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RP412/docs/CONTROL-PRESETS.md
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CydandClaude Opus 5 05f993b9aa Picking a preset no longer blinds the mode lamps
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flank showing a preset that was no longer in force.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>
2026-08-06 11:43:02 -05:00

12 KiB
Raw Blame History

Red Planet — the six control presets on the map screen

The six amber buttons down the right flank of the map display, labelled PRESET 1 … PRESET 6 on the glass itself. They are not a display option and they do not touch the map: each one is a complete factory layout for the four mappable joystick buttons, authored per vehicle and shipped in RPL4.RES. Pressing one swaps the whole stick over, live, mid-race.

 map glass, right flank (vRIO 0x18..0x1D, amber)
  ┌──────────────┐
  │ PRESET 1  ●  │  Secondary7   press
  │ PRESET 2  ○  │  Secondary8     │
  │ PRESET 3  ○  │  Secondary9     ▼
  │ PRESET 4  ○  │  Secondary10  VTVRIOMapper::SelectPresetMessageHandler
  │ PRESET 5  ○  │  Secondary11    │            (keyboard 1-6 joins here)
  │ PRESET 6  ○  │  Secondary12    ▼
  └──────────────┘               L4VTVControlsMapper::PresetEnable(n)
                                   ├─ remove old ModePresetN from the
                                   │  mode manager, add the new one
                                   │     │
                                   │     ▼
                                   │  every control mapping whose modeMask
                                   │  carries that bit goes live; the other
                                   │  five presets' mappings go dead
                                   │
                                   └─ NotifyOfPresetChange(old, new)
                                         ▼
                                      lamp old→dim, new→on

1. What the player sees

The map is the pod's portrait-mounted secondary monitor. Its gauge group paints the button legends itself — tags in assets/RP411/GAUGE/L4GAUGE.CFG:1611, six 16×102 strips at x=464:

legend file cell
PRESET 1 … PRESET 6 butpres1.pccbutpres6.pcc one per legend cell down the right edge
ZOOM + / ZOOM / reticle / HORN butzmin, butzmout, butcross, buthorn left edge, top four cells

The legend grid is not height/6: the first cell starts 13 rows down and the six cells are 102 tall on a 105 pitch (13 + 6×102 + 5×3 = 640). vRIO's MFDSplitView::LayoutButtons scales exactly that grid so each on-screen button lands against its own painted label (MUNGA_L4/L4MFDVIEW.cpp:683, constants at :103).

Addresses run down each column from the anchor — the map view is created with SideColumns, 0x10, 0x18 (MUNGA_L4/L4VB16.cpp:4450), so the left column is Secondary1…6 top-to-bottom and the right column is Secondary7…12, i.e. PRESET 1 is the top button, PRESET 6 the bottom. That ordering is confirmed by the left column, where the code binds Secondary1→zoom in, 2→zoom out, 3→reticle, 4→horn (RP_L4/RPL4MPPR.cpp:1857) and the artwork paints ZOOM+/ZOOM/cross/HORN in exactly that order, leaving the bottom two cells blank — the pod wires only 6 of each column's 8 addresses; 0x16/0x17 and 0x1E/0x1F are Tesla relays (MUNGA_L4/L4CTRL.cpp:1901).

Preset 1 is lit at construction, the other five dim (RP_L4/RPL4MPPR.cpp:1962). These six lamps are driven explicitly by NotifyOfPresetChange; unlike most panel lamps they are not linked to their button's mapping state (SetAutomaticOperation(False) in CreateControlledLamp, RP_L4/RPL4MPPR.cpp:47).

2. The mechanism — a preset is a mode-mask bit

The engine gates every control mapping behind a ModeMask. RP adds six bits purely for this (RP_L4/RPL4MODE.h:30, nextModeBit = 0 so the values are literal):

mode bit value
ModeNonConfig / ConfigReady / ConfigOn 02 0x001 / 0x002 / 0x004
ModePreset1 … ModePreset6 38 0x008 … 0x100
ModeBasic / ModeStandard / ModeIntercom 911 0x200 / 0x400 / 0x800

PresetEnable (RP_L4/RPL4MPPR.cpp:685) does one thing: removes the outgoing preset's bit from the application mode manager and adds the incoming one. ControlsUpdateManager::Update then only dispatches instances whose modeMask intersects the live mask (MUNGA/CONTROLS.h:599 shows the same test in GetMapState), so five sixths of the authored stick mappings are simply invisible at any moment.

