# Building Red Planet 4.12 (Win32) This is the Win32 source for the pod-racing game **Red Planet**, built on the in-house **MUNGA** engine and its **L4** (Win32 / DirectX 9) platform layer. As of RP 4.12 the build targets **Visual Studio 2022 (v143)**; the legacy VS 2005/2008 projects are retained for reference (see §5). > ✅ **Verified build (2026-07-12):** all 4 projects build clean (`Release|Win32`) > with **VS2022 Build Tools 17.14** (MSVC 14.44, v143) + **Windows 11 SDK > (10.0.26100)** + **DirectX SDK (June 2010)**. Outputs: `Release\rpl4opt.exe` > (the game), `Release\RPL4TOOL.exe`, `lib\Munga_l4.lib`, `lib\DivLoader.lib`. > Runtime-verified against the VC9 baseline built from the same tree: identical > log output and behavior at every checkpoint, including RIO init against vRIO > and mission load (see §4 for the pre-existing crash both builds share). --- ## 1. Requirements | Component | Version | Notes | |-----------|---------|-------| | **VS2022 Build Tools** (or any VS2022 with C++ workload) | 17.x, MSVC v143 | Installed at `C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools`. Install via `winget install Microsoft.VisualStudio.2022.BuildTools --override "--quiet --wait --add Microsoft.VisualStudio.Workload.VCTools --includeRecommended"`. | | **Windows 10/11 SDK** | any recent (26100 verified) | Comes with the VCTools workload. | | **DirectX SDK (June 2010)** | — | Still needed for **d3dx9** and **dxerr** only; everything else now comes from the Windows SDK. The projects reference it via `$(DXSDK_DIR)`, which the SDK installer sets machine-wide. The DXSDK include/lib paths are appended **after** the Windows SDK paths (see the `IncludePath`/`LibraryPath` properties in the projects) so modern headers win — do not move them to `AdditionalIncludeDirectories`. | ### Bundled third-party libraries (already in the repo) Committed under [lib/](lib/), no install needed: `OpenAL32.lib`, `libsndfile-1.lib` (import libs). At **run time** the game needs `OpenAL32.dll` (system-wide install — `assets/RP411/oalinst.exe` — or beside the exe) and `libsndfile-1.dll` (beside the exe; a copy ships in `assets/RP411/`). ## 2. Building ```powershell & "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Current\Bin\MSBuild.exe" ` WinTesla.sln /p:Configuration=Release /p:Platform=Win32 /m ``` `Debug|Win32` also builds. `x64` is not configured — this is a 32-bit build. The solution is [WinTesla.sln](WinTesla.sln) with four v143 projects: | Project | Type | Output | |---------|------|--------| | [MUNGA_L4/Munga_L4.vcxproj](MUNGA_L4/Munga_L4.vcxproj) | Static lib | `lib\Munga_l4.lib` | | [RP_L4/RP_L4.vcxproj](RP_L4/RP_L4.vcxproj) | App (Windows) | `Release\rpl4opt.exe` — **the game** | | [RP_L4/RPL4TOOL.vcxproj](RP_L4/RPL4TOOL.vcxproj) | App (Console) | `Release\RPL4TOOL.exe` | | [DivLoader/DivLoader.vcxproj](DivLoader/DivLoader.vcxproj) | Static lib | `lib\DivLoader.lib` (Release) | Build order is resolved by `ProjectReference` (RP_L4 and RPL4TOOL both reference Munga_L4). **Versioning:** the patch number *is* the repository's commit count, so a build always names the commit it came from and there is no question about which changes a given binary contains. [stamp-version.ps1](stamp-version.ps1) runs as RP_L4's pre-build step and writes the generated, uncommitted `RP_L4\rpl4build.h`: ``` #define RP412_VERSION "4.12.96" #define RP412_VERSION_LONG "4.12.96 (a1b2c3d)" ``` The game logs the long form on its first line. A trailing `+` on the hash means the tree had uncommitted changes to tracked files when it was built — useful when a test machine reports something a clean build cannot reproduce. Only the `4.12` product line is set by hand, at the top of the script. The header is deliberately not committed: the commit that recorded a hardcoded number would itself change the count, so the file would be stale the moment it landed. It is rewritten only when the stamp actually changes, so ordinary rebuilds do not recompile `RPL4.CPP` for nothing. Building outside a git