Files
RP412/pack-dist.ps1
T
CydandClaude Opus 5 cf59ac9f4b Every VTV and its presets, in a page that ships with the game
VTV-PRESETS.html joins the handbook in the dist: all 26 racable vehicles,
each with its hull plan view, what it carries, and the six control presets
on its stick. The data is decoded from RPL4.RES rather than transcribed -
each vehicle's own subsystem list names its systems, and
VTV::BasicSubsystemCount fixes list index i as subsystem 9+i, so every
subsystem id in all 26 mapping streams resolves with nothing left over.
The gauge config could not have been used for this: it is only artwork,
and it lies. The dragon has boosters and a chute with no art declared,
and the burro's chute sits in a different panel slot than sequence would
suggest. Both come out right this way.

The plan views are each vehicle's own damage-gauge silhouette, redrawn
from the three-colour original as an alpha mask so it takes the page's
colour in either theme. There is no per-vehicle art to use instead:
vehicles are grouped into hull families that share both the silhouette
and the mesh in VIDEO/, which is keyed by the same two-letter code. Each
card says which hull it is and who else races the same one.

The page does not mention the intercom PTT. Its hardware never went past
prototype cockpits, so naming a control nobody can press would only raise
questions; those cells are simply blank. CONTROL-PRESETS.md carries the
full account, because anyone re-decoding the resource will find message
ID 13 on the pinky and needs to know why the tables show it empty. Two
things in the shipped assets settle it: the tool panel's fourth quadrant
is bare where every other system has a legend, and the two finished
intercom station screens are referenced by nothing at all. The edge
strips are referenced - but gated on ModeIntercom, which nothing ever
sets, so they have never been on screen either. The block that would have
wired the buttons is inside #if 0 and still names L4ModeManager, a class
that no longer exists: cut before the RPL4ModeManager rename and never
revisited.

The doc also now explains the mode-mask gate itself, since that is what
makes the dead intercom legible: one 32-bit word, seeded 0x201, read by
both the controls dispatch and the gauge renderer's active/inactive
sorting. A drawable whose bit is never set is parked in inactiveList for
the life of the process and never complains.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 13:10:53 -05:00

364 lines
17 KiB
PowerShell

# ============================================================================
# pack-dist.ps1 - assemble a runnable Red Planet 4.12 package into dist\
# ============================================================================
#
# Collects everything the game needs at run time:
# - Release\rpl4opt.exe (+ .pdb for crash debugging)
# - game data from assets\RP411 (AUDIO, GAUGE, VIDEO, INIs, RPL4.RES,
# TEST.EGG) - but not the arcade launch scripts or the old 4.10 exe
# - libsndfile-1.dll beside the exe; OpenAL32.dll copied from the system
# when installed, with oalinst.exe included as the fallback installer
# (environ.ini is NOT shipped - the exe writes it on first run)
# - start/joyconfig scripts, HANDBOOK.html, VTV-PRESETS.html, CONTROLS.txt
# and a README
#
# Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip] [-Fresh]
#
param(
[switch]$Zip,
# Wipe the player's files too, for testing what a first run does.
[switch]$Fresh
)
$ErrorActionPreference = 'Stop'
$root = Split-Path -Parent $MyInvocation.MyCommand.Path
$dist = Join-Path $root 'dist'
$assets = Join-Path $root 'assets\RP411'
$exe = Join-Path $root 'Release\rpl4opt.exe'
if (-not (Test-Path $exe)) {
throw "Release\rpl4opt.exe not found - build first (see BUILD.md 2)."
}
# --- version ---------------------------------------------------------------
# Read the stamp the exe was BUILT with rather than asking git again: a
# commit between the build and the pack would otherwise have the package
# claiming a version the binary inside it does not report.
$buildHeader = Join-Path $root 'RP_L4\rpl4build.h'
if (-not (Test-Path $buildHeader)) {
throw "RP_L4\rpl4build.h not found - build first, or run stamp-version.ps1."
}
$stamp = Get-Content $buildHeader -Raw
$version = ([regex]::Match($stamp, '#define\s+RP412_VERSION\s+"([^"]+)"')).Groups[1].Value
$versionLong = ([regex]::Match($stamp, '#define\s+RP412_VERSION_LONG\s+"([^"]+)"')).Groups[1].Value
if (-not $version) { throw "could not read RP412_VERSION from $buildHeader" }
if ($stamp -match '#define\s+RP412_BUILD_DIRTY\s+1') {
Write-Warning "packing a build made from a modified tree ($versionLong)"
}
Write-Host "Version $versionLong"
# Refuse to touch a dist the game is currently running from.
$running = Get-Process rpl4opt -ErrorAction SilentlyContinue |
Where-Object { $_.Path -like "$dist\*" }
if ($running) {
throw "rpl4opt.exe is running from $dist (PID $($running.Id)) - close the game first."
