Gitea #44: the reticle TARGET NAME PLATE (PNAME1-8) -- the target's callsign under the crosshair

Reconstructed the last deferred piece of the 1995 reticle, decoded from the
Execute disassembly @004cdcf0 [T1]:
 - selection: target_mech+0x190 (owning BTPlayer) -> player+0x1e0
   (playerBitmapIndex), 1-based into the mesh table at this+0x2e8
 - placement: re-placed every frame the aim moves -- scale 0.12 uniform,
   translate (K*retPos.x, K*retPos.y - 0.08, -1.0), K = 1/2.8 (the x87 long
   double @0x4cee64) -- so the label TRACKS THE AIM POINT, not screen centre
 - visibility: the LOCK attribute (this+0x184, cached +0x188) AND an owning
   player; reticle-off / simple-X also hide it
 - art: the plate quad UV-addresses a shared 128x64 bitslice texmap whose
   texels the pod OVERWROTE each mission with the egg's callsign rasters
   (original source commented out at L4VIDEO.cpp:5682-5710) -- the baked
   'PLAYER n' art in BMAP.BSL is only the shipped fallback.  Material colour
   is a neutral (0.5,0.5,0.5): grey-white, not phosphor green.

Port: same geometry in reticle units (0.224 below the aim point, 0.336x0.084)
drawn as the target's egg callsign texture through the reticle's own MapX/MapY
mapping, so it follows the world view in every layout and BT_SHOT captures it.
New: dpl2d_DrawTexturedRect, BTReticleTargetPlate, BTGetPlayerNameTexture.

Also: kRetCaret corrected 0.02f -> 0.025f (_DAT_004cd7f4 read from the binary;
the old value was a T3 guess, 20% small).

KB: gauges-hud + open-questions corrected (the chain was filed as deferred and
mis-attributed to 'the 3D marker'); TWO PNAME consumers now distinguished (this
plate, and CameraShipHUDRenderable's ranking window which shipped 2026-07-18);
new bgf-format section on the plate atlas.

Rig-verified: 2-node relay, BT_GOTO=enemy -> '[hud] name plate: bmp=2 tex=1'
and 'Boreas' rendered under the crosshair on the locked target.  Solo clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
This commit is contained in:
arcattack
2026-07-24 18:36:02 -05:00
co-authored by Claude Opus 5
parent b7107b1020
commit 35c750dc7c
7 changed files with 390 additions and 10 deletions
+47
View File
@@ -71,6 +71,53 @@ A mech is not one BGF — it's a `.SKL` skeleton (a DCS tree of joints) whose ea
`Object=part.bgf` is loaded + posed, then animated by `.ANI` clips. See [[asset-formats]] /
[[locomotion]] for skeleton + animation. [T1]
## The PNAME/PLACE name-plate atlas (the only TEXT-bearing BGF geometry) [T1/T2]
`PNAME1-8.BGF` + `PLACE1-8.BGF` (`content/VIDEO/GEO/`, 235/238 bytes) are the MP
scoreboard's 16 billboard plates — each ONE flat quad (4 verts, `XYZ_UV`, `PCONN` ppf=4,
**no LOD chunk = 1 implicit LOD**, no normals, no `SV_SPECIAL`). PNAME = 1.0×0.25 m,
PLACE = 0.5×0.25 m, planar Z=0. Consumers: `FUN_00454a70` (the scoreboard, resource type
0x46) and `BTReticleRenderable` @004cc40c (PNAME only). See [[open-questions]].
**They are the only geometry in the corpus whose texture is TEXT**, which makes them the
sole asset that can prove BSL row order and slice mapping — and they CONFIRM the port's
pair-swapped nibble decode (`image.cpp:122-125`): slices 0→3 come out as "PLAYER 1/2",
"3/4", "5/6", "7/8" in exact index order. [T2 — decoded + read visually]
One shared 128×64 texmap: `bmap:``VIDEO/MAT/BMAP.BMF` → 6 `TEXTURE` records
`bmap1_tex..bmap6_tex`, all `TEXTURE_MAP=bmap` with `BITSLICE` 0..5 → `VIDEO/TEX/BMAP.BSL`
(`DIV-BSL2`, 128×64, depth 4, texels @0x70). Cell map (UVs read straight from each BGF):
| material | slice | plates → UV sub-rect |
|---|---|---|
| `name12_mtl``bmap1_tex` | 0 | PNAME1 `v[.5,1]`, PNAME2 `v[0,.5]` (full U; 128×32 cells) |
| `name34_mtl``bmap2_tex` | 1 | PNAME3 `v[.5,1]`, PNAME4 `v[0,.5]` |
| `name56_mtl``bmap3_tex` | 2 | PNAME5 `v[.5,1]`, PNAME6 `v[0,.5]` |
| `name78_mtl``bmap4_tex` | 3 | PNAME7 `v[.5,1]`, PNAME8 `v[0,.5]` |
| `place1234_mtl``bmap5_tex` | 4 | PLACE1-4 = 2×2 grid of 64×32 cells (`u[0,.5]/[.5,1]` × `v[.5,1]/[0,.5]`) |
| `place5678_mtl``bmap6_tex` | 5 | PLACE5-8 = same 2×2 grid |
**The BSL is a RUNTIME COMPOSITING TARGET, not final art [T0 engine source].**
`DPLRenderer::MakeBitSliceStorage` (L4VIDEO.cpp:9888) allocates `uint32[128*64]`;
`LoadBitSliceTexture` merges a 1bpp egg BitMap into it; `FlushBitSliceTexture`
(L4VIDEO.cpp:5682, stubbed in 2007) did `dpl_LookupTexture("bmap:bmap1_tex")` +
`dpl_TexmapTexels2D(texmap, buf, 128, 64, 4)` — one upload rewrites ALL SIX slices. So the
1995 engine painted the **egg's callsign + ordinal bitmaps** onto these plates every mission;
the baked "PLAYER n" text is only the shipped DEFAULT. Two stacked 128×32 large-name bitmaps
per slice = exactly the PNAME v-halves; two stacked 128×32 ordinal bitmaps ("1st|2nd") = exactly
the PLACE 2×2 grid. Corollaries:
- **The shipped BMAP.BSL has only 4 distinct planes** — slice4 aliases slice0 and slice5
aliases slice3 (nibble3==nibble7, nibble4==nibble6; nibbles 0/1 zero). The ordinal art was
never baked, so a naive PLACE draw shows "PLAY"/"ER 1"/… fragments. [T1 measured]
- The placeholder cells are stored **scanline-reversed** vs the compositor's top-down order
(`LoadBitSliceTexture` writes y=0..31 top-down), so a naive PNAME draw gives the RIGHT
number upside-down. Don't chase it — implement the compositor instead. [T1 / T3 fix choice]
- These 6 materials carry **no DIFFUSE/AMBIENT** — only `NAME`, `MATERIAL_TEXTURE` and an
**unhandled tag 0x0027** (12 B = {0.5,0.5,0.5}; only 41 uses in 1618 BMFs, likely SPECULAR
[T4]). `bgfload` therefore falls back to the gray placeholder `0xFFB0B0B8`; force WHITE for
these unlit text plates. And `decodeBSL` emits **alpha=255** for mono slices, so the plate
draws as an OPAQUE black rectangle — a billboard needs black→alpha-0 keying (which is exactly
what the 2D path's A4R4G4B4 `0xFFFF/0x0000` upload does).
## Key Relationships
- Detailed spec: `docs/BGF_FORMAT.md`.
- Consumed by: [[rendering]] (the D3D9 draw path), [[locomotion]] (skeleton parts).