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
+27 -3
View File
@@ -117,7 +117,29 @@ New unaccounted functionality no prior list knew (addresses verified absent from
(hysteresis + key-repeat), no caller found; the one hole in "gauge system complete".
Settle via vtable lookup (plausibly a config/roster scroller).
- **FUN_00454a70** (193 ln) — the PNAME1-8/PLACE1-8.bgf MP name-billboard loader (the known
"MP target identification" gap's exact function).
"MP target identification" gap's exact function). ✅ **DECODED 2026-07-24 (not yet ported)
[T1/T2]** — it is the **MP SCOREBOARD/leaderboard**, built by the L4VIDEO video-resource
factory for **resource type 0x46** (part_008.c:2902-2911, gated `res+0x28 & 0xc == 0`, alloc
0xbc). All 16 plates are ONE flat textured quad each (4 verts / 1 PCONN quad / no LOD chunk /
no normals): PNAME = 1.0×0.25 m, PLACE = 0.5×0.25 m, both planar Z=0, UNIT=metre, authored
30-Nov-1995. **PNAME1-8 are literally the words "PLAYER 1".."PLAYER 8"**; **PLACE1-8 are the
rank ordinals "1ST".."8TH"** — a row reads `[PLACE][PNAME]` because the PLACE node is
translated x=0.75 and spans ±0.25, so it ABUTS the PNAME plate's x∈[0.5,+0.5] exactly.
Update fn **FUN_004553ac** re-parents each player's PNAME plate into row node `pnameGeo[rank]`
(rank from the per-player attr at `player+0x1cc`, players indexed by `player+0x1e0`), so the
rows SORT live. Row pitch = **0.24** (double @0x004551b8), rows DCS scale 0.12 @ (0.22,0.16,0.5),
root DCS scale (0.2,0.2,1.0) @ (0,0.15,0.5). Materials/atlas map + the runtime-composite
mechanism: [[bgf-format]] §"The PNAME/PLACE name-plate atlas". The separate single-PNAME
consumer is `BTReticleRenderable` @004cc40c (no PLACE) — the in-cockpit designator label,
now **RECONSTRUCTED (2026-07-24, rig-verified)**: see [[gauges-hud]] §Lock ring.
The port's ranking display already ships the **2D** equivalent (egg ordinal+callsign bitmaps,
`CameraShipHUDRenderable::Render`), so this 3D chain is redundant for the scoreboard.
NOTE on the "PLAYER n" art: those baked words are the SHIPPED FALLBACK. The pod overwrites the
atlas texels at runtime with the egg's 1bpp callsign rasters — the original source survives
commented out at `engine/MUNGA_L4/L4VIDEO.cpp:5682-5710` (`FlushBitSliceTexture`
`dpl_TexmapTexels2D(…,128,64,4)` + the warning "textures for player names not defined"). So an
authentic plate reads the player's CALLSIGN; "PLAYER n" only appears when the egg carries no
name bitmap. [T1]
-**Explosion::SplashDamage @0042fad0 — RECONSTRUCTED (task #62, 2026-07-13) [T1/T2].** ONE call
site, **Missile::Perform (FUN_004bef78, part_013.c:10097)**, in the collision branch (fires on ANY
missile impact — mover OR world), gated on `missile+0x360`, radius = `missile+0x364`. **Radius source
@@ -266,9 +288,11 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
executed as a D24S8 stencil cut; visible canopy = hull-minus-apertures ([[cockpit-view]]
§FINAL). All 8 mechs render connected dark frames with clear viewports (the intermediate
"frameless bhk1/loki/vulture/avatar" reading was wrong); thor matches the pod footage exactly.
Eye placement verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) the **3D marker
Eye placement verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) ~~the **3D marker
chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked
target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn
target — matters for MP)~~ **DONE 2026-07-24: the target NAME PLATE is reconstructed +
rig-verified (the target's callsign under the crosshair, lock-gated) — [[gauges-hud]] §Lock
ring.** (c) the compass rotation SIGN is derived-not-verified [T3] (turn
left → the stem should swing right; flip the sin sign in Draw if footage disagrees).
- **✅ StatusMessagePool / MessageBoard — LIVE (2026-07-12) [T1/T2].** Decoded: FUN_0042e580 =
the engine `Player::AddStatusMessage` (chain add at +0x1e4); FUN_0042e5a0 = `StatusMessageUpdate`