Files
RP412/README.md
T
CydandClaude Fable 5 3194d3f973 Martian Football: the second scenario is playable
The setup menu gains a SCENARIO group. Picking Football relayouts the
menu live: the track list swaps to the football-legal set (drops
Paingod Passage and the race build of Freezemoon Freeway, adds the
football build headmf - RPConfig per-scenario invalid lists), the
COLOR and BADGE columns become TEAM and POSITION, and the title
reads MARTIAN FOOTBALL.

The egg builder was restructured around one flat pilot table so both
scenarios share it. Football emits scenario=football, per-pilot team=
and position= entries, and the [teams] / [team::X] / [pilots::X] /
[teambitmap] blocks in RPFootballMission layout (team name bitmaps
generated by the same GDI plasma renderer as pilot names). Colors are
derived rather than chosen, as the arcade did it: the runner wears the
team runner color, crushers and blockers the team color. Multi-pod
games alternate pilots across two teams and give each team exactly one
runner, honoring the host own position pick.

Verified end to end: Football launches from the menu, the engine loads
the football mission (the cockpit shows the RUNNER - GO FOR POINTS
panel), the console marshals it to a scored finish, and the Death Race
path still passes its regression unchanged.

Known gap: lobby members cannot pick their own team or position yet -
the host pick seeds a deterministic assignment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 19:42:33 -05:00

4.9 KiB
Raw Blame History

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. Release v4.12.2 carries 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.

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.

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/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)