# Gauge / secondary-display path (cockpit instruments) The cockpit's six secondary displays (5 mono + 1 color) show instruments, driven by the PC's own SVGA video (an STB Horizon+ / S3-class card on the pod) in **VESA mode 0x111 = 640×480×16**, which the VDB splits across the monitors (see RIO-NOTES.md / HISTORY.md). Enabled by `L4GAUGE=640x480x16` (pod `PARAMETR.BAT :POD`) or `setenv.bat … g`. Config layout, instrument images, and gauge scripts live in `ALPHA_1/REL410/BT/GAUGE/` (`L4GAUGE.INI`, `L4GAUGE.CFG`, hundreds of `.GIM`/`.PCC`/`.PCX`). ## Fixed: the gauge crash was out-of-memory, not video Enabling gauges crashed the game (`Exception 0E … illegal address 0x478`, a null-`this`). Root cause, from the game's own debug log: ``` Requested 2808 bytes from MUNGA Heap Largest block remaining is 1100 bytes Heap size was set to 6291432 bytes d:\tesla_bt\munga\HEAP.CPP(342): No remaining block large enough! Failing to debugger ``` The MUNGA main heap (`UserHeap MainStorage`, fixed size, no growth) exhausted loading the gauge images. It reads its size from the **`HEAPSIZE` environment variable** (BTL4OPT.EXE @VA 0x401076: `getenv("HEAPSIZE")`; else default `0x600000` = 6 MB). The pod's `PARAMETR.BAT` sets it (`:POD` → 15000000, `:REVIEW`/`:LOOP` → 32000000); our minimal `setenv.bat` launch never did, so the game used the 6 MB default and starved. **`memsize` does not affect it — it is the game's own heap, not DOS memory** (verified: `memsize=127` still gave 6 MB). The pod machines have **32 MB RAM**, so a 15 MB heap fits. Fix (no binary patch): `set HEAPSIZE=15000000` before launch (see `gauge.conf`). The game then runs sustained with gauges on (500+ frames), the VESA mode switches (DOSBox screen blanks into graphics), and it draws the instrument panels — the VESA 640×480×16 mode works fine on our emulated S3. Separately, `patch_btl4opt.py` now also neutralizes the general `Verify_Failed` debug-assertion crash (this is a `DEBUG_LEVEL 1` build); not required for the heap fix but makes the debug build behave like release under emulation. ## Open: bank-switching garbles the framebuffer The gauge framebuffer currently renders **only a top strip, garbled** — the rest black. 640×480×16 is 600 KB accessed through a 64 KB window; the game pages it by **calling a hardcoded far pointer** from `L4GAUGE.INI`: ``` [640x480x16] mode=273 ;0111h pageFcnPtr=796182 ;C000:2616 <- STB Horizon+ VESA bank-switch routine ``` `C000:2616` is the STB card's VESA `WinFuncPtr`. On our emulated S3 that address is not the bank-switch function, so paging fails and only the first bank(s) (~top 50–100 lines) render. Until this is fixed there is no complete framebuffer to divide into the six displays. Fix options (next): 1. **Point `pageFcnPtr` at our card's real `WinFuncPtr`** — query VESA GetModeInfo (int 10h/4F01) for mode 0x111 under our S3 and put that far pointer in `L4GAUGE.INI` (`special`/`pageFcnPtr` fields), or force the game to use the queried pointer instead of the baked-in one. 2. **Use a linear-framebuffer (LFB) mode** (VESA 2.0, mode 0x111|0x4000) so no bank switching is needed — requires the SVGA16 paging path to target the LFB. 3. **Route bank switches through int 10h/4F05** (portable VESA windowing) instead of the direct pointer — a small game patch. Once the full 640×480 buffer renders, splitting it into the six VDB display regions is straightforward (the VDB device already models the splitter).