Files
CydandClaude Fable 5 2ecb617c09 Phase 8D: universal deployment package (XP + Win10/11, two entry points)
One RIOJoy-<ver>.zip now deploys on both OS generations (~75 MB with the
offline XP prerequisites):
- Layout: RIOJoy\app (net48 x64) + RIOJoy\app-xp (net40 x86) +
  RIOJoy\vendor (ViGEmBus; vendor\xp: .NET 4.0 offline installer +
  KB2468871, both signature-verified; RioGamepadXP driver slots in when
  8B lands - build warns/skips until then).
- RIOJoy\install-core.bat: shared OS-detecting install logic (ver ->
  5.1 = XP); pure cmd.exe on the XP path, delegates to install-rio.ps1
  on 10/11. Exports RIOJOY_APPDIR for shortcut creation.
- postinstall.bat (TeslaConsole, unattended): elevates, runs the core,
  then deletes install.bat + README.txt so C:\games stays clean.
- install.bat (standalone computers): same core + Start Menu/desktop
  shortcuts via make-shortcut.vbs (XP-safe); keeps the README.
- README.txt at the zip root explains which entry point to run.
- deploy *.ps1 re-encoded UTF-8-with-BOM: Windows PowerShell read the
  BOM-less files as ANSI, where an em-dash byte parses as a curly quote
  and breaks string parsing (bit install-rio.ps1 in dry-run testing).

Verified: zip layout correct; extracted package dispatch-tested on
Win10 non-elevated (OS detect -> modern route -> admin guard, system
untouched).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 20:53:43 -05:00

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# RIOJoy — modernization plan
Modernize the cockpit RIO interface app for Windows 10/11, **removing the vJoy
dependency** and replacing it with a custom virtual HID device, rewritten in
C#/.NET as a background tray app with **per-game profiles**.
The legacy app is preserved under [`legacy/`](../legacy/) as the behavioral
reference. The RIO wire format and input map are documented in
[PROTOCOL.md](PROTOCOL.md).
---
## Purpose
The cockpits run two native games (**Firestorm**, **Red Planet**) that talk to
the RIO hardware **directly** and never use this app. RIOJoy exists to **broaden
which other games can run in the cockpits**: arbitrary games don't know about the
cockpit's extra hardware (5 analog axes, 96 lighted buttons, the plasma/VFD
display, the labeled wallpaper), so RIOJoy bridges the RIO to whatever input
those games *do* understand — joystick, keyboard, and mouse — and drives the
cockpit's outputs on their behalf.
---
## Target architecture
```
┌────────────────── C# / .NET Framework 4.8 tray app (x64) ─────────────────┐
│ Serial (RIO protocol) → Input mapper (profile) → Output router │
│ COM port, 9600 8N1 72 inputs + keypads ├─ Keyboard/Mouse: SendInput (P/Invoke)
│ packet parse + ACK/NAK decode iRIO bitfield ├─ Joystick: HID report → DeviceIoControl ↓
│ analog poll + recovery axis calibration └─ Lamps: LampRequest back over serial
│ Plasma/VFD on 2nd COM · Profiles + auto-switch + tray UI + logging │
└───────────────────────────────────────────────┬───────────────────────────┘
│ IOCTL (input report bytes)
┌─────────────────────────────────────────────────▼──────────────────────────┐
│ RioGamepad.sys — KMDF + VHF (vhf.sys) virtual HID device │
│ Report descriptor: X,Y,Z,Rx,Ry,Rz (16-bit) · 1 hat · 96 buttons │
│ Control device + custom IOCTL → VhfReadReportSubmit() → Windows sees │
│ a HID gamepad │
└─────────────────────────────────────────────────────────────────────────────┘
```
### Decisions (confirmed)
- **Virtual joystick:** custom **VHF/UMDF HID driver** (full fidelity: 6 axes,
96 buttons, 1 hat — exactly the legacy vJoy layout). Not ViGEm (can't hold 96
buttons).
- **Stack:** C# / **.NET Framework 4.8**, x64 — in-box on Windows 10/11, so
deployed builds are framework-dependent with no runtime to install. (Modern C#
language features that net48 lacks are supplied by the PolySharp source
generator + a few NuGet shims; see `src/RioJoy.Core/Compat/`.) Driver is C
(WDK), separate toolchain.
