The page listed 34 of the 38 vehicles in the resource file. The four missing were community variants, and I had written down that they shared another vehicle's mapping streams. They do not - they have their own, of 17 to 33 records. The decoder just could not find them. Streams are stored as resources named plainly L4 and Thrustmaster, so nothing in a stream says whose it is. The old decoder guessed by taking the nearest preceding vehicle name in the file, which works while vehicles are laid out one after another and fails quietly when they are not: it lost vole outright and mis-attributed four blkr variants. The file answers exactly if asked properly. A vehicle's ControlsMappings List holds the resource ids of its two streams. Ids are not quite positional - this file leaves 53 and 56 unassigned - so the directory walk is aligned against RPL4TOOL -l, skipping the ids the listing marks Not Used. That gives 1077 ids with zero size mismatches, and every stream lands on its owner. Subsystem names now come from each vehicle's own Stream of N Subsystems, checked against the count in its header instead of being pattern-matched out of the bytes. Nothing already verified moved: lepton, dark, blkspk and neut decode exactly as they did when checked against the 4.10 retail file, blkspk still putting its third booster on the thumb-high in preset 4 and dark still spending preset 5's HORN slot on its second demo pack. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
21 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.
One mask, two consumers
The live mask is a single 32-bit word on the ModeManager
(MUNGA/MODE.h:65), seeded once with ModeInitial — ModeNonConfig | ModeBasic, 0x201 — at RP_L4/RPL4APP.cpp:539, and changed only by
AddModeMask / RemoveModeMask / ReplaceModeMask (MUNGA/MODE.h:26).
Two subsystems read it, and both gate the same way — a bitwise AND, never
an equality, so any shared bit passes and ModeAlwaysActive (-1L, all
bits) always matches:
| consumer | object | gate |
|---|---|---|
| controls | ControlsInstance::modeMask |
MUNGA/CONTROLS.cpp:132 in ControlsMappingGroup::Update — decides whether a mapping dispatches at all |
| gauges | GaugeBase::modeMask |
MUNGA/GAUGREND.cpp:3625, :3782, :3852 — decides whether a drawable sits in the active list |
The gauge half runs in GaugeRenderer::ExecuteForeground
(MUNGA/GAUGREND.cpp:3581), which reads the mask once per pass, derives
change_mode_mask = current ^ previous (:3597), files newly created
gauges into the active or inactive chain (:3625), and — only when the
mask actually moved (:3661) — shuffles objects between them
(ActivateGaugeBases :3782, DeactivateGaugeBases :3852). Only the
active chain is executed, so an unmatched drawable costs one list entry
and nothing else. The lamp manager is handed the same word a few lines
earlier (:3604), which is how the preset and mode lamps are filtered.
A drawable whose bit is never set therefore never draws, and never
complains — it is simply parked in inactiveList for the life of the
process. That is exactly what happened to the intercom art (§3): its
gauges are authored, resolved and loaded, and then sit in the inactive
chain forever because nothing ever ORs ModeIntercom into the mask.
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 the intercom PTT — the last
of which never works on a shipped pod, see below
(RP/VTVMPPR.cpp:144, RP/BOOSTER.cpp:50, RP/CHUTE.cpp:48,
RP/WEAPSYS.cpp:103).
The intercom PTT binding is dead on shipped hardware
The intercom press-to-talk needed a headset and a comms panel that never
went past prototype cockpits. ActivatePTTMessageID is still bound in the
authored data and still handled in the code, but no production pod can
trigger it, so the buttons it occupies are dead, and are reported as
unbound in the tables here and on the roster page. Anyone re-decoding
RPL4.RES will find message ID 13 sitting on the pinky and wonder why the
tables show it empty, hence this section.
PTT occupies 26 preset rows across 13 vehicles — always the pinky, always presets 1 and 3, and only on lightly armed or unarmed vehicles, where the pinky was free. Two independent things in the shipped assets confirm the hardware never arrived:
- Its panel label was never drawn. The tool panel (
auxUL2) has four button-pair quadrants andcommon_setupfills three of them — LIFT CUT at (22,240), SIDE SLIP at (327,240), HORN at (327,54) (assets/RP411/GAUGE/L4GAUGE.CFG:767). The fourth, (22,54), is blank — and that is exactly theAuxUpperLeft5/6pair the PTT is bound to (RP_L4/RPL4MPPR.cpp:2000, between the LIFT CUT/SIDESLIP pairs at:1978and the HORN pair at:2011). Every other configurable system has a legend on the glass; the PTT has bare panel. - Its display art never reaches the glass.
GAUGE/RPAICOM.PCXandGAUGE/RPACOMM.PCXare finished 640×480 intercom station screens that the gauge config never references at all. The edge stripsstrpcom1/2.pccare declared — top and bottom of the centre aux display,port = auxC(assets/RP411/GAUGE/L4GAUGE.CFG:706) — but gated onModeIntercom, and nothing ever sets that bit: there is noAddModeMask(ModeIntercom)anywhere in the tree, and the config emits noenablecommand for the data-driven path (MUNGA/GAUGREND.cpp:1791) to pick up either. The one block that would have wired the intercom buttons sits inside#if 0(MUNGA_L4/L4ICOM.cpp:903) and still namesL4ModeManager, a class that no longer exists — so it was cut before theRPL4ModeManagerrename and never revisited. None of this art has ever been on screen.