}
Write-Host "Packing into $dist"
# --- the player's own files ------------------------------------------------
# None of these ship: the game writes each one the first time it needs it and
# then leaves it alone, so a new build dropped over a folder keeps every
# setting. This script rebuilds dist\ from scratch, which would throw exactly
# those away - the one place the promise did not hold, and it is the folder we
# do most of our own testing in. Carry them across. -Fresh to start over.
$keepFiles = @('environ.ini', 'bindings.txt', 'pilot.cfg', 'mfd_layout.cfg')
$kept = @{}
if (-not $Fresh) {
foreach ($name in $keepFiles) {
$path = Join-Path $dist $name
if (Test-Path $path) { $kept[$name] = [System.IO.File]::ReadAllBytes($path) }
}
if ($kept.Count -gt 0) {
Write-Host " keeping $($kept.Keys -join ', ')"
}
} elseif (Test-Path $dist) {
Write-Host " -Fresh: the player's files go too"
}
if (Test-Path $dist) { Remove-Item -Recurse -Force $dist }
New-Item -ItemType Directory -Force "$dist\SPOOLS" | Out-Null
# --- game binary -----------------------------------------------------------
Copy-Item $exe $dist
$pdb = Join-Path $root 'Release\rpl4opt.pdb'
if (Test-Path $pdb) { Copy-Item $pdb $dist }
# steam_api.dll: the exe imports it (RP412_STEAM build). The Steam wire
# only activates with RP412STEAM=1; plain desktop runs never touch it.
Copy-Item (Join-Path $root 'extern\steamworks_sdk_164\sdk\redistributable_bin\steam_api.dll') $dist
# steam_appid.txt: until RP412 has its own AppID, Steam testing runs
# under Spacewar (480). Without this file SteamAPI_Init fails and the
# game falls back to plain TCP - which is exactly the confusing symptom
# testers hit when the file goes missing. Delete it once we ship under
# our own AppID (the Steam client provides it then).
Set-Content -Path "$dist\steam_appid.txt" -Encoding ascii -Value '480'
# --- game data -------------------------------------------------------------
foreach ($dir in 'AUDIO', 'GAUGE', 'VIDEO') {
Write-Host " copying $dir..."
Copy-Item -Recurse (Join-Path $assets $dir) $dist
}
# AUDIO1.RES / AUDIO2.RES are Red Planet's original AWE32 soundbanks. They
# are the SOURCE the shipped WAVs are generated from (tools/rp_sf2extract.py)
# and are kept in the repo for that, but nothing reads them at run time - the
# engine's LoadSBK path died with the sound cards, and AUDIO.INI's
# [AudioResources] section is commented out along with it. Shipping them adds
# 7MB to every download for nothing.
#
# Named explicitly, NOT matched with a wildcard: 'AUDIO?.RES' also catches
# AUDIO.RES, because a Windows '?' will happily match zero characters.
#
foreach ($bank in 'AUDIO1.RES', 'AUDIO2.RES') {
Remove-Item "$dist\AUDIO\$bank" -ErrorAction SilentlyContinue
}
foreach ($file in 'RPDPL.INI', 'JOYSTICK.INI', 'RPL4.RES', 'TEST.EGG',
'libsndfile-1.dll', 'oalinst.exe') {
Copy-Item (Join-Path $assets $file) $dist
}
# The controls half as plain text, for Notepad. Flattened to ASCII so it
# reads correctly there - the markdown source keeps its typography.
$controls = Get-Content (Join-Path $root 'docs\CONTROLS.md') -Raw -Encoding UTF8
foreach ($pair in @(
@([char]0x2014, '-'), @([char]0x2013, '-'), @([char]0x2018, "'"),
@([char]0x2019, "'"), @([char]0x201C, '"'), @([char]0x201D, '"'),
@([char]0x00D7, 'x'), @([char]0x2192, '->'), @([char]0x2026, '...'))) {
$controls = $controls.Replace([string]$pair[0], [string]$pair[1])
}
Set-Content -Path "$dist\CONTROLS.txt" -Encoding ascii -Value $controls
# The handbook as a page: the controls map with the diagrams, plus the
# joystick setup and what every file in the folder is for. Its source is
# the published artifact, which is a fragment - the publisher supplies
# the document shell - so wrap it to
# stand alone: without a doctype the browser drops into quirks mode, and
# without a charset the typography arrives as mojibake. Written without a
# BOM so the charset declaration is the only thing speaking.
$handbookPage = Get-Content (Join-Path $root 'docs\rp412-handbook.html') -Raw -Encoding UTF8