- **Form:** background **tray app** (NotifyIcon); start/stop managed by the
TeslaConsole launcher (no logon auto-start).
- **Targets:** Windows 10/11 **x64 only**. The legacy x86 / WinXP targets are
dropped.
### What ports over vs. what's new
| Concern | Legacy | Modern |
|---|---|---|
| Serial + RIO protocol | overlapped I/O + watch thread | `SerialPort` + async loop; faithful port of the packet state machine |
| Input decode | `iRIO[]` bitfield + `Press_V2` | same semantics, ported to C# |
| Keyboard/mouse | `SendInput` scancode | `SendInput` via P/Invoke (≈verbatim) |
| Joystick | vJoy `SetAxis/SetBtn/SetDiscPov` | **HID report → IOCTL → RioGamepad.sys** |
| Lamps | `LampRequest` over serial | same |
| Axis calibration | `UpdateJoystick/Throttle/Padal` | ported math |
| Plasma display | `CPlasma` (COM2) | ported; content per-profile |
| Config | SimpleIni, single file, hard-coded COM1 | profile library (JSON), configurable ports; importer for legacy `RIO.ini` |
---
## Profiles (the core abstraction)
A **profile** fully describes how the cockpit behaves for **one non-native
game**. Everything is per-profile, not global:
- Button/keypad mapping (the decoded `iRIO` table for this game)
- Axis calibration, curves, and invert flags
- Lamp behavior
- Plasma/VFD content (or "off")
- Cockpit overlay labels + the generated wallpaper (Phase 7)
- Display/resolution targets
Profiles **never** describe the native games — those are the "hands-off" case.
### Serial-port yield & the auto-switch state machine
Because the native games own the RIO's COM port directly, RIOJoy must yield it.
A process/window watcher drives three states:
| Detected running app | RIOJoy behavior |
|---|---|
| **Native game** (Firestorm, Red Planet) | **Release COM port, go fully dormant** — no serial, no HID, no overlay |
| **Supported non-native game** | Acquire port, load that game's profile, drive HID / keyboard / mouse / lamps / plasma / wallpaper |
| **Nothing / desktop** | Idle — port released or a configurable neutral default |
Config therefore holds: the per-game profile library, a **list of native games
to yield to**, and the executable→profile match rules. Manual override from the
tray menu is always available.
---
## Phases
### Phase 0 — Repo & scaffold ✅ (this commit)
- `git init`, remote `https://gitea.mysticmachines.com/VWE/RIOJoy.git`.
- Legacy C++ moved to `legacy/`; cockpit art to `docs/reference/`.
- Solution `RioJoy.sln` with `src/RioJoy.Core` (lib) + `src/RioJoy.Tray`
(tray app); `driver/` placeholder for the WDK project.
- This plan + [PROTOCOL.md](PROTOCOL.md).
### Phase 1 — Virtual HID driver — test-signed, installed, verified ✅
Implemented in [`driver/RioGamepad/`](../driver/RioGamepad/); builds to
`RioGamepad.sys` against the EWDK (KMDF 1.15 + VHF, x64, warnings-as-errors).
- KMDF + VHF virtual HID gamepad: report descriptor = 6×16-bit axes, 1 hat,
96 buttons ([`ReportDescriptor.h`](../driver/RioGamepad/ReportDescriptor.h)).
- Device interface + custom `IOCTL_RIO_SUBMIT_REPORT``VhfReadReportSubmit`; the
driver is a thin relay, with the 25-byte report layout pinned in
[`Public.h`](../driver/RioGamepad/Public.h).
- C# side of the contract: `RioJoy.Core.Hid.RioHidReport` packs axes/hat/buttons
into that exact report (unit-tested). Replaces the throwaway test harness idea.
- Test-signed + `pnputil`-installed on the cabinet; INF declares `vhf` as a
**lower filter** (`LowerFilters` AddReg) — without it `VhfCreate` fails and the
device shows Code 31. The EWDK's in-build catalog/sign tasks are bypassed; the
`.cat` is made with `inf2cat`/`signtool` at install time (`driver/*.ps1`,
[`driver/README.md`](../driver/README.md)).
