214a8e079c258eb00c0636b34bc4b4e1b60b5b86
The pod drove five monochrome MFDs from the color channels of two video outputs - SVGA16 packs bit-slices of the shared gauge canvas into R/G/B of gauge window 3 (upper MFDs) and R/G of window 4 (lower MFDs), with the map palettized on the secondary and physically mounted portrait. The desktop reconstruction previously required an external BitBlt-mirror wrapper. With L4MFDSPLIT=1, SVGA16 renders each display into its own window (MFDSplitView, plain GDI) straight from the canvas + port bit-masks: five green-screen MFD windows and the 90CW-rotated Map, tiled in the pod grid to the right of the main view (L4MFDSCALE percent, default 50). The packed D3D windows stay hidden but keep presenting off-screen, leaving the original path untouched. Handles spanning mode (2-window setups). Also: the plasma glass now opens directly below the main view (clamped to the work area; L4PLASMAPOS=x,y overrides) per playtest feedback. Verified: window grid comes up as main + 5 MFDs + Map + plasma with the packed windows hidden; screenshots confirm a green MFD score readout and the portrait tactical map rendering correctly. dist packer and BUILD.md updated; the launcher wrapper is obsolete for split-mode use. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Red Planet 4.12
Red Planet is the VWE pod-racing game built on the in-house MUNGA engine
(Win32 / DirectX 9, MUNGA_L4 platform layer). The 4.12 line is the
consumer port: a version of Red Planet that can be sold on Steam and played
over internet multiplayer, without cockpit-pod hardware.
Forked from RP411 (the arcade/cockpit 4.11 line) with full history preserved.
Goals
- Steam distribution — Steamworks integration, SteamPipe builds, store-ready packaging.
- Internet multiplayer — take the engine's LAN-era WinSock networking online (NAT traversal, matchmaking, latency tolerance).
- No cockpit required — keyboard / mouse / gamepad input and on-screen replacements for the pod's RIO panel and plasma display, drawing on vRIO.
- Self-hosted sessions — in-game race setup/join replacing the operator-driven TeslaConsole flow.
See docs/RP412-ROADMAP.md for the plan and the Steam-multiplayer logistics.
Building
Unchanged from 4.11 for now — see BUILD.md
(VS 2005/2008 + DirectX SDK June 2010, Release|Win32, output Release\rpl4opt.exe).
Toolchain modernization is a roadmap item.
Related repositories
| Repo | Role |
|---|---|
| RP411 | Upstream arcade source (this repo's base) |
| VRIO | Virtual RIO panel + vPLASMA display — input bindings and display emulation to fold in |
| TeslaSuite | TeslaConsole / Launcher / vPOD — the arcade session-control stack 4.12 replaces (and a reference for the Munga control protocol, TCP 1501) |
Languages
C++
86.5%
C
13%
PowerShell
0.3%
Assembly
0.2%