# Stamp the shipped copy with the build's own version. The source keeps a
# readable one for publishing; only "4.12.<n>" is touched, which on this
# page is always the version and never anything else.
$handbookPage = [regex]::Replace($handbookPage, '4\.12\.\d+', $version)
$page = @"
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
</head>
<body>
$handbookPage
</body>
</html>
"@
[System.IO.File]::WriteAllText(
"$dist\HANDBOOK.html", $page, (New-Object System.Text.UTF8Encoding $false))
# The VTV roster: every vehicle, its loadout and its six control presets,
# decoded from RPL4.RES. Unlike the handbook this source is already a
# complete document - it carries its own doctype, charset and viewport - so
# it ships verbatim rather than being wrapped. Copied as bytes to keep the
# UTF-8 exactly as written; Copy-Item would do too, but being explicit here
# matches the handbook above and survives anyone adding a stamp later.
[System.IO.File]::WriteAllBytes(
"$dist\VTV-PRESETS.html",
[System.IO.File]::ReadAllBytes((Join-Path $root 'docs\vtv-presets.html')))
# --- OpenAL runtime --------------------------------------------------------
# The exe links OpenAL32.dll (32-bit). Prefer shipping the already-installed
# runtime beside the exe; oalinst.exe covers machines where that misses.
$openal = "$env:WINDIR\SysWOW64\OpenAL32.dll"
if (-not (Test-Path $openal)) { $openal = "$env:WINDIR\System32\OpenAL32.dll" }
if (Test-Path $openal) {
Copy-Item $openal $dist
$wrap = Join-Path (Split-Path $openal) 'wrap_oal.dll'
if (Test-Path $wrap) { Copy-Item $wrap $dist }
Write-Host " OpenAL runtime copied from $(Split-Path $openal)"
} else {
Write-Warning "OpenAL32.dll not found on this system - dist relies on oalinst.exe"
}
# --- desktop configuration -------------------------------------------------
# --- desktop configuration -------------------------------------------------
# environ.ini is NOT shipped. The exe carries the template and writes it on
# first run (RPL4ENVIRON.cpp), the same way it writes bindings.txt - so a
# tester can drop a new build over an old folder and keep every setting they
# have changed. Laying one down here would overwrite their file on every
# unzip, which is the whole problem.
Set-Content -Path "$dist\start-windowed.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - desktop prototype. Boots into the game-setup
rem front end. The cockpit fits itself to the window and keeps 16:9,
rem so a wider screen letterboxes rather than stretching. -res sets the
rem 3D render size - raise it to match a big screen for sharper pixels,
rem e.g. -res 2560 1440.
rem (Add -egg TEST.EGG to skip the menu and run the canned mission.)
cd /d "%~dp0"
start rpl4opt.exe -windowed -res 1920 1080
"@
Set-Content -Path "$dist\start-fullscreen.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - borderless over the whole monitor. -fit sizes the
rem window to the panel AND picks the render size to match the cockpit
rem canvas it lands in, so no -res guessing: the 3D arrives 1:1 instead
rem of being stretched. Pass -res yourself to override it.
rem (Add -egg TEST.EGG to skip the menu and run the canned mission.)
cd /d "%~dp0"
start rpl4opt.exe -fit
"@
Set-Content -Path "$dist\joyconfig.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - one-time JOYSTICK / HOTAS / rudder-pedal setup.
rem A console wizard asks you to move each control (stick, twist or
rem rudder, throttle lever, fire buttons); it works out what you moved
rem and which way it reads, and writes the joystick section of
rem bindings.txt. When it finishes the game carries on into the setup
rem screen so you can try the bindings straight away.
rem Xbox-class controllers need NO setup - they work out of the box.
rem Re-run this any time to redo the bindings; anything you have edited
rem yourself in bindings.txt is kept.
cd /d "%~dp0"
set RP412JOYCONFIG=1
start /wait rpl4opt.exe -windowed -res 1920 1080
set RP412JOYCONFIG=
"@
Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
Red Planet $version
=================
Run start-fullscreen.bat for borderless over the whole monitor, or
start-windowed.bat to keep a title bar. No cockpit hardware needed.
If there is no sound, run oalinst.exe once.
Got a flight stick, HOTAS or rudder pedals? Run joyconfig.bat once. It
asks you to move each control, works out which axis you moved and which
way round it reads, and writes the joystick rows of bindings.txt. Xbox-
class controllers need none of that - they work out of the box.
Controls (XInput controller and/or keyboard) - EVERY input is
rebindable: edit bindings.txt beside the exe (written with the full
documented default layout on first run; delete it to restore).
