That was quick: In a surprising turn of events, Romantique Tp themselves came in just one day after the last blog post went up, updated me with their current and much more positive opinion on Sound Canvas VA, and confirmed that real SC-88Pro hardware clamps invalid Reverb Macro values to the specified range. I promised to release a new Sound Canvas VA BGM pack for free once I knew the exact behavior of real hardware, so let's go right back to Seihou and also integrate the necessary SysEx patches into the game's MIDI player behind a toggle. This would also be a great occasion to quickly incorporate some long overdue code maintenance and build system improvements, and a migration to C++ modules in particular. When I started the Shuusou Gyoku Linux port a year ago, the combination of modules and <windows.h> threw lots of weird errors and even crashed the Visual Studio compiler. But nowadays, Microsoft even uses modules in the Office code base. This must mean that these issues are fixed by now, right?
Well, there's still a bug that causes the modularized C++ standard library to be basically unusable in combination with the static analyzer, and somehow, I was the first one to report it. So it's 3½ years after C++20 was finalized, and somehow, modules are still a bleeding-edge feature and a second-class citizen in even the compiler that supports them the best. I want fast compile times already! 😕
Thankfully, Microsoft agrees that this is a bug, and will work on it at some point. While we're waiting, let's return to the original plan of decompiling the endings of the one PC-98 Touhou game that still needed them decompiled.
After the textless slideshows of TH01, TH02 was the first Touhou game to feature lore text in its endings. Given that this game stores its 📝 in-game dialog text in fixed-size plaintext files, you wouldn't expect anything more fancy for the endings either, so it's not surprising to see that the END?.TXT files use the same concept, with 44 visible bytes per line followed by two bytes of padding for the CR/LF newline sequence. Each of these lines is typed to the screen in full, with all whitespace and a fixed time for each 2-byte chunk.
As a result, everything surrounding the text is just as hardcoded as TH01's endings were, which once again opens up the possibility of freely integrating all sorts of creative animations without the overhead of an interpreter. Sadly, TH02 only makes use of this freedom in a mere two cases: the picture scrolling effect from Reimu's head to Marisa's head in the Bad Endings, and a single hardware palette change in the Good Endings.
Hardcoding also still made sense for this game because of how the ending text is structured. The Good and Bad Endings for the individual shot types respectively share 55% and 77% of their text, and both only diverge after the first 27 lines. In straight-line procedural code, this translates to one branch for each shot type at a single point, neatly matching the high-level structure of these endings.
But that's the end of the positive or neutral aspects I can find in these scripts. The worst part, by far, is ZUN's approach to displaying the text in alternating colors, and how it impacts the entire structure of the code.
The simplest solution would have involved a hardcoded array with the color of each line, just like how the in-game dialogs store the face IDs for each text box. But for whatever reason, ZUN did not apply this piece of wisdom to the endings and instead hardcoded these color changes by… mutating a global variable before calling the text typing function for every individual line. This approach ruins any possibility of compressing the script code into loops. While ZUN did use loops, all of them are very short because they can only last until the next color change. In the end, the code contains 90 explicitly spelled-out calls to the 5-parameter line typing function that only vary in the pointer to each line and in the slower speed used for the one or two final lines of each ending. As usual, I've deduplicated the code in the ReC98 repository down to a sensible level, but here's the full inlined and macro-expanded horror:
It's highly likely that this is what ZUN hacked into his PC-98 and was staring at back in 1997.
All this redundancy bloats the two script functions for the 6 endings to a whopping 3,344 bytes inside TH02's MAINE.EXE. In particular, the single function that covers the three Good Endings ends up with a total of 631 x86 ASM instructions, making it the single largest function in TH02 and the 7th longest function in all of PC-98 Touhou. If the 📝 single-executable build for TH02's debloated and anniversary branches ends up needing a few more KB to reduce its size below the original MAIN.EXE, there are lots of opportunities to compress it all.
