VTV-PRESETS.html joins the handbook in the dist: all 26 racable vehicles,
each with its hull plan view, what it carries, and the six control presets
on its stick. The data is decoded from RPL4.RES rather than transcribed -
each vehicle's own subsystem list names its systems, and
VTV::BasicSubsystemCount fixes list index i as subsystem 9+i, so every
subsystem id in all 26 mapping streams resolves with nothing left over.
The gauge config could not have been used for this: it is only artwork,
and it lies. The dragon has boosters and a chute with no art declared,
and the burro's chute sits in a different panel slot than sequence would
suggest. Both come out right this way.
The plan views are each vehicle's own damage-gauge silhouette, redrawn
from the three-colour original as an alpha mask so it takes the page's
colour in either theme. There is no per-vehicle art to use instead:
vehicles are grouped into hull families that share both the silhouette
and the mesh in VIDEO/, which is keyed by the same two-letter code. Each
card says which hull it is and who else races the same one.
The page does not mention the intercom PTT. Its hardware never went past
prototype cockpits, so naming a control nobody can press would only raise
questions; those cells are simply blank. CONTROL-PRESETS.md carries the
full account, because anyone re-decoding the resource will find message
ID 13 on the pinky and needs to know why the tables show it empty. Two
things in the shipped assets settle it: the tool panel's fourth quadrant
is bare where every other system has a legend, and the two finished
intercom station screens are referenced by nothing at all. The edge
strips are referenced - but gated on ModeIntercom, which nothing ever
sets, so they have never been on screen either. The block that would have
wired the buttons is inside #if 0 and still names L4ModeManager, a class
that no longer exists: cut before the RPL4ModeManager rename and never
revisited.
The doc also now explains the mode-mask gate itself, since that is what
makes the dead intercom legible: one 32-bit word, seeded 0x201, read by
both the controls dispatch and the gauge renderer's active/inactive
sorting. A drawable whose bit is never set is parked in inactiveList for
the life of the process and never complains.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The six PRESET switches down the map's right flank stored their lamps in
modeLamp[], which holds four. Indices 4 and 5 ran off the end into
presetLamp[0..1], so the whole thing stayed self-consistent by memory
layout and nobody noticed - but it overwrote the four control-mode lamps
made moments earlier, and BASIC/STANDARD/VETERAN/MASTER on the upper-right
MFD were never lit again. presetLamp[], meanwhile, went unused.
The preset pass now fills the array it was always meant to, and the lamp
work moves out of the switch handler into a virtual NotifyOfPresetChange
that PresetEnable announces itself. That closes the second gap in passing:
keyboard 1-6 changed the mappings without touching the lamps, leaving the
flank showing a preset that was no longer in force. Both routes now go
through one place. The lamp arrays are also cleared in the constructor -
only the mapping loops ever filled them, and NOMODES skips those.
Verified by dumping the commanded RIO lamp states out of the running game
(PadRIO, TEST.EGG, at rest in Basic mode). Before and after are identical
except lamp 0x33, BASIC, which goes from 14 dim to 3c lit. The preset
lamps are unchanged: they worked by accident, and now work by
construction.
docs/CONTROL-PRESETS.md is the research behind it. The presets are not a
map feature at all - each is a complete factory layout for the four
mappable stick buttons, one mode-mask bit apiece, with all 26 vehicles
carrying their own six-preset table in RPL4.RES for both the pod RIO and
the Thrustmaster.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>