checkout stamps `4.12.x (no repository)` rather than inventing a number that would sort against real ones. **Packaging:** [pack-dist.ps1](pack-dist.ps1) assembles a runnable game into `dist\` (exe + PDB, game data, OpenAL/libsndfile runtimes, desktop `environ.ini`, `start-windowed.bat`, README). Pass `-Zip` to also produce `RedPlanet-.zip` for handing to someone else. It reads the version from `rpl4build.h` rather than asking git again, so the package and the binary inside it cannot disagree, and it warns if the build it is packing came from a modified tree. ## 3. VS2022 migration notes (what changed and why) Settings preserved from the VC9 projects: **`/Zp1` struct packing** in Munga_L4 and RP_L4 (the engine's on-disk/on-wire binary formats depend on it — RPL4TOOL and DivLoader never had it), Unicode, subsystems, x86, `/DYNAMICBASE:NO`, optimization levels, and `/FORCE:MULTIPLE` (see below). Deliberate changes: - **CRT unified to `/MD` (Release) / `/MDd` (Debug).** The VC9 build mixed `/MT` (Munga_L4, RPL4TOOL) with `/MD` (RP_L4) and forced the link. - **Import libs are no longer merged into `Munga_L4.lib`** by the librarian; the exes link OpenAL32/d3d9/d3dx9/dinput8/dxguid/ws2_32 directly. - `WINDOWS_IGNORE_PACKING_MISMATCH` is defined: the modern Windows SDK `static_assert`s against `/Zp1`; the VC9 build always compiled Windows headers at `/Zp1`, so this preserves those exact semantics. Un-`/Zp1`-ing the engine (pragma-pack only the serialized structs) is future work. - `_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS` is defined: the code still uses `stdext::hash_map`; porting to `std::unordered_map` is future work. - `legacy_stdio_definitions.lib` is linked: the June-2010 `dxerr.lib` references pre-UCRT stdio symbols. - **Source fixes** (behavior-preserving): standard copy-ctor/assignment overloads added to `Time` (rvalues can't bind to `volatile&` in standard C++); `operator==(SOCKADDR_IN&,...)` in `NETWORK.h` made `inline`; the L4DINPUT callbacks renamed `DIEnum*` (they collided with L4CTRL's under LTCG); `std::ios.in` → `std::ios::in` in `CAMMGR.cpp`. - `/FORCE:MULTIPLE` is still required: `gOpNames`, `gReplacementData` (hash_maps defined in a header) and `GlobalEggFileName` are genuinely defined in multiple TUs (LNK4006 warnings, same as the VC9 build). Moving them to a single TU is future cleanup. ## 4. Runtime notes **Fixed (2026-07-12):** standalone mission load used to crash with an access violation in `d3d_OBJECT::LoadTexture` ([MUNGA_L4/L4D3D.cpp](MUNGA_L4/L4D3D.cpp)): `D3DXCreateTextureFromFileA` failures were never checked and the NULL texture was cached and `AddRef()`ed. It crashed identically on VC9 — a latent defect in the 2007 DPL→D3D9 port, exposed by the pod-skin textures (`VIDEO\player1–8`) that a bare working copy doesn't contain (they normally come from the replacement-material/presets path, `WTPresets` → `VIDEO\.png`). Missing textures now log `L4D3D.cpp couldn't load texture …` and render untextured; the game boots to a running window with `-windowed -res 640 480 -egg TEST.EGG` from a working copy like `assets/RP411/`. For runtime debugging the v143 build produces full PDBs — run `cdb -g -G -lines -y Release rpl4opt.exe ...` from the working directory (cdb ships in this machine's Windows Kits). ### Running without the cockpit (Workstream A prototype) Two new environment options remove the hardware dependency entirely: - **`L4CONTROLS=PAD;KEYBOARD`** — selects **PadRIO** ([MUNGA_L4/L4PADRIO.cpp](MUNGA_L4/L4PADRIO.cpp)), an in-process RIO that speaks the full RIO control surface (buttons, axes, lamps) from an XInput controller + the PC keyboard. The stock `VTVRIOMapper` path runs unchanged. Hot-plugging works; with no controller it falls back to keyboard only. - **`L4PLASMA=SCREEN`** — renders the 128×32 plasma display as its own desktop window ("Plasma Display", plasma orange, `L4PLASMASCALE` sets the pixel size, default 4). It opens directly below the main view; `L4PLASMAPOS=x,y` overrides. No COM port. Closing the