The ending text can also be fast-forwarded by holding any key. As we've come to expect for this sort of ZUN code, the text typing function runs its own rendering loop with VSync delays and input detection, which means that we 📝 once📝 again have to talk about the infamous quirk of the PC-98 keyboard controller in relation to held keys. We've still got 54 not yet decompiled calls to input detection functions left in this codebase, are you excited yet?!
Holding any key speeds up the text of all ending lines before the last one by displaying two kana/kanji instead of one per rendered frame and reducing the delay between the rendered frames to 1/3 of its regular length. In pseudocode:
for(i = 0; i < number_of_2_byte_chunks_on_displayed_line; i++) {
input = convert_current_pc98_bios_input_state_to_game_specific_bitflags();
add_chunk_to_internal_text_buffer(i);
blit_internal_text_buffer_from_the_beginning();
if(input == INPUT_NONE) {
// Basic case, no key pressed
frame_delay(frames_per_chunk);
} else if((i % 2) == 1) {
// Key pressed, chunk number is odd.
frame_delay(frames_per_chunk / 3);
} else {
// Key pressed, chunk number is even.
// No delay; next iteration adds to the same frame.
}
}
This is exactly the kind of code you would write if you wanted to deliberately maximize the impact of this hardware quirk. If the game happens to read the current input state right after a key up scancode for the last previously held and game-relevant key, it will then wrongly take the branch that uninterruptibly waits for the regular, non-divided amount of VSync interrupts. In my tests, this broke the rhythm of the fast-forwarded text about once per line. Note how this branch can also be taken on an even chunk: Rendering glyphs straight from font ROM to VRAM is not exactly cheap, and if each iteration (needlessly) blits one more full-width glyph than the last one, the probability of a key up scancode arriving in the middle of a frame only increases.
The fact that TH02 allows any of the supported input keys to be held points to another detail of this quirk I haven't mentioned so far. If you press multiple keys at once, the PC-98's keyboard controller only sends the periodic key up scancodes as long as you are holding the last key you pressed. Because the controller only remembers this last key, pressing and releasing any other key would get rid of these scancodes for all keys you are still holding.
As usual, this ZUN bug only occurs on real hardware and with DOSBox-X's correct emulation of the PC-98 keyboard controller.
After the ending, we get to witness the most seamless transition between ending and Staff Roll in any Touhou game as the BGM immediately changes to the Staff Roll theme, and the ending picture is shifted into the same place where the Staff Roll pictures will appear. Except that the code misses the exact position by four pixels, and cuts off another four pixels at the right edge of the picture:
Also, note the green 1-pixel line at the right edge of this specific picture. This is a bug in the .PI file where the picture is indeed shifted one pixel to the left.
What follows is a comparatively large amount of unused content for a single scene. It starts right at the end of this underappreciated 11-frame animation loaded from ENDFT.BFT:
Wastefully using the 4bpp BFNT format. The single frame at the end of the animation is unused; while it might look identical to the ZUN glyphs later on in the Staff Roll, that's only because both are independently rendered boldfaced versions of the same font ROM glyphs. Then again, it does prove that ZUN created this animation on a PC-98 model made by NEC, as the Epson clones used a font ROM with a distinctly different look.
TH02's Staff Roll is also unique for the pre-made screenshots of all 5 stages that get shown together with a fancy rotating rectangle animation while the Staff Roll progresses in sync with the BGM. The first interesting detail shows up immediately after the first image, where the code jumps over one of the 320×200 quarters in ED06.PI, leaving the screenshot of the Stage 2 midboss unused.
All of the cutscenes in PC-98 Touhou store their pictures as 320×200 quarters within a single 640×400 .PI file. Anywhere else, all four quarters are supposed to be displayed with the same palette specified in the .PI header, but TH02's Staff Roll screenshots are also unique in how all quarters beyond the top-left one require palettes loaded from external .RGB files to look right. Consequently, the game doesn't clearly specify the intended palette of this unused screenshot, and leaves two possibilities:
The unused second 320×200 quarter of TH02's ED06.PI, displayed in the Stage 2 color palette used in-game.
