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in passing: keyboard 1-6 changed the mappings without touching the lamps, leaving the flank showing a preset that was no longer in force.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>
12 KiB
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.pcc … butpres6.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 | 0–2 | 0x001 / 0x002 / 0x004 |
| ModePreset1 … ModePreset6 | 3–8 | 0x008 … 0x100 |
| ModeBasic / ModeStandard / ModeIntercom | 9–11 | 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.CFGreferencesModePreset*— 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 1–6 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 —
FirstMappableButton…LastMappableButton 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:
- Presets 1–5 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.
- 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.
- Vehicles carrying fewer systems leave cells empty, and some presets then collapse into duplicates — on the puck, presets 2 and 5 are identical.
- 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
ModeStandard — RP_L4/RPL4MPPR.cpp:1826), the pod enters configuration
state: the aux strips swap their legends from tool art to SET art
(strptol1/2.pcc → strpset1/2.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.
-
The preset loop wrote past
modeLamp.modeLampCountis 4, but the preset pass stored six lamps intomodeLamp[i], i = 0…5. The members are declaredconfigLamp[2], modeLamp[4], presetLamp[6]in that order (RP_L4/RPL4MPPR.h:312), so indices 4 and 5 landed inpresetLamp[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), soNotifyOfControlModeChangedrove PRESET 1–4'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 fillspresetLamp[](:1960), which is what the array was always for. -
Keyboard preset switching desynchronized the lamps. The lamp work lived in
SelectPresetMessageHandler, so only the flank switches moved the lamps and keyboard1–6left the wrong one lit. It now lives in the virtualNotifyOfPresetChange, announced byPresetEnableitself (:733) — one place, every path.VTVRIOMapperoverrides 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 / 0x19–0x1D PRESET 2–6 3c / 14 3c / 14 0x30–0x32 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.