Left stick / NumPad 8462 joystick (8=fwd 2=back 4=left 6=right)
LT / RT or NumPad 7,9 left / right pedal
Right stick Y throttle (holds position)
Shift / Ctrl throttle up / down
A / Space / NumPad 0 joystick trigger
RB / Alt reverse thrust
DPad / arrow keys joystick hat (look)
9 / 0 keys config buttons (pad Start/Back left free)
Number+letter rows MFD bank buttons (as printed on the panel)
F1-F12 secondary / screen columns
Alt+Q abort the mission (score banked)
The cockpit scales to whatever window you give it - maximise it and it
grows, keeping its 16:9 shape (an ultrawide gets black bars rather than
a stretched cockpit).
The 3D itself renders at whatever -res says and is then stretched onto
the cockpit's viewscreen, so a mismatched -res costs sharpness. -fit
takes care of that for you: it measures the monitor, works out the
canvas the cockpit will settle on, and asks for exactly that render
size, so the picture arrives 1:1.
rpl4opt.exe -fit borderless, res chosen for you
rpl4opt.exe -fit -res 1280 720 same window, lighter render
rpl4opt.exe -windowed -res 2560 1440 pick both yourself
(-windowed-fullscreen is accepted as a long spelling of -fit.)
The full pod cockpit comes up in a single window: three green MFDs
across the top, the 3D viewscreen centered with the orange plasma glass
at its left, and the lower MFDs flanking the portrait map. The red
buttons around each MFD and the amber buttons beside the map are the
pod's real button banks: click them with the mouse, and they light up
as the game commands their lamps.
environ.ini is self-documenting: the game writes it on first run with
every option in it and a comment on each (Steam networking, keyboard
lighting, stick inversion, LAN hosting, developer keys, display scaling
and radar placement, and more).
HANDBOOK.html is the full manual - open it in a browser for the pad,
keyboard and pod-panel diagrams, the joystick setup, and what every file
in this folder is for. CONTROLS.txt is the controls half as plain text.
VTV-PRESETS.html lists every vehicle you can race: its plan view, what it
carries, and the six control presets on its stick. The six amber switches
down the right of the map screen pick between them, and each one is a
complete factory layout for the four stick buttons - so the same button
does different jobs depending on which preset is lit.
Four files here are yours. None of them ship - the game writes each one
the first time it needs it and then leaves it alone, so a new build
unzipped over this folder keeps everything you have set. Delete any of
them to start that part over:
environ.ini every engine option, commented in place
bindings.txt every key, pad button, axis and joystick row
pilot.cfg your callsign and loadout
mfd_layout.cfg where you dragged the windows (RP412MFDLAYOUT)
Two that catch people out: environ.ini is applied OVER the environment,
so a variable set in a shell loses to an uncommented line in the file;
and none of these four is ever overwritten once it exists, which is what
lets you keep a folder across builds. The trade is that a file carried
through several updates stops being offered new options - rpl4.log names
any it has not heard of, and deleting the file brings back the fully
documented current one.
THIS IS A TEST BUILD AND IT GOES STALE. Two weeks after it was built it
will tell you so and refuse to start, rather than let you spend an
afternoon on something that was fixed the week before. When that happens,
ask for the current build.
Unzip it over this folder - your environ.ini, bindings.txt, pilot.cfg and
mfd_layout.cfg all survive.
Known prototype notes: pods race untextured (the player1-8 skins come
from the presets system, not shipped data), and text drawn on the plasma
glass may appear rotated.
Source: https://gitea.mysticmachines.com/VWE/RP412
"@
# --- summary / optional zip ------------------------------------------------
$size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum
Write-Host ("dist ready: {0:N1} MB" -f ($size / 1MB))
if ($Zip) {
$zipPath = Join-Path $root "RedPlanet-$version.zip"
Write-Host "zipping to $zipPath..."
# Taken BEFORE the player's files go back, so a release never carries
# somebody's callsign, key bindings or window positions to everyone who
# downloads it. A fresh unzip must look like a first run.
#
# Everything lives under a single RP412\ folder inside the zip, so
# unpacking anywhere gives one self-contained game directory instead
# of scattering files into the extraction folder.
$stage = Join-Path ([System.IO.Path]::GetTempPath()) 'rp412-zipstage'
if (Test-Path $stage) { Remove-Item -Recurse -Force $stage }
New-Item -ItemType Directory -Force "$stage\RP412" | Out-Null
Copy-Item "$dist\*" "$stage\RP412" -Recurse -Force
Compress-Archive -Path "$stage\RP412" -DestinationPath $zipPath -Force
Remove-Item -Recurse -Force $stage
}
# --- the player's own files, back where they were --------------------------
# Last of all: after the rebuilt tree, so nothing the pack writes can land on
# top of them, and after the zip, so the release stays clean. Zipping should
# not cost you your own settings.
if ($kept.Count -gt 0) {
foreach ($name in $kept.Keys) {
[System.IO.File]::WriteAllBytes((Join-Path $dist $name), $kept[$name])
}
Write-Host " restored $($kept.Keys -join ', ')"
}