The unused second 320×200 quarter of TH02's ED06.PI, displayed in the palette specified in the .PI header. These are the colors you'd see when looking at the file in a .PI viewer, when converting it into another format with the usual tools, or in sprite rips that don't take TH02's hardcoded palette changes into account. These colors are only intended for the Stage 1 screenshot in the top-left quarter of the file.
The unused second 320×200 quarter of TH02's ED06.PI, displayed in the palette from ED06B.RGB, which the game uses for the following screenshot of the Meira fight. As it's from the same stage, it almost matches the in-game colors seen in 1️⃣, and only differs in the white color (#FFF) being slightly red-tinted (#FCC).
It might seem obvious that the Stage 2 palette in 1️⃣ is the correct one, but ZUN indeed uses ED06B.RGB with the red-tinted white color for the following screenshot of the Meira fight. Not only does this palette not match Meira's in-game appearance, but it also discolors the rectangle animation and the surrounding Staff Roll text:
Also, that tearing on frame #1 is not a recording artifact, but the expected result of yet another VSync-related landmine. 💣 This time, it's caused by the combination of 1) the entire sequence from the ending to the verdict screen being single-buffered, and 2) this animation always running immediately after an expensive operation (640×400 .PI image loading and blitting to VRAM, 320×200 VRAM inter-page copy, or hardware palette loading from a packed file), without waiting for the VSync interrupt. This makes it highly likely for the first frame of this animation to start rendering at a point where the (real or emulated) electron beam has already traveled over a significant portion of the screen.
But when I went into Stage 2 to compare these colors to the in-game palette, I found something even more curious. ZUN obviously made this screenshot with the Reimu-C shot type, but one of the shot sprites looks slightly different from how it does in-game. These screenshots must have been made earlier in development when the sprite didn't yet feature the second ring at the top. The same applies to the Stage 4 screenshot later on:
Finally, the rotating rectangle animation delivers one more minor rendering bug. Each of the 20 frames removes the largest and outermost rectangle from VRAM by redrawing it in the same black color of the background before drawing the remaining rectangles on top. The corners of these rectangles are placed on a shrinking circle that starts with a radius of 256 pixels and is centered at (192, 200), which results in a maximum possible X coordinate of 448 for the rightmost corner of the rectangle. However, the Staff Roll text starts at an X coordinate of 416, causing the first two full-width glyphs to still fall within the area of the circle. Each line of text is also only rendered once before the animation. So if any of the rectangles then happens to be placed at an angle that causes its edges to overlap the text, its removal will cut small holes of black pixels into the glyphs:
The green dotted circle corresponds to the newest/smallest rectangle. Note how ZUN only happened to avoid the holes for the two final animations by choosing an initial angle and angular velocity that causes the resulting rectangles to just barely avoid touching the TEST PLAYER glyphs.
At least the following verdict screen manages to have no bugs aside from the slightly imperfect centering of its table values, and only comes with a small amount of additional bloat. Let's get right to the mapping from skill points to the 12 title strings from END3.TXT, because one of them is not like the others:
Skill
Title
≥100
神を超えた巫女!!
90 - 99
もはや神の領域!!
80 - 99
A級シューター!!
78 - 79
うきうきゲーマー!
77
バニラはーもにー!
70 - 76
うきうきゲーマー!
60 - 69
どきどきゲーマー!
50 - 59
要練習ゲーマー
40 - 49
非ゲーマー級
30 - 39
ちょっとだめ
20 - 29
非人間級
10 - 19
人間でない何か
≤9
死んでいいよ、いやいやまじで
Looks like I'm the first one to document the required skill points as well? Everyoneelse just copy-pastes END3.TXT without providing context.
So how would you get exactly 77 and achieve vanilla harmony? Here's the formula:
* Ranges from 0 (Easy) to 3 (Lunatic). † Across all 5 stages.
