CydandClaude Fable 5 9fae4406b5 The DirectX runtime we never shipped
A tester ran 4.12.233 under Proton and it died on first mission load. The
cause turned out to name itself, and to be a Windows bug we have been
shipping the whole time.

Wine implements d3dx9_43 itself, and 63 of its 329 exports are stubs. The
game imports twenty of them and exactly one is stubbed:
D3DXConcatenateMeshes, called once per session from
ConsolidateStaticObjects on the first-mission-load latch - so every player
hits it on their first race. Wine raised EXCEPTION_WINE_STUB naming the
function in plain text, and our own crash filter caught it and wrote a
minidump, which is how a self-describing failure arrived as a mystery.

The fix is one file, and it was overdue on Windows. d3dx9_43.dll is a HARD
import of the exe - only steam_api.dll is delay-loaded - and it is not part
of Windows. It ships with the June 2010 DirectX End-User Runtime and
nothing else. Any customer on a clean Windows 10 or 11 who never installed
that redistributable cannot start the game at all: the loader fails at
0xC0000135 before WinMain, no window, no log line. Every machine this has
been built or tested on had the SDK or some older game installed, which is
precisely why nobody has ever seen it. pack-dist now extracts the DLL from
the SDK's redist cab into dist. Wine prefers an application-directory DLL
over its builtin, so the same file closes the Windows failure and the Linux
blocker together, and it is verified working on a stock prefix with nothing
installed. The SDK terms nominate DXSETUP as the delivery method for this
redistributable; the loose DLL is what is verified and is near-universal
practice, but that wants confirming before a public release.

/LARGEADDRESSAWARE, because the same session reported VmSize 3193MB and an
older Wine that died before video init with the address space exhausted.
The game is not using that memory: measured here, a standalone mission
peaks at 166MB committed against 795MB of address space. The gap is
reservations, mapped files, and mostly the graphics driver mapping VRAM
apertures into our process - under wined3d's OpenGL path that grows several
times over. For a 32-bit process the 2GB address ceiling is a hard limit
with nothing to do with RAM, so it is entirely possible to run out of
addresses while using 170MB. The flag raises it to 4GB, frees nothing, and
changes no behaviour. Worth having on Windows too: 795MB of 2GB is already
40% before 1080p, eight pods, and the 100MB buffer RP412RECORDSIZE takes
when recording is armed.

And two diagnostics so the next one costs a log line instead of an
investigation. The crash filter now decodes 0x80000100 and writes the
offending module.function before the minidump; startup probes
wine_get_version in ntdll and logs the platform beside the version banner.
Neither can appear on Windows - verified: the smoke run's log has the
version line and no platform line.

Not fixed here, deliberately: the durable version of this is to write the
mesh merge by hand, since D3DXSimplifyMesh and D3DXSplitMesh are stubs too
and any future mesh work hits the same wall. And the field test ran
wined3d, not DXVK, so the child-window Present with GDI panes clipped over
it - the risk the assessment led with - is still untested. The doc records
both, along with the prediction it got wrong: the windowsapp.lib import was
called a load-time failure risk under Wine, and it simply is not one.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:39:48 -05:00
2026-08-14 16:39:48 -05:00
2026-08-14 16:39:48 -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.

v4.12.6 is about the windows. Where you put them now survives the menu-race-menu loop: RP412MFDLAYOUT remembers the game window, the exploded view's display panes and the plasma glass in mfd_layout.cfg beside bindings.txt. Append ,noframe to a line to take that window's title bar and border off — a cockpit filling the monitor edge to edge at a rect you chose, rather than -fit taking the whole screen — and the setup screen carries its own EXIT GAME button, since a window with no title bar needs a way out. The Steam buttons now dim and say STEAM NOT RUNNING instead of disappearing. And the Winners Circle camera is framed off the award stand itself rather than off whoever is standing on it, so the shot is the same one for every player at every head count.

v4.12.7 is about sticks. 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 the game could not see any of it. Now it can, and joyconfig.bat sets it up: the wizard asks you to move each control in turn, works out which device and axis answered and which way round it reads, and writes the joystick rows of bindings.txt, leaving anything you have edited yourself alone. A twist grip or rudder bar drives both pedals through one signed Pedals axis, and a real throttle lever owns its channel outright rather than nudging a position the way a spring-centred stick has to. Ported from the sibling BT411.

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. It runs under Spacewar (480) for now; Red Planet's own AppID, 5108000, is parked until its Steam permissions are sorted.

The config files beside the exe are self-documenting and none of them ship: the game writes each one the first time it needs it and then leaves it alone, so a new build dropped over an existing folder keeps every setting. environ.ini is every engine option, commented; bindings.txt every key, pad button and axis; pilot.cfg your callsign and loadout; mfd_layout.cfg where you dragged the windows. Delete any of them to start that part over with the current defaults. 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_165) — 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
docs/RP412-LINUX.md Linux compatibility assessment — Proton path vs native port; parked until late playtesting
docs/NET-TEST.md Network test protocol — WAN emulation profiles, the NetLog/NetStats telemetry, the stall-recovery test, -spoolstats
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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