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RP412/docs/CONTROLS.md
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CydandClaude Opus 5 4e8392fcfb PageUp and PageDown are the volume knob
The cabinets had no volume control - they ran at unity and left level to an
external amplifier - so a player without that hardware had nowhere to turn
it down but environ.ini and a restart. PageUp and PageDown now step the
master volume by 0.05 while you play, from silent to double, and whatever
you leave it on is written to volume.cfg beside the exe and used from then
on. The environ.ini figure decides where a machine that has never been
touched starts out; the keys are the knob, and a knob stays where it was
left.

Page keys because they produce no typed character, so they cannot collide
with the character-keyed commands the engine already answers to, nothing
else in RP binds them, and they are on every keyboard including tenkeyless.

They are polled rather than read off the key-message path, which is worth
recording because the message path looked like the obvious home for them
and was tried first. RP's keyboard pump only takes WM_KEYUP, WM_SYSKEYUP
and WM_CHAR off the front of the queue, and the front end runs message
loops of its own, so key messages get raced for and lost: six deliberate,
well-spaced presses arrived as two. Fine for the abort chord, useless for
something you tap repeatedly to find a level. Reading key state directly
costs nothing and cannot be dropped. That losses figure is a pre-existing
property of the input path, not something this change introduced, and is
worth knowing before anything else gets bound there.

Builds clean, runs, and does not fire unprompted. The step function itself
is proven - it was driven end to end through the message path before the
switch, stepping the right way, clamping, and persisting. What I could not
test from here is the polling trigger, because Windows would not hand the
game foreground and injecting keys without it would have sprayed them
across whatever else was open.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 00:00:36 -05:00

9.2 KiB
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Red Planet 4.12 — controls map

Generated from the default bindings.txt (the file the game writes beside the exe on first run). Everything here is rebindable: edit that file and restart, or delete it to get these defaults back.

Grammar reminder, from the file's own header:

key <name>      button <addr> [toggle]
key <name>      axis <axis> deflect <n>      # held, springs back
key <name>      axis <axis> rate <n>         # walks per second, sticks
pad <button>    button <addr> [toggle]
padaxis <src>   axis <axis> [invert] [deadzone <d>] [rate <n>]

Xbox controller

              ( LB )  Panic                Throttle / reverse  ( RB )
             ( LT )  Left pedal              Right pedal  ( RT )
        ______________________________________________________
       /                                                      \
      /    [Back]                                  [Start]     \
     |     unbound                                  unbound      |
     |                                                           |
     |        ,--.                                    (Y)        |
     |       ( L  )  stick X / Y                   Upper         |
     |        `--'                            (X)       (B)      |
     |                    +---+              Pinky     Middle    |
     |     D-pad  -->     |hat|                  (A)             |
     |                    +---+                 Main             |
     |                                                           |
     |                              ,--.                         |
     |                             ( R  )  throttle (Y axis)     |
      \                             `--'                        /
       \____________________________________________________ _/
Control Does RIO address
Left stick Joystick X / Y (inverted, deadzone 0.24 — pod convention) axes
Right stick Y Throttle, as a rate: hold to wind it up or down, position sticks axis
Left / right trigger Left / right pedal (deadzone 0.12) axes
A Main trigger 0x40
B Middle 0x46
X Pinky 0x45
Y Upper 0x47
LB Panic 0x3D
RB Throttle button — reverse thrust 0x3F
D-pad Hat: up / back / left / right (look) 0x42 0x41 0x44 0x43
Start, Back unbound — yours to map

The config buttons (0x37/0x36) are the first two buttons of the Upper Right MFD's top row, reachable from the keyboard on 9 and 0. Start and Back ship unbound so you can put anything there; the commented lines in bindings.txt show how.


Keyboard

Flight cluster — the number pad

                    +-----+-----+-----+
                    |  7  |  8  |  9  |     7 / 9  left / right pedal
                    | Lped| fwd |Rped |     8 / 2  stick forward / back
                    +-----+-----+-----+     4 / 6  stick left / right
                    |  4  |  5  |  6  |     0      main trigger
                    | left|     |right|
                    +-----+-----+-----+
                    |  1  |  2  |  3  |
                    |     | back|     |
                    +-----+-----+-----+
                    |     0     |  .  |
                    |  trigger  |     |
                    +-----------+-----+

   Shift  throttle up      Ctrl  throttle down      Alt  reverse thrust
   (both throttle keys walk the axis and it holds where you leave it)
Key Does
NumPad 8 / 2 Stick forward / back
NumPad 4 / 6 Stick left / right
NumPad 7 / 9 Left / right pedal
NumPad 0, Space Main trigger (0x40)
Shift / Ctrl Throttle up / down (position holds)
Alt Reverse thrust (0x3F)
Arrow keys Hat — look up / back / left / right
Alt + Q Abort the mission (score banked, back to menu or lobby)

Panel buttons — the letter and number rows

The rest of the keyboard is the pod's button board, laid out as it is printed on the panel. Each MFD has 8 buttons (a 4-wide top row and a 4-wide bottom row); the keyboard rows run left to right across the three upper MFDs, then the two lower ones.