Consequences that fall out of that design:

  • Presets cost nothing to switch — no rebuild, no allocation, one mask word.
  • They are exactly six because there are six switches: presetCount = 6 // limited to number of switches! (RP_L4/RPL4MPPR.h:119).
  • Nothing but control mappings is preset-scoped. No gauge, bitmap or strip in L4GAUGE.CFG references ModePreset* — the mode names exist in the lookup table (RP_L4/RPL4MODE.cpp:23) only so the resource compiler can resolve them in the control-mapping source.
  • Entering configuration state drops all six (ModeAllNonConfig) and restores the previously selected one on exit (RP_L4/RPL4MPPR.cpp:483).

Keyboard 16 calls PresetEnable directly (RP_L4/RPL4MPPR.cpp:1048), the same entry point the flank switches use. Both paths therefore move the lamps, because PresetEnable announces the change itself through the virtual NotifyOfPresetChange (:733) rather than leaving it to the switch handler — see §7.

3. What is actually in a preset

Only the four mappable stick buttons are ever preset-scoped — FirstMappableButtonLastMappableButton minus the hat (MUNGA_L4/L4CTRL.h:497):

element button
0x40 trigger
0x45 pinky
0x46 thumb low
0x47 thumb high (by the hat)

Everything else — throttle, pedals, stick axes, hat, the whole aux panel — is bound ModeAlwaysActive or ModeNonConfig and is identical in all six presets. The functions that can land on a stick button are the ones that also have a panel button and a "configure" partner: booster fire, chute, weapon trigger, LIFT CUT, SIDESLIP, HORN, and intercom PTT (RP/VTVMPPR.cpp:144, RP/BOOSTER.cpp:50, RP/CHUTE.cpp:48, RP/WEAPSYS.cpp:103).

4. The shipped tables

The mappings are streamed from the vehicle resource at mission start — LBE4ControlsManager::CreateStreamedMappings (MUNGA_L4/L4CTRL.cpp:2153), fed from the entity's ControlMappings list resource by name: "L4" for the pod RIO, "Thrustmaster" for the stick (RP_L4/RPL4APP.cpp:761). Each record is a ControlsMapping (MUNGA/CONTROLS.h:783) carrying its own mode mask, so a single button can appear six times with six different targets.

All 26 VTVs in assets/RP411/RPL4.RES ship a full six-preset table, for both the RIO and the Thrustmaster. Decoded, the lepton (two boosters, one chute, unarmed) reads:

trigger pinky thumb low thumb high
PRESET 1 booster 1 PTT chute booster 2
PRESET 2 booster 1 LIFT CUT chute booster 2
PRESET 3 booster 1 PTT LIFT CUT booster 2
PRESET 4 booster 1 chute LIFT CUT booster 2
PRESET 5 booster 1 LIFT CUT HORN booster 2
PRESET 6 LIFT CUT chute booster 2 booster 1

An armed vehicle substitutes the weapon trigger for the primary booster. The puck (one booster, laser):

trigger pinky thumb low thumb high
PRESET 1 laser HORN booster
PRESET 2 laser LIFT CUT HORN booster
PRESET 3 laser LIFT CUT booster
PRESET 4 laser HORN LIFT CUT booster
PRESET 5 laser LIFT CUT HORN booster
PRESET 6 LIFT CUT laser booster

The authored intent is consistent across every vehicle in the file:

  1. Presets 15 keep the primary weapon (or lead booster) on the trigger and shuffle the secondary duties — where LIFT CUT lives, whether the stick carries PTT or HORN, and whether the chute/third system stays on the stick at all.
  2. Preset 2 always puts LIFT CUT on the pinky and preset 6 always puts LIFT CUT on the trigger — verified true for all 26 tables. Preset 6 is the outlier layout: everything shifts up a finger and the trigger becomes a handling control rather than a fire control.
  3. Vehicles carrying fewer systems leave cells empty, and some presets then collapse into duplicates — on the puck, presets 2 and 5 are identical.
  4. Heavily armed vehicles spend the freed cells on second and third weapons instead of HORN (bttlbrg, gator, roadblk).

