The cockpit's second serial device joins vRIO: the 128x32 dot-matrix plasma on COM2 (9600 8N1) that the game draws mission text and status graphics on. VPlasma.App opens the device end of a COM port, decodes the display's command stream, and renders the matrix in plasma orange. The command set is recovered from two Tesla 4.10 artifacts: the game's driver (L4PLASMA.CPP — ESC P packed-bitmap row writes, ESC G 0 cursor hide at boot) and the factory test tool PLASMA.EXE, whose data segment pairs each command literal with its printf description (BS/HT/LF/VT/CR motion, ESC @ clear, ESC L home, ESC G cursor, ESC K fonts, ESC H attributes: intensity/underline/reverse/flash). Text renders through the classic public-domain 5x7 set standing in for the lost ROM glyphs; fonts 0-3 give 21x4 cells, fonts 4-7 the doubled 10x2. A Self test cycles banner/charset/graphics pages through the same parser the wire feeds, and the wire log shows every decoded command. Verified end-to-end over the second com0com pair (host writing COM2, vPLASMA listening on COM12). The verify skill gains the cross-process combo-box lesson: string-carrying CB_* messages hang across processes, so select ports by locally computed index via CB_SETCURSEL. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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name, description
| name | description |
|---|---|
| verify | Build, launch, and drive the vRIO WinForms app to verify changes at the GUI surface — screenshots via PrintWindow, input via PostMessage, no focus stealing. |
Verifying vRIO changes
Build + tests (tests are CI's job; run the app for verification):
dotnet build vrio.sln -v q -nologo # Debug
# exe: src\VRio.App\bin\Debug\net48\VRio.App.exe
# exe: src\VPlasma.App\bin\Debug\net48\VPlasma.App.exe (companion display)
Everything below applies to vPLASMA too. Its serial path can be tested end-to-end on this machine: vPLASMA opens COM12, the script plays the game writing COM2 (second com0com pair; vRIO/RIOJoy use COM1⇄COM11). Killing a writer mid-stream can leave stale bytes queued in the com0com buffer — the next session's byte counter will run high; re-run clean before trusting counts.
Driving the GUI without touching the user's desktop
This is the user's live desktop — never use SetForegroundWindow + SendKeys/mouse_event: focus-stealing prevention leaves the app behind VS Code and your clicks land in the user's windows. Instead:
- Screenshots:
PrintWindow(hwnd, dc, 2)(PW_RENDERFULLCONTENT) — captures the window even when occluded. CopyFromScreen captures whatever is on top; don't use it. - Canvas input (stick drags, cell clicks): PostMessage
WM_LBUTTONDOWN/WM_MOUSEMOVE/WM_LBUTTONUPstraight to the canvas child HWND. Find it by descendingRealChildWindowFromPointfrom the form. Canvas geometry is compile-time constant (PanelCanvas.cs): CellW=66, BoxXY = x 416..496, y 6..74 (X/Y stick box). The first posted drag after launch can half-land (only the button-down registers); do a throwaway drag first, then the measured one, screenshot while held (spring-back recenters on up). - Checkboxes/buttons: WinForms controls expose no UIA TogglePattern
(they surface as bare Panes) and don't answer BM_GETCHECK — but
SendMessage(hwnd, BM_CLICK, 0, 0)works. Get the HWND from the UIA element's NativeWindowHandle (find by Name). - Combo boxes (COM port pickers): string-carrying messages
(
CB_FINDSTRINGEXACT,CB_GETLBTEXT) do not marshal across processes — the SendMessage hangs. Compute the item index locally (both apps fill fromSerialPort.GetPortNames()sorted OrdinalIgnoreCase) and send index-onlyCB_SETCURSEL; the apps readSelectedItemlazily so no CBN_SELCHANGE notification is needed. Find the combo child HWND via EnumChildWindows + GetClassName containingCOMBOBOX(UIA ClassName "ComboBox" doesn't match). - Pattern that works: Add-Type user32 P/Invokes, Start-Process the exe,
drive via messages, PrintWindow screenshot to the scratchpad, kill
the process in
finally.
Environment gotchas
- Bindings load from
%APPDATA%\vRIO\bindings.txt(the user's file), not the built-in defaults — arrow keys are bound to Hat buttons, not the joystick axis. Drive axes via the X/Y box. - A real XInput gamepad is connected on this machine ("Controller #1 connected"); the router only writes an axis when its composed value changes, so a centered pad won't fight a canvas drag.
- The wire readout (top center, green) shows
GetWireAxisvalues — joystick Y is natively negated on the wire (stick up = −80) unless "Invert Y" is checked.