- **End-to-end verified:** the real `HidFeederJoystickSink` opens the device and
submits reports; axes (min/mid/max), buttons, and the POV hat all read back
correctly through `winmm joyGetPosEx` / `joy.cpl`. The controller's `joy.cpl`
name is set via the DirectInput `OEMName` registry value at install
(VHF can't supply a HID product string).
-**Remaining:** none for the driver itself; redistribution off owned cabinets
would need attestation signing (Phase 6).
### Phase 2 — Serial + RIO protocol core (`RioJoy.Core`) — code-complete ✅
Implemented in `src/RioJoy.Core/Protocol` + `Serial`, covered by
`tests/RioJoy.Core.Tests` (xUnit, 54 tests):
- Packet parser/builder: command/length table, 7-bit checksum, control chars,
framing resync on a high-bit byte mid-packet (`PacketParser`, `PacketBuilder`).
- Typed RIO→PC decodes: `AnalogReport` (14-bit sign-extend), `VersionInfo`,
`CheckStatus`; lamp-state composition (`RioLampState`).
- `RioSerialLink`: async receive loop with ACK/NAK policy (legacy force-accept
vs. opt-in `VerifyInboundChecksum`), analog poll timer + >5 s reset-recovery.
- `IRioTransport` abstraction with a `SerialPort`-backed implementation
(9600 8N1, DTR reset pulse); **clean COM-port acquire/release** = create/dispose
the transport (foundation for serial yield). The read loop is tested against an
in-memory fake transport.
-**Remaining:** verify against real hardware (version reply, check reply,
analog stream) — needs a cabinet; can't be done off-device.
### Phase 3 — Input mapping + output routing — code-complete ✅
Implemented in `src/RioJoy.Core/Mapping` + `Output`, covered by the
`Mapping` tests (xUnit, 84 tests total):
- `RioMapEntry` decodes the 16-bit `iRIO` word (flags + value) and resolves the
routing `Kind` by the legacy precedence (joy+hat+mouse ⇒ RIO command; none ⇒
keyboard; else joy → hat → mouse).
- `RioAddress` (button + keypad→address offsets) and `RioInputMap` (112-entry
per-profile table) replace the hard-coded `iRIO[]`.
- `InputRouter` ports `Press_V2`/`Release_V2`: modifier ordering, scancode keys,
joystick buttons, POV hat, mouse move/click, RIO-command dispatch, and lamp
feedback (bright on press / dim on release; RIO commands carry none).
- Output is split behind sink interfaces (`IInputSink`, `IJoystickSink`,
`ILampSink`, `IRioCommandSink`) so routing is pure and unit-tested; `SendInputSink`
is the real `SendInput` keyboard/mouse adapter.
- The joystick sink's real adapter — the **HID feeder → RioGamepad driver via
`DeviceIoControl`** (`Output/HidFeederJoystickSink`) — is implemented, wired in
(`RioCoordinator` selects it when the driver is present, else `NullJoystickSink`),
and verified end-to-end against the installed driver (Phase 1).
-**Remaining:** the legacy default map / `RIO.ini` becomes an importable
profile (Phase 5/7).
### Phase 4 — Axis calibration + plasma display — code-complete ✅
Implemented in `src/RioJoy.Core/Calibration` + `Plasma` (105 xUnit tests total):
- `AxisCalibrator` ports `UpdateThrottle`/`UpdatePadal`/`UpdateJoystick`: throttle
deadzone + ratchet field, pedal deadzones, X/Y auto-ranging from observed
min/max, rudder mixing (`enableZR`), and all per-axis invert flags. Stateful
(start positions, last outputs) like the legacy globals, with the RIOcmd axis
resets. Outputs clamp to the documented `0..32766` range.
- `IJoystickSink` gains `SetAxis(JoyAxis, value)` so calibrated axes reach the HID
feeder; `AxisOutputs` carries the six values.
- `PlasmaCommands` ports the `CPlasma` ESC command set (clear/cursor/font/attr/box
draw+fill/text) + `GetFontSize` + the `PlasmaPosText` auto-fit/centering;
`PlasmaDisplay` writes them over the secondary COM transport.