5. Editing the active preset in flight

The presets are also the storage for in-mission rebinding. With the CFG button on the upper-right MFD (AuxUpperRight1/2, registered under ModeStandardRP_L4/RPL4MPPR.cpp:1826), the pod enters configuration state: the aux strips swap their legends from tool art to SET art (strptol1/2.pccstrpset1/2.pcc, L4GAUGE.CFG:715), and every mappable button gets a temporary mapping to the chosen system's "choose" message (RP_L4/RPL4MPPR.cpp:604). Pressing a panel button arms a function; pressing a stick button toggles it via AddOrErase, which writes against previousPresetModeMask — the currently selected preset, and only that one (RP_L4/RPL4MPPR.cpp:1538).

The configMap gauge on that display (RPL4GAUG.cpp:3199, placed at L4GAUGE.CFG:749) shows the state of all four stick buttons against the armed function, one icon each, using the same preset mask: cfgNone / cfgOther / cfgMe / cfgBoth for unmapped / mappedByOthers / mappedByMe / both (MUNGA/CONTROLS.h:315).

Configuration is unavailable in Basic control mode — the CFG button and the configMap gauge are both ModeStandard, which is set by Standard, Veteran and Master but cleared by Basic (RP_L4/RPL4MPPR.cpp:374).

Nothing is persisted. Edits live in the ControlsMappingGroup chains for the mission only; no code writes mappings back to disk, and the next mission re-streams the authored table from RPL4.RES. (Porting a real bindings file is still open — see the roadmap's Workstream A.)

6. The preset number goes out on the wire

PresetEnable sets mustMatch = preset_number unconditionally, before the early-out, tagged HACK - for backward watcher compatibility (RP_L4/RPL4MPPR.cpp:700). mustMatch is a replicated attribute of the mapper (RP/VTVMPPR.cpp:384), so a watcher/spectator station sees which preset a pilot is on. It is the only preset state that leaves the machine.

7. Defects found while reading

Fixed (2026-08-06): both lamp defects below.

  1. The preset loop wrote past modeLamp. modeLampCount is 4, but the preset pass stored six lamps into modeLamp[i], i = 0…5. The members are declared configLamp[2], modeLamp[4], presetLamp[6] in that order (RP_L4/RPL4MPPR.h:312), so indices 4 and 5 landed in presetLamp[0..1] and the whole thing was self-consistent by memory layout — the preset press handler read the same out-of-range slots. Two real consequences: an out-of-bounds write, and it destroyed the four control-mode lamps created immediately above (:1921), so NotifyOfControlModeChange drove PRESET 14's lamps on the map flank and the Basic/Standard/Veteran/Master lamps on the upper-right MFD were never lit at all. presetLamp[] was meanwhile never populated or read. The preset pass now fills presetLamp[] (:1960), which is what the array was always for.

  2. Keyboard preset switching desynchronized the lamps. The lamp work lived in SelectPresetMessageHandler, so only the flank switches moved the lamps and keyboard 16 left the wrong one lit. It now lives in the virtual NotifyOfPresetChange, announced by PresetEnable itself (:733) — one place, every path. VTVRIOMapper overrides it to move the six flank lamps (:1651); the base mapper and the Thrustmaster mapper have no preset lamps and inherit the no-op (:746).

    Verified by reading the commanded RIO lamp states out of the running game (PadRIO::lampState, PadRIO + TEST.EGG, at rest in Basic mode). Before and after are byte-identical except for lamp 0x33:

    lamps before after
    0x18 PRESET 1 / 0x190x1D PRESET 26 3c / 14 3c / 14
    0x300x32 MASTER/VETERAN/STANDARD 14 14
    0x33 BASIC 14 (dim — never lit) 3c (lit)

Still open, by design rather than by accident: PresetEnable early-outs on preset_number == previousPresetNumber, so re-pressing the lit switch is a no-op. Correct for switching, but it also means a preset can never be used as a "reset to authored bindings" after the player has edited it in configuration mode.