CydandClaude Fable 5 28df53aa31 Frame the Winners Circle for the shape it was built for
The stand was composed to be looked at from a 4:3 pod monitor. On a 16:9
canvas its platform runs out at the sides and the shot fills up with sky
and void, so the podium is now pillarboxed: the scene renders into a
centred 4:3 viewport with the surround left black.

The projection has to use the cropped shape too, or the scene comes out
squashed into the narrower viewport instead of cropped by it.
RP412PODIUMASPECT overrides the ratio, 0 turns it off.

The camera also came in closer, from 33 units rather than 45, and now
aims slightly below the group rather than above it. That tilt is what
buys back the sky above the grandstand - aiming above the group tips the
camera up instead and walks the winner's spot off the bottom of the
frame, which is the one position that has to be in shot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 10:05:45 -05:00
2026-07-25 15:38:24 -05:00
2026-07-25 15:38:24 -05:00

Red Planet 4.12 — the Steamification

Red Planet is VWE's pod-racing game: eight-player VTV contests on Mars — Martian Death Race and Martian Football — originally played from inside VWE Tesla cockpit pods. This repo is the third life of that code:

Generation What it was
Red Planet 4.10 The original game, running on the Tesla 1 pod platform (DOS-era MUNGA engine, serial RIO cockpit hardware, operator console, batch-file relaunch between missions)
Red Planet 4.11 The Win32 port of 4.10 (RP411) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still runs in pods, still a LAN
Red Planet 4.12 This repo: the Steamification of 4.11 — the same engine, the same wire protocol, the same missions, made distributable on Steam and playable over the internet with no cockpit hardware

The architecture is deliberately conservative: the VWE's design survives intact, with each pod-era dependency replaced by a consumer equivalent behind the engine's existing seams.

Arcade (4.10/4.11) 4.12 replacement
RIO cockpit board (serial) PadRIO — virtual RIO from XInput pad + keyboard, fully rebindable (bindings.txt, vRIO profile format)
Seven physical displays Single-window cockpit — all displays composed on a locked 1920×1080 canvas around the viewscreen, with the real button banks lamp-lit and clickable
Pod button lamps On-screen lamps, plus an RGB keyboard mirror (Windows Dynamic Lighting)
TeslaConsole operator In-game front end — race setup menu builds the mission egg locally; an in-process console marshals every race (missions still only end on a console stop, exactly as designed in 1994)
TeslaLauncher relaunch-per-mission Single binary — menu → race → results → menu in one process
WinSock TCP LAN mesh NetTransport seam — the deterministic pod mesh unchanged, running over plain TCP (LAN/dev) or Steam Networking Sockets (FakeIP + Steam Datagram Relay)
Site network / fixed IPs Steam lobbies — lobby owner is the console; members exchange FakeIPs and loadouts as lobby data

Status: it works. v4.12.2 carried the first verified end-to-end internet build: three machines, three Steam accounts, lobby → mesh → marshaled five-minute race → deaths and respawns → timed stop → results on every machine → rematch from the same lobby.

v4.12.3 is about the screen. The cockpit now scales up as well as down and re-fits whenever the window changes, keeping 16:9 so a wide panel letterboxes instead of stretching; -fit runs it borderless over the whole monitor and picks the render size to land on the viewscreen 1:1. The displays are the player's to arrange — each of the six can be scaled on its own and the radar moved out of the middle of the road (environ.ini). Each display's button bank now reaches under its glass, so the picture itself is the press target rather than a sliver at the edge.

v4.12.4 is about the lobby. Both rooms now show the host's mission setup — the track, then time of day, weather and game length — since everyone flies the owner's picks and it was the one thing in the room nobody could see for themselves. The football team sheet names each player's VTV beside their team colours and position. And a lobby holds eight players rather than four, a full grid as the pod hall ran it, with the room sizing its roster to whatever space the window gives it.

Playing

Grab the release zip (or run pack-dist.ps1 on a build). Single player: run start-windowed.bat — the game boots into the setup menu, where the SCENARIO group picks Death Race or Football (Football swaps in the team/position columns and its own track list). Steam multiplayer: see docs/STEAM-3-MACHINE-TEST.md (until RP412 has its own AppID it runs under Spacewar, 480).

The two config files beside the exe are self-documenting: environ.ini (every engine option, commented) and bindings.txt (every key, pad button, and axis; written with the full default layout on first run). Default controls: numpad flies (8/2/4/6 stick, 7/9 pedals, 0 trigger), Shift/Ctrl throttle, Alt reverse, arrows look, Space fires, letter rows are the MFD button banks as printed on the panel. Alt+Q aborts a mission. Full map with pad and keyboard diagrams: docs/CONTROLS.md.

Building

VS 2022 (v143) + DirectX SDK June 2010 + the vendored Steamworks SDK (extern/steamworks_sdk_164) — see BUILD.md. Solution WinTesla.sln, configuration Release|Win32, output Release\rpl4opt.exe.

Documentation

Doc Contents
docs/CONTROLS.md Controls map — pad and keyboard diagrams, the panel button banks, rebinding
docs/RP412-ROADMAP.md The original plan and workstreams
docs/RP412-FRONTEND-DESIGN.md TeslaConsole analysis, the egg format, the console protocol, and the Steam mapping — with status notes as each layer landed
docs/STEAM-3-MACHINE-TEST.md Multiplayer test procedure, Steam Input notes, the abort key
BUILD.md Toolchain and build steps

Dev tooling: tools/two-pod-test.ps1 races two pods on loopback, marshaled by a console feeder speaking the arcade Munga protocol.

Repo Role
RP411 Upstream: the Win32 arcade port this repo Steamifies (full history preserved; remote rp411 for cross-pulling fixes)
VRIO Virtual RIO panel + vPLASMA — source of the bindings format, the cockpit layout, and the keyboard lamp mirror
TeslaSuite TeslaConsole / Launcher / vPOD — the arcade session-control stack 4.12 absorbed (and the reference implementation of the Munga control protocol, TCP 1501)
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