4037e3981053d87fba968e1627979f09a9f89beb
The game loop pumps ONE message per frame (APPMGR.cpp PeekMessage), and WM_PAINT is synthesized only when the queue is otherwise empty - so the child panes queued invalidations that never delivered: the map stayed black and button lamps froze at their first-paint state on the live screen. (PrintWindow-based captures forced paints and the synthetic SendMessage click bypassed the queue, which is why every automated verification looked fine while the live window was frozen.) MFDSplitView::Repaint and PlasmaScreen::Update now paint synchronously via RedrawWindow(RDW_INVALIDATE|RDW_UPDATENOW) at fill time, and the button press/release feedback goes through the same path. Verified with a true screen capture (CopyFromScreen): map drawing live, timer counting, the active preset lamp bright on the map right column. Lamp anchor sanity-check against the game code: mode switch NOV/STD/ VET/EXP = ButtonAuxUpperRight5-8 = 0x33..0x30 = the upper-right MFD bottom strip left-to-right; presets = Secondary7-12 = 0x18-0x1D = the map right column - both match the placed buttons. 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) |
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