docs/re: the game's own in-flight action list, off the disc
Decoded dat/GP_OPTIONS.pak (po_keys_btn* sprites): the OPTIONS key-config screen lists every bindable in-flight action. Two of them change the plan. 'Change Target' exists — so target selection IS an input, and the earlier probe that swept LB/X/B/A/LS/RS found nothing only because it watched the ammo counters, which those actions do not touch. 'Padlock Mode Toggle' is a view/aim lock onto the selected target: the aim-dwell problem solved by a game mechanic rather than by tuning a PD controller, and presumably how a human holds a contact long enough to lock a missile. Confirms our measured bindings (Use Nose Weapon = RB, Use Main Weapon = Y, Accelerate/Decelerate = RT/LT, Radar Map Toggle = d-pad) and adds Special Move, Maneuver, Resupply and Change Main Weapon (which would reach ASMissile, Power 5000). Also records that CONTROL SETTINGS carries a Control Type preset plus yaw/pitch/roll sensitivity, so the mapping is not fixed and any stick calibration is only valid for the save's current profile. Tutorial menu (GP_TUTORIAL.pak) names the six lessons: BASIC CONTROLS, HEADS-UP DISPLAY, RADAR, SUPPLY AND SPECIAL MOVES, RADIO ORDERS, ADVANCED CONTROLS.
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docs/re/captures/options-key-config-actions.png
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@@ -36,6 +36,46 @@ enough to complete a lock. The next thing worth doing is making aim *dwell* —
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cheapest oracle for whether a lock ever completes is the reticle itself, or finding the
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cheapest oracle for whether a lock ever completes is the reticle itself, or finding the
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lock timer in the player object with the same anchoring trick used for hull.
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lock timer in the player object with the same anchoring trick used for hull.
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## The game's own action list (from the OPTIONS key-config screen)
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Decoded from `dat/GP_OPTIONS.pak` (`po_keys_btn*` sprites) — this is the authoritative
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set of bindable in-flight actions, straight off the disc, no probing required:
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| # | Action | Our mapping |
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|---|---|---|
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| 1 | Aircraft Control | LX/LY ✅ |
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| 2 | View Point Control | RX/RY (unused by the pilot) |
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| 3 / 4 | Left / Right Yaw Control | — (separate from pitch/roll!) |
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| 5 / 6 | Accelerate / Decelerate | `RT` / `LT` ✅ |
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| 7 | **Use Main Weapon** | `Y` ✅ |
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| 8 | **Use Nose Weapon** | `RB` ✅ |
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| 9 | Special Move | ❔ |
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| 10 | Maneuver | ❔ |
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| 11 | Resupply | ❔ |
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| 12 | **Change Target** | ❔ — **this is the target-select the loop needs** |
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| 13 | Change Main Weapon | ❔ (would reach `ASMissile`, Power 5000) |
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| 14 | **Padlock Mode Toggle** | ❔ — **the aim-dwell mechanism** |
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| 15 | Radar Map Toggle | d-pad 🟡 (matches the observed map overlay) |
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Two entries change the plan outright:
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- **`Change Target` exists**, so target selection *is* an input after all. The earlier
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probe swept `LB/X/B/A/LS/RS` and found no ammo change — consistent with those being
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exactly these non-weapon actions. The probe simply watched the wrong indicator.
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- **`Padlock Mode Toggle`** is a view/aim lock onto the selected target. That is the
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aim-dwell problem solved *by a game mechanic* rather than by tuning a PD controller —
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and it is why a human player can hold a contact long enough to lock a missile.
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Also note `CONTROL SETTINGS` carries a **`Control Type`** preset plus **Yaw / Pitch /
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Roll Sensitivity** and a separate **`Throttle`** option: the mapping is not fixed, and
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the craft's response to a given stick deflection is configurable. Any calibration done
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against one profile (e.g. the `ctrl_probe.py` throttle numbers) is only valid for the
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save's current settings.
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**Next:** bind physical buttons to actions 9–14 by watching the *reticle and target
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panel* (not the ammo counters) — and once `Change Target` and `Padlock` are identified,
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re-run the missile test with a locked target.
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## Notes for the reimplementation
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## Notes for the reimplementation
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- Two independent weapons with separate ammo pools and separate HUD counters:
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- Two independent weapons with separate ammo pools and separate HUD counters:
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