window hides it. - **`L4MFDSPLIT=1`** — assembles the **whole pod interior in one window**. The pod hardware drove five monochrome MFDs from the color channels of two video outputs (window 3 = upper MFDs in R/G/B, window 4 = lower MFDs in R/G) and mounted the map display portrait. In split mode the main game window becomes the cockpit shell and every display is a chrome-less child pane, arranged as in the pod: ``` [ MFD UL ] [ MFD UC ] [ MFD UR ] [ plasma (reduced) ][ viewscreen (centered) ] [ MFD LL ] [ Map ] [ MFD LR ] ``` The cockpit is a fixed **1920×1080 internal canvas** (scaled down uniformly on smaller work areas): the viewscreen fills the whole canvas (launch with `-res 1920 1080` for native 1:1 3D), with compact 320×240 MFD glasses in the four corners, the score glass top-center, and the portrait map bottom-center. The panes deliberately **overlap the viewscreen and render over it** — in the pod the MFD bezels partially occluded the viewport, and the same trick gives a full-screen 3D view with the cockpit floating over its edges. MFDs render green-screen and the map full-color/rotated, CPU-side from the shared gauge canvas (the packed D3D windows stay hidden); the 3D scene presents into the viewscreen pane via `Present`'s `hDestWindowOverride` (`gMainPresentWindow`), clipped around the panes (viewscreen pinned to the bottom of the z-order). Mouse clicks over the viewscreen fall through to the game window (STATIC pane hit-test transparency). The plasma glass is currently hidden in cockpit mode. This replaces the external BitBlt-mirror launcher wrapper. Each split window also carries its display's **physical button bank** (geometry per vRIO's `CockpitLayout`): 4 red buttons above and below each MFD glass (RIO addresses descending from the cluster anchor — upper left 0x2F, upper center 0x27, upper right 0x37, lower left 0x0F, lower right 0x07), and 6 amber buttons down each side of the map (Secondary 0x10–0x15 left, Screen 0x18–0x1D right; the columns' other addresses are Tesla relays, not buttons). They **light from the lamp states the game commands** (dim/bright, flash modes animate) and press the corresponding RIO unit with the mouse — active when `PadRIO` is the control device, dark and inert with real serial hardware. Bindings (vRIO's default profile, condensed): | Input | Pod control | |-------|-------------| | Left stick / WASD | joystick X/Y | | LT / RT, Q / E | left / right pedal | | Right stick Y, PgUp / PgDn | throttle (rate; position holds) | | A / Space | joystick trigger | | B / R | reverse thrust (ButtonThrottle1) | | DPad / arrows | joystick hat (look) | | X, Y, LB, RB | pinky / thumb-low / thumb-low / thumb-high | | Start / F1, Back / F2 | config buttons (AuxUpperRight 1 / 2) | `L4PADFLIP=XY` (or `X` / `Y`) inverts the stick axes if the feel is wrong. Example desktop `environ.ini`: ```ini L4CONTROLS=PAD;KEYBOARD DPLARG=1 L4DPLCFG=RPDPL.INI L4GAUGE=640x480x16 L4PLASMA=SCREEN L4MFDSPLIT=1 TARGETFPS=60 ``` Lamp commands land in `PadRIO::lampState[]` — the hook for the planned on-screen cockpit panel (vRIO buttons arranged around the displays). Also note: `Fail()` compiles to `abort()` in release (`MUNGA/DEBUGOFF.h`) — e.g. running with `L4CONTROLS=KEYBOARD` alone aborts at VTV creation because no keyboard-only pod mapper exists (the old CRT showed a blocking R6010 dialog; the UCRT fail-fasts). Use `L4CONTROLS=RIO;KEYBOARD` with vRIO serving the RIO side, exactly like the arcade config. ## 5. Legacy VS2005/2008 build The original `.vcproj` files and solution are kept as [WinTesla_vc9.sln](WinTesla_vc9.sln) and still build with VC++ 2008 Express SP1 + DXSDK June 2010: ```bat @echo off call "C:\Program Files (x86)\Microsoft Visual Studio 9.0\Common7\Tools\vsvars32.bat" set "DXSDK_DIR=C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\" vcbuild /nologo /rebuild WinTesla_vc9.sln "Release|Win32" ``` See [docs/BUILD-NOTES.md](docs/BUILD-NOTES.md) for the original repository cleanup history and the findings behind the legacy build.