-**Remaining:** hardware verification of axis feel + plasma output; the
game-specific `PlasmaScoreDraw` layout is profile content (Phase 5/7).
### Phase 5 — Tray app + profiles — code-complete ✅
Core logic in `src/RioJoy.Core/Profiles` + `RioRuntime`; UI/OS in `src/RioJoy.Tray`
(241 xUnit tests total across the suite):
- `RioProfile` + `AppConfig` model; `ConfigStore` JSON persistence (round-trip
tested); `RioIniImporter` ports the legacy `RIO.ini` (buttons/inverts/greeting).
- `AutoSwitchResolver` + `AutoSwitchWatcher`: the three-state decision
(Yield native / Activate profile / Idle) from the foreground executable, native
always winning; raises only on change. Pure + tested.
- `RioRuntime` assembles a profile's live pipeline: serial button/keypad packets →
`InputRouter`; analog replies → `AxisCalibrator` → the six joystick axes; RIO
commands → calibration resets + serial requests + lamp re-init. End-to-end tested
over the fake transport.
- Tray: `NotifyIcon` menu mirroring the legacy console menu (axis resets,
version/status, diagnostic toggles, quit) + profile selection (auto vs. manual);
`RioCoordinator` owns the serial acquire/release tied to the watcher (native-game
COM-port yield); OS adapters (`ForegroundProcessProvider`). The app's start/stop
lifecycle is owned by the TeslaConsole launcher (no logon auto-start).
- Joystick output now uses the real `HidFeederJoystickSink` when the driver is
present (verified end-to-end); `NullJoystickSink` remains only as the
no-driver fallback.
-**Remaining:** full on-cabinet verification of the auto-switch +
acquire/release lifecycle against real RIO hardware.
### Phase 6 — Packaging / signing / deploy — done ✅
- Driver test-signing + `pnputil` install scripted (`driver/sign.ps1`,
`driver/install.ps1`, `driver/uninstall.ps1`, [`driver/README.md`](../driver/README.md));
proven on the cabinet.
- **Deployment package** ([`deploy/`](../deploy/)): `build-package.ps1` produces
`dist/RIOJoy-<version>.zip` (framework-dependent net48 app + `postinstall.bat` /
`install-rio.ps1` / `pre-uninstall.bat` / `uninstall-rio.ps1`, all idempotent) with
the cabinet doc [`README-DEPLOY.txt`](../deploy/README-DEPLOY.txt). Deployed builds
use the **signed ViGEmBus** virtual controller (Xbox 360 layout, 11 buttons) so no
test signing / Secure Boot change / reboot is needed; the custom RioGamepad driver
remains the full-fidelity option for owned cabinets. App lifecycle is owned by the
TeslaConsole launcher (no auto-start). ⏳ Verify remaining: first real deploy on a
cabinet via TeslaConsole.
### Phase 7 — Profile/mapping editor + cockpit overlay generator — in progress
Replaces the legacy Google-Sheet → `.data` → GIMP → Script-Fu pipeline
(see [`docs/reference/customBackground/`](reference/customBackground/)).
- **Overlay generator — done ✅, verified on real assets.** `RioJoy.Core/Overlay`
is the pure, unit-tested layout engine: `FontFitter` is a faithful port of the
`calc-fontsize` auto-fit search (validated against a brute-force oracle),
`OverlayLayoutEngine` ports `create-data-layer`'s fit + horizontal/vertical
justification, and `OverlayTemplate`/`OverlayRegion` (a `regions.json` via
`OverlayTemplateStore`) hold the cell geometry/color. Label text is per-profile
(`RioProfile.OverlayLabels`); `GoobieDataImporter` reads the legacy `.data`
sheet into label rows. The rasterizer lives in `src/RioJoy.Overlay`
(**SkiaSharp**): `SkiaTextMeasurer` (shared with the engine so measured layout
== drawn output) + `SkiaOverlayRenderer` (draw labels → PNG). The full chain is
exercised end-to-end on the real cockpit art (`regions.json` + `riojoy.png` +
`TEST.data`) by `OverlayRenderIntegrationTests`. `RioJoy.Tray/WallpaperApplier`
applies the result via `SystemParametersInfo`.