With Easy Mode capping out at 85, this is possible on every difficulty, although it requires increasingly perfect play the lower you go. Reaching 77 on purpose, however, pretty much demands a careful route through the entire game, as every collected and missed item will influence the item_skill in some way. This almost feels it's like the ultimate challenge that this game has to offer. Looking forward to the first Vanilla Harmony% run!
And with that, TH02's MAINE.EXE is both fully position-independent and ready for translation. There's a tiny bit of undecompiled bit of code left in the binary, but I'll leave that for rounding up a future TH02 decompilation push.
With one of the game's skill-based formulas decompiled, it's fitting to round out the second push with the other two. The in-game bonus tables at the end of a stage also have labels that we'd eventually like to translate, after all.
The bonus formula for the 4 regular stages is also the first place where we encounter TH02's rank value, as well as the only instance in PC-98 Touhou where the game actually displays a rank-derived value to the player. KirbyComment and Colin Douglas Howell accurately documented the rank mechanics over at Touhou Wiki two years ago, which helped quite a bit as rank would have been slightly out of scope for these two pushes. 📝 Similar to TH01, TH02's rank value only affects bullet speed, but the exact details of how rank is factored in will have to wait until RE progress arrives at this game's bullet system.
These bonuses are calculated by taking a sum of various gameplay metrics and multiplying it with the amount of point items collected during the stage. In the 4 regular stages, the sum consists of:
難易度
Difficulty level* × 2,000
ステージ
(Rank + 16) × 200
ボム
max((2,500 - (Bombs used* × 500)), 0)
ミス
max((3,000 - (Lives lost* × 1,000)), 0)
靈撃初期数
(4 - Starting bombs) × 800
靈夢初期数
(5 - Starting lives) × 1,000
* Within this stage, across all continues.
Yup, 封魔録.TXT does indeed document this correctly.
As rank can range from -6 to +4 on Easy and +16 on the other difficulties, this sum can range between:
Easy
Normal
Hard
Lunatic
Minimum
2,800
4,800
6,800
8,800
Maximum
16,700
21,100
23,100
25,100
The sum for the Extra Stage is not documented in 封魔録.TXT:
クリア
10,000
ミス回数
max((20,000 - (Lives lost × 4,000)), 0)
ボム回数
max((20,000 - (Bombs used × 4,000)), 0)
クリアタイム
⌊max((20,000 - Boss fight frames*), 0) ÷ 10⌋ × 10
* Amount of frames spent fighting Evil Eye Σ, counted from the end of the pre-boss dialog until the start of the defeat animation.
And that's two pushes packed full of the most bloated and copy-pasted code that's unique to TH02! So bloated, in fact, that TH02 RE as a whole jumped by almost 7%, which in turn finally pushed overall RE% over the 60% mark. 🎉 It's been a while since we hit a similar milestone; 50% overall RE happened almost 2 years ago during 📝 P0204, a month before I completed the TH01 decompilation.
Next up: Continuing to wait for Microsoft to fix the static analyzer bug until May at the latest, and working towards the newly popular dreams of TH03 netplay by looking at some of its foundational gameplay code.
P0235
TH02 RE (Stage tiles, part 1/2)
P0236
TH02 RE (Stage tiles, part 2/2)
P0237
TH02 RE (Spark structure + Point number popups + Bomb animation effects)
💰 Funded by:
Ember2528, Yanga
🏷️ Tags:
So, TH02! Being the only game whose main binary hadn't seen any dedicated
attention ever, we get to start the TH02-related blog posts at the very
beginning with the most foundational pieces of code. The stage tile system
is the best place to start here: It not only blocks every entity that is
rendered on top of these tiles, but is curiously placed right next to
master.lib code in TH02, and would need to be separated out into its own
translation unit before we can do the same with all the master.lib
functions.
In late 2018, I already RE'd
📝 TH04's and TH05's stage tile implementation, but haven't properly documented it on this
blog yet, so this post is also going to include the details that are unique
to those games. On a high level, the stage tile system works identically in
all