  UPPER MFDs      Left MFD          Middle MFD         Right MFD
   top row     1   2   3   4  |  5   6   7   8  |  9   0   -   =
   bottom row  Q   W   E   R  |  T   Y   U   I  |  O   P   [   ]
                 0x2F..0x2C       0x27..0x24        0x37..0x34
                 0x2B..0x28       0x23..0x20        0x33..0x30

  LOWER MFDs      Left MFD                            Right MFD
   top row     A   S   D   F        (G unbound)     H   J   K   L
   bottom row  Z   X   C   V        (B unbound)     N   M   ,   .
                 0x0F..0x0C                            0x07..0x04
                 0x0B..0x08                            0x03..0x00

  COLUMNS beside the map
   Secondary   F1  F2  F3  F4  F5  F6        0x10..0x15
   Screen      F7  F8  F9  F10 F11 F12       0x18..0x1D

G and B are deliberately unbound: they are the physical gap between the Lower Left and Lower Right MFD clusters on the real board.

Every one of these buttons is also clickable on screen — the red strips around each MFD and the amber strips beside the map are the same addresses, and they light up when the game commands their lamps.

Volume

Page Up and Page Down raise and lower the master volume in steps of 0.05, from silent up to 2.0. The level is written to volume.cfg beside the exe as you change it and is picked up again next launch, so it stays where you left it. RP412AUDIOVOLUME in environ.ini sets where a machine starts out before anyone touches the keys; delete volume.cfg to go back to it.

The cabinets had no volume control of their own — they ran the game at unity and left level and tone to an external amplifier and a 3-way crossover. These keys stand in for the amplifier; RP412AUDIOBASS in environ.ini stands in for the crossover's low band. See SOUND.md.

Not bound by default

The pilot keypad (0x500x5F) and external operator keypad (0x600x6F) have no keys assigned — the game never reads them. They remain bindable if you want them (they arrive as arcade RIO key events).


RGB keyboard lighting

If the machine has a Dynamic Lighting keyboard, bound panel keys mirror the pod's lamps: red for the MFD banks, amber/yellow for the Secondary and Screen columns, blinking in step with the on-screen buttons. Unbound keys go dark. Set RP412KEYLIGHT=0 in environ.ini to switch it off.


Flight sticks, HOTAS and rudder pedals

Anything that is not an Xbox-class pad — a flight stick, a HOTAS throttle, a twist grip, rudder pedals, a wheel — comes in through DirectInput rather than XInput, and needs to be told which axis is which. Run joyconfig.bat once. It asks you to move each control in turn, works out which device and axis you moved and which way round it reads, and writes the joystick rows of bindings.txt. Then it carries on into the setup screen so you can try them straight away.

It only writes its own section, between two marker lines, so anything you have edited yourself survives re-running it. Xbox-class controllers need none of this — they are the pad rows above and work out of the box.

By hand, the rows look like this:

joydev 0 T.16000M                          # or a bare slot number
joyaxis X   axis JoystickX invert deadzone 0.08
joyaxis Y   axis JoystickY invert deadzone 0.08
joyaxis RZ  axis Pedals deadzone 0.08      # twist grip works both pedals
joyaxis SL0 axis Throttle deadzone 0       # a real lever owns the channel
joybutton 0 button 0x40                    # trigger
joyhat 0 up button 0x42

Axis names are DirectInput's — X Y Z RX RY RZ SL0 SL1 — where a twist grip is usually RZ and a HOTAS throttle usually Z or SL0.

Two things are worth knowing. Pedals is a signed axis that drives the pedal pair, positive for the right pedal and negative for the left, so one rudder bar or twist grip works both the way a foot never could. And a joyaxis on Throttle with no rate is treated as a real lever: its full travel is the throttle range, rather than nudging a position the way a spring-centred pad stick has to.

Rebinding

bindings.txt sits beside the exe, written with the full default layout and its own documentation on first run. Change a line, restart the game. Delete the file to restore these defaults — worth doing after an update, since an existing file is never overwritten.

Examples:

key J       button 0x40        # main trigger on J as well
pad X       button 0x40        # move the trigger to the X button
key NumPadAdd    axis Throttle rate 0.75    # throttle on numpad +/-
key NumPadSubtract axis Throttle rate -0.75
padaxis LeftStickX axis JoystickX deadzone 0.15   # drop 'invert' to flip X

Addresses: 0x000x47 are the lamp buttons above, 0x500x6F the keypads. Axis names: Throttle, LeftPedal, RightPedal, JoystickX, JoystickY, Pedals. Key names follow the .NET Keys naming (AZ, D0D9 for the digit row, F1F12, NumPad0NumPad9, Up, Down, Left, Right, Space, Return, Shift, Ctrl, Alt, OemMinus, Oemplus, Oemcomma, OemPeriod, OemOpenBrackets, OemCloseBrackets, …).