- **Region authoring — done ✅.** `tools/XcfRegionExtract` parses the
GIMP source (`riojoy.xcf`) and writes the 119-cell
`docs/reference/customBackground/regions.json` (per-layer offsets/size/font/color,
`BaseImagePath` → exported `riojoy.png`), anchored by `CockpitRegionsTests`.
The **in-app box editor** lives in the wallpaper maker ("Edit cell boxes"): the
selected cell grows resize handles — drag to move/resize (plain clicks still
cycle stacked cells), or type exact X/Y/W/H — with the move/resize math in
`RioJoy.Core/Overlay/OverlayRegionEdit` (unit-tested, min-size clamped).
"Save template" persists the shared geometry back to the regions.json;
"Reload template" discards unsaved box edits.
- **Runtime wiring — done ✅ (opt-in).** `RioJoy.Overlay/ProfileWallpaperGenerator`
renders a profile's labels onto the template base image; `RioCoordinator`
generates + applies the wallpaper on profile activation when
`AppConfig.OverlayTemplatePath` is set (best-effort, off by default, never breaks
activation). The live `SystemParametersInfo` apply changes a user setting, so it
is gated behind config and not exercised by tests. ⏳ Optional: restore the prior
wallpaper when going dormant.
- **Wallpaper maker — done ✅.** `RioJoy.Tray/Editor/WallpaperMakerForm` (tray →
"Wallpaper maker") is the interactive replacement for the Sheet → GIMP pipeline:
it renders the profile's wallpaper live on the template base image, outlines all
119 cells, and lets the user click any cell — including the heading/banner cells
the button editor can't reach — to edit its text with debounced re-render.
Clicking a stacked cell cycles through the regions at that pixel
(`RioJoy.Core/Overlay/OverlayHitTester`, unit-tested — stacking is legitimate:
the image feeds six chroma-split displays). Imports a legacy `.data` sheet row
(game picker for multi-row sheets), exports the PNG, and can apply the desktop
wallpaper immediately (same per-profile path the runtime uses). Prompts for and
remembers `AppConfig.OverlayTemplatePath` on first use.
- **Mapping editor — done ✅ (cockpit control-panel layout).**
`RioJoy.Tray/Editor/ProfileEditorForm` shows the cockpit as a clickable control
panel matching the **original Win32 RIO design** (docs/Win32RIO/, by FASA/Michel
Lowrance): five MFD clusters, four board columns (Throttle/Secondary/Screen/
Joystick-Hat), an encoder-gauge strip, and the two later-added 4×4 keypads
(rendered without lamps). The layout (`RioJoy.Core.Editing.CockpitPanel`, which
places every address 0x000x47 / 0x500x6F exactly once, unit-tested) deliberately
follows the design, **not** the wallpaper positions (those are a VGA chroma-split
display artifact). Lamp buttons shade Off/assigned; keypads are neutral. Clicking
a button edits its label and action/modifiers/lamp; the `iRIO` word goes through
`ButtonBinding``RioMapEntry.Create` — no hex. The value field is a
context-sensitive picker (keyboard key by name via `KeyCatalog`, joystick Button N,
hat direction, mouse/RIO-command enum); modifiers enable only for keyboard.
Opened from the tray ("Edit profile…"); Save persists the profile. The encoder
gauges are **live**: `RioRuntime.AxesUpdated` streams an `AxisReadout` (the six
virtual-joystick outputs plus the calibrated pre-mix pedal positions) into the
strip at the analog poll rate — Z and the L/R pedals fill bottom-up, Rz deflects
from its center tick, and the X/Y box tracks the stick as a dot (pure fraction
math in `RioJoy.Core.Editing.AxisGauges`, unit-tested). L/R read the pedals
from before the ZR mix, since the mix pins Rx/Ry to center.
⏳ Still to refine: showing each button's assigned key as a
caption, grouping a button's two bank addresses, and clone-from-existing.
- The unified profile JSON supersedes both `RIO.ini` and the Google Sheet, with
importers for each.
- To confirm at Phase 7: target wallpaper resolution(s); static wallpaper vs.
live overlay (e.g. lit-button highlighting mirroring lamp state).
