission locally, the pod tears down, and lands back in the lobby
room. Arcade -net pods keep the re-listen-and-wait behavior.

Loopback hosted race still green.

For the drivers: the ampersand key is the arcade mission-abort - that
was every crash-on-keypress so far; and a sleeping Bluetooth pad wakes
on the Xbox button and hot-connects within 3 seconds (PadRIO
re-probes).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 00:02:54 -05:00
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 Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00