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🚚 Summary of:
P0036, P0037
Commits:
a533b5d...82b0e1d, 82b0e1d...e7e1cbc
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zorg

And just in time for zorg's last outstanding pushes, the TH05 shot type control functions made the speedup happen!

  • TH05 as a whole is now 20% reverse-engineered, and 50% position independent,
  • TH05's MAIN.EXE is now even below TH02's in terms of not yet RE'd instructions,
  • and all price estimates have now fallen significantly.

It would have been really nice to also include Reimu's shot control functions in this last push, but figuring out this entire system, with its weird bitflags and switch statement micro-optimizations, was once again taking way longer than it should have. Especially with my new-found insistence on turning this obvious copy-pasta into something somewhat readable and terse…

But with such a rather tabular visual structure, things should now be moddable in hopefully easily consistent way. Of course, since we're only at 54% position independence for MAIN.EXE, this isn't possible yet without crashing the game, but modifiying damage would already work.

Despite my earlier claims of ZUN only having used C++ in TH01, as it's the only game using new and delete, it's now pretty much confirmed that ZUN used it for all games, as inlined functions (and by extension, C++ class methods) are the only way to get certain instructions out of the Turbo C++ code generator. Also, I've kept my promise and started really filling that decompilation pattern file.

And now, with the reverse-engineering backlog finally being cleared out, we wait for the next orders, and the direction they might focus on…