### Phase 8 — Windows XP compatibility (dual-target) — in progress
(8A/8C/8D done ✅; remaining: 8B driver + 8E XP-VM/cabinet verification)
Bring RIOJoy back to the original XP-era cabinets (x86, XP SP3) **without
regressing Windows 10/11**. Strategy: one codebase, two flavors, **one
universal deployment archive**. The mapping editor ships everywhere
(decided); only wallpaper *generation* (SkiaSharp) stays modern-only —
XP consumes pre-rendered wallpapers.
| | Windows 10/11 (unchanged) | Windows XP SP3 |
|---|---|---|
| TFM / arch | net48, x64 | **net40, x86** (.NET 4.0 is XP's ceiling; 4.5+ needs Vista) |
| Virtual joystick | ViGEm → RioGamepad → none (unchanged) | **RioGamepadXP.sys** — our own thin WDM HID minidriver (same feeder contract) — full 6-axis/96-button fidelity |
| Overlay render | SkiaSharp (generate + apply) | consume pre-rendered wallpaper only (**PNG→BMP** — XP's `SystemParametersInfo` takes BMP only) |
| Editor | full (incl. wallpaper maker) | **mapping editor included** (decided; pure WinForms/GDI+); wallpaper maker gated (Skia) |
| JSON | System.Text.Json → **Newtonsoft 13** | Newtonsoft 13 (STJ needs net461+; one serializer for both flavors) |
| Install scripts | PowerShell | **.bat only** (XP has no in-box PowerShell) |
- **8A — Core retarget — done ✅** (`net48;net40` multi-target): de-Span the
protocol/serial layer (≈20 uses / 11 files → `byte[]`/`ArraySegment`;
System.Memory doesn't go below net45, and at 9600 baud Span buys nothing);
swap System.Text.Json → Newtonsoft in `ConfigStore`/`OverlayTemplateStore`
(both TFMs, so the config format can't drift); async on net40 via
**Microsoft.Bcl.Async** + a `Compat/TaskCompat` shim (6 call sites:
Task.Run/Delay/WhenAny/WhenAll → TaskEx; XP prereq: KB2468871, bundle it);
shim the one `HashCode.Combine`; `#if`-gate the net48-only sinks
(`ViGEmJoystickSink`, `HidFeederJoystickSink`, `Hid/`).
*Risk fallback:* if Bcl.Async misbehaves on real XP, the receive loop
reverts to a dedicated thread (the legacy `CommWatchProc` shape) for net40.
- **8B — RioGamepadXP.sys, the XP flavor of our own driver.** Third-party
virtual-joystick drivers are ruled out (decided: **no vJoy** — the project
is unmaintained; PPJoy likewise). Instead, rebuild the thin driver side of
our existing split for XP: a **WDM HID minidriver** in the shape of the
DDK `vhidmini` sample (`HidRegisterMinidriver`, x86), exposing the **same
`Public.h` contract** as the modern driver — identical
`IOCTL_RIO_SUBMIT_REPORT`, identical 25-byte report, same descriptor
(6×16-bit axes, hat, 96 buttons) — so the existing `HidFeederJoystickSink`
drives it unchanged (only the device path differs). Precedent: the
original FASA `tasgame.sys` was exactly an XP HID minidriver
(docs/Win32RIO/, analyzed); ours stays thin with serial in user mode.
Toolchain: **WDK 7.1.0** (last XP-capable kit) under `driver/RioGamepadXP/`;
XP x86 enforces no kernel signing, so install is just the INF — none of
the Phase 1 test-signing/Secure Boot friction exists there.
Acquisition order (decided): **the Xbox 360 pad (ViGEm) stays preferred
on 10/11** — net48: ViGEm → RioGamepad → Null (unchanged);
net40: RioGamepadXP → Null.
*Staging:* the XP app is useful before the driver lands — milestone 1
ships keyboard/mouse + lamps + plasma (joystick = Null sink), the driver
follows as milestone 2.
- **8C — Tray on net40/x86 — done ✅:** multi-target `RioJoy.Tray` (net40 drops the
ViGEm + RioJoy.Overlay references); gate `WallpaperMakerForm` + overlay
generation; `WallpaperApplier` converts PNG→BMP via GDI+ before
`SystemParametersInfo` (harmless on 10/11, required on XP); profile editor
stays (Segoe UI falls back to Tahoma). XP cabinets consume wallpapers
pre-rendered on a modern machine (`RioProfile.WallpaperPath` travels with
the config).
