CydandClaude Opus 5 40b00ddde1 The game window remembers where you put it too
RP412MFDLAYOUT already kept the exploded view's display panes where they
were dragged. The main window is the one people move most, and it was
still being placed fresh every launch, so it joins them.

MFDSplitView_LoadLayout/SaveLayout become RPWindowLayout_Load/Save, with
Register/Forget taking any HWND rather than the module reaching into a
pane registry. Same file, same format, one more line in it.

What comes back depends on the window, so Register takes it as a flag:

  display panes    position only, as before. A pane's size follows its
                   content and its button banks, so an old size from a
                   different build must not distort it.
  the game window  position and size in the cockpit view. Nothing
                   derives that size - the cockpit fits itself to
                   whatever client area it is given - so a window sized
                   to suit a monitor should come back that way, and
                   half-restoring it would be the strange behaviour. In
                   the exploded view its size IS the render resolution
                   -res asked for, so there only the position returns.

Registered after the CockpitShellProc subclass is installed, on purpose:
the restore's WM_SIZE then runs LayoutCockpit again and the canvas
re-fits the restored client area. -fit does not register at all - it
owns the whole monitor, so there is no placement of the player's to
keep.

CockpitShellProc gained the WM_EXITSIZEMOVE hook the panes already had,
so dragging or resizing the shell writes the file immediately rather
than waiting for teardown.

Two hazards the panes were small enough to get away with and the game
window is not:

  - Save reads rcNormalPosition rather than GetWindowRect. A minimised
    window reports a nonsense rect and a maximised one reports the
    screen; since the file is rewritten whole, either would have
    replaced a good line with a useless one. rcNormalPosition is the
    restored placement whatever state the window is in.
  - Load drops any placement that intersects none of the monitors
    currently plugged in. Restoring the game window onto a display that
    is no longer there would leave nothing to drag back.

Verified by round trip in both views. Cockpit: dragged and resized to
240,120 1000x620, the file took it, a fresh launch in load mode came up
exactly there with a 984x581 client - and a screenshot confirms the
canvas re-fit it, displays at the corners and the map centred at the
bottom, nothing spilling. Exploded: the shell came back at 60,60 still
1280x720 from -res while Map came back at 777,333, which is the
size-flag split doing its job.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 09:00:33 -05:00
2026-07-27 22:18:05 -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.

v4.12.5 restores the Winners Circle. The pod hall stood the finishers on a numbered award platform when the race ended, and all of it was still in this repo — the stand, eight ranked spots in every map, and the code to put racers on them — wired only into the mission-review build and so never once run by a pod. The race now fades out and fades back in on the platform: finishers in finishing order, each pilot's callsign on the plate beside their spot, the cockpit glass cleared away, held for a few seconds before the results screen. Three pieces of it had been stubbed out in the D3D9 port and are working again.

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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