Dropping it costs nothing on 12 of the 13 vehicles — presets 1 and 3 stay distinct because their thumb-low binding differs. The exception is the quark, whose presets 3 and 4 become identical, since the PTT was the only thing separating them. Four other vehicles ship preset pairs that were already identical before any of this: dragon, roach and spitter (3 ≡ 4) and puck (2 ≡ 5).
The roster page never mentions the PTT at all. docs/vtv-presets.html
is the player-facing artifact; naming a control that cannot be pressed
would raise more questions than it answers, so those cells are simply
blank there.
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.
Every VTV in assets/RP411/RPL4.RES ships a full six-preset table, for
both the RIO and the Thrustmaster — 38 of them as of the resource file
promoted from the airlock archive (see §8). Decoded, the lepton (two
boosters, one chute, unarmed) reads:
| trigger | thumb high | thumb low | pinky | |
|---|---|---|---|---|
| PRESET 1 | booster 1 | booster 2 | chute | — |
| PRESET 2 | booster 1 | booster 2 | chute | LIFT CUT |
| PRESET 3 | booster 1 | booster 2 | LIFT CUT | — |
| PRESET 4 | booster 1 | booster 2 | LIFT CUT | chute |
| PRESET 5 | booster 1 | booster 2 | HORN | LIFT CUT |
| PRESET 6 | LIFT CUT | booster 1 | booster 2 | chute |
An armed vehicle substitutes the weapon trigger for the primary booster. The puck (one booster, laser):
| trigger | thumb high | thumb low | pinky | |
|---|---|---|---|---|
| PRESET 1 | laser | booster | HORN | — |
| PRESET 2 | laser | booster | HORN | LIFT CUT |
| PRESET 3 | laser | booster | LIFT CUT | — |
| PRESET 4 | laser | booster | LIFT CUT | HORN |
| PRESET 5 | laser | booster | HORN | LIFT CUT |
| PRESET 6 | LIFT CUT | booster | — | laser |
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 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.
8. The promoted resource file, and the vehicles that came back
assets/RP411/RPL4.RES is no longer the file RP412 inherited. It is the
1.25 MB resource from assets/airlock_RP411/, a 2014 community build, which
verification showed to be a strict superset of ours:
- nothing is lost — the only resources ours has and it does not are two unnamed "Not Used" placeholders;
- same format version (
v1.3.0.2); - all 26 base vehicles'
L4andThrustmastermapping streams are byte-identical to the ones we shipped; volematches resource-for-resource, id for id and size for size;- it boots and runs against our own
GAUGE/VIDEO/AUDIO, with a log identical to the baseline.
Its GAUGE/L4GAUGE.CFG was promoted with it. That file is ours plus the new
vehicles' blocks, plus one fix: dragonInit gains twoBoosterInit, so the
dragon's two boosters finally have gauges — it always had them in its
subsystem list and the panel never drew them.
What the roster gained. The three vehicles cut after 4.10 are back —
dark (Blacker Puck), blkspk (Black Speck) and blktrn (Black
Tarantula) — with the same tables they shipped with: blkspk's preset 4
still puts its third booster on the thumb-high, dark's preset 5 still
spends the HORN slot on its second demo pack. Beyond them the archive adds
neut (Neutrino, four boosters and an Eject subsystem) and eight
community "Blacker" variants, plus seven maps.
The black mystery was a renaming bug. RP411's gauge config carried a
blackInit block that nothing could ever select, because GetGameModel()
returns a model name and the lookup is <model>Init. The airlock config
calls the same block — byte-identical body — blktrnInit, which is the
model's real name. There was never a vehicle called "black"; the block had
simply been renamed out of reach. disk remains the one genuine orphan: a
panel layout with no vehicle behind it in any resource file, and no entry in
the console's own config either.
Reading the file by id rather than by proximity
Every vehicle in the file has its own mapping streams — 38 of them, all on the roster page. An earlier pass claimed four of the community variants shared another vehicle's streams; that was wrong, and worth recording because of why.
Streams are stored as resources named plainly L4 and Thrustmaster, so
nothing in the stream itself says which vehicle it belongs to. The first
decoder guessed: it took the nearest preceding vehicle name in the file.
That works while vehicles are laid out one after another, and quietly fails
when they are not — it lost vole outright and mis-attributed four of the
blkr variants, whose streams simply do not sit where the guess expected.
The file answers the question exactly, if asked properly. A vehicle's
ControlsMappings List of 2 elements holds the resource ids of its two
streams. Resolving an id needs the id table, and ids are not quite
positional — this file leaves 53 and 56 unassigned, and the listing marks
them Not Used, so a plain walk of the directory drifts by two from there
on. Aligning the walk against RPL4TOOL -l, skipping the unassigned ids,
gives an exact id→resource map: 1077 ids with zero size mismatches.
Subsystem names come the same way, from each vehicle's own
Stream of N Subsystems, checked against the count in its header rather
than pattern-matched out of the bytes.
The lesson is the ordinary one: the format had an explicit answer, and the first decoder inferred one from layout instead. Everything the guess got right, it got right by luck of ordering.