- **8D — Packaging — done ✅ (one universal archive, two install entry
points).** `build-package.ps1` produces a single `RIOJoy-<ver>.zip` (~75 MB
with the offline XP redistributables) that deploys on **both** XP and 10/11;
the RioGamepadXP driver files bundle automatically once 8B lands
(warn/skip until then). The shared OS-detecting install logic lives in
`RIOJoy\install-core.bat` (pure cmd on the XP path); shortcuts via
`make-shortcut.vbs` (works on XP and 10/11 alike):
- Layout: `RIOJoy\app\` (net48 x64) + `RIOJoy\app-xp\` (net40 x86) +
`RIOJoy\vendor\` (ViGEmBus installer for 10/11; RioGamepadXP.sys + INF
for XP; **.NET 4.0 Full + KB2468871 redistributables** so an offline XP
cabinet needs nothing else — adds ~70 MB, XP can't download anymore) +
`VERSION.txt` + README-DEPLOY (payload-internal detail doc).
- **`README.txt`** (zip root): written for a person installing on a
standalone computer — which Windows versions are supported, what the
two .bat entry points are and which one to run (`install.bat` for a
standalone machine; `postinstall.bat` is the cabinet launcher's hook),
that all prerequisites are bundled for offline install, and where the
app lands. Plain ASCII so XP-era Notepad renders it cleanly.
- **`postinstall.bat`** (zip root, unattended): the TeslaConsole/launcher
entry point, as today — detects the OS (`ver` → 5.1 = XP, 10.x = modern),
installs the matching prereqs (ViGEmBus silently via the existing
PowerShell on 10/11; .NET 4.0 + KB2468871 + driver INF on XP), and wires
the matching app flavor. No prompts, idempotent. **Its final step
deletes `install.bat` and the root `README.txt`** — on cabinet deploys
the zip extracts into `C:\games`, and only launcher-managed files may
stay at that root (`del` tolerating already-missing files, so re-runs
stay idempotent).
- **`install.bat`** (zip root, freestanding computers): same OS detection
and prereq install, plus what a machine without the launcher needs —
Start Menu/desktop shortcut to the right flavor's exe (still no logon
auto-start; starting RIOJoy stays deliberate). Pure cmd.exe on the XP
path; may call PowerShell only on the 10/11 path. Leaves the README in
place (it's the standalone machine's documentation).
- `pre-uninstall.bat` / uninstall mirror both scenarios. Release the one
zip to Gitea per the established process.
- **8E — Verification:** full suite stays net48-hosted (xUnit needs
net452+; shared sources are what's tested) + a tiny net40 console
self-test for the shims, run on XP. Ladder: net40/x86 binary boots on
Win10 → XP VM with vRIO over a virtual COM pair (app milestone; the
driver needs real/virtualized XP too — vhidmini-class drivers run fine
in a VM) → real cabinet (joy.cpl shows 6 axes + 96 buttons, SendInput
into a game, lamps, plasma, auto-switch yield, BMP wallpaper).
- **All open decisions resolved:**
1. The Xbox 360 pad (ViGEm) remains the preferred controller on
Windows 10/11 whenever ViGEmBus is present.
2. **No third-party virtual joystick drivers** (vJoy/PPJoy are
unmaintained) — XP gets our own RioGamepadXP.sys.
3. The **mapping editor ships in all instances**, XP included.
4. **Both install scenarios** in one archive: `postinstall.bat`
(TeslaConsole/launcher, unattended) and `install.bat` (freestanding
computers, adds shortcuts); the single dist zip carries everything
needed for both XP and 10/11, including offline redistributables.
---
## Open items / risks
- **Driver signing** is the main friction point. Test-signing is fine for owned
cabinets; redistribution needs attestation signing (EV cert + Partner Center).
- **Input injection vs. session:** `SendInput` targets the interactive session —
fine for a tray app, which is why a Windows service was rejected.
- **Legacy quirks to decide on** (see PROTOCOL.md ⚠️ notes): disabled inbound
checksum verification; odd mouse-move deltas.