Files
RP412/BUILD.md
T
CydandClaude Fable 5 1e15519e90 1920x1080 internal cockpit canvas with pod-bezel occlusion
The cockpit is now a fixed 1920x1080 canvas (uniformly scaled down on
smaller monitors, min 25%):

  [ MFD UL 640 ][ MFD UC 640 ][ MFD UR 640 ]  <- native glass, 1920 wide
             [ viewscreen 800x600 centered ]
  [ MFD LL ]       [ Map ]        [ MFD LR ]  <- bottom edge

Playtest direction: the original pods MFDs partially occluded the main
display, and that is used here on purpose - the panes overlap the
viewscreen and render over it (viewscreen pinned to the bottom of the
sibling z-order, WS_CLIPSIBLINGS everywhere, so the 3D present clips
around every pane). Top-row glasses are gauge-canvas native 640x480 -
three across is exactly 1920. Red MFD buttons at half height; the amber
map columns stack contiguous like the pod strips. The auto-fit
scale/L4MFDSCALE machinery is gone - the canvas is the design space.

Verified live at 100% scale: contiguous native top row over the
centered viewscreen, bottom cluster overlapping its lower edge, map and
gauges updating (BOOST values moving, presets lit).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:26:22 -05:00

209 lines
11 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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).
**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
`dist\RedPlanet412-prototype.zip` for handing to someone else.
## 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\player18`)
that a bare working copy doesn't contain (they normally come from the
replacement-material/presets path, `WTPresets``VIDEO\<name>.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 top row is three
native-resolution 640×480 glasses spanning exactly 1920, the 800×600
viewscreen (launch with `-res 800 600`) sits centered, and the lower
MFDs (corners) + portrait map (bottom center) anchor to the bottom
edge. The panes deliberately **overlap the viewscreen and render over
it** — in the pod the MFD bezels partially occluded the viewport, and
the same trick lets a big 3D view and full-size gauges share the
canvas. 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 0x100x15 left, Screen 0x180x1D 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.