58eb25a79244ef9369b63af2d133ea2f9034584a
Starting without -egg, -net, or -mr now boots a race-setup screen (RP_L4/RPL4FE.cpp) instead of aborting: track / vehicle / color / badge / time-of-day / weather / race length plus pilot name, populated from TeslaConsole''s RPConfig.xml catalog (Death Race scenario). LAUNCH builds the egg exactly as the console did - the RPMission.ToEggString port, including the pilot name pre-rendered to 1bpp plasma bitmaps (128x32 + 64x16) via GDI with the console''s auto-shrink font logic and the verbatim ordinal graphics - writes frontend.egg, and injects it into the standard egg-load path (new L4Application:: SetEggNotationFileName). The menu is a GDI child of the main window (pod green-on-black, double buffered, mouse driven, EDIT control for the name) running a modal loop before engine init; closing the window exits cleanly. Found and fixed along the way: the empty egg CString holds a NULL representation (operator! is the safe emptiness test), and the modal loop needed a queue nudge for launch clicks delivered via SendMessage. Verified end to end: boot -> menu -> LAUNCH -> generated egg (7.5KB) -> racing in the 1080p cockpit with score and mission clock running. start-windowed.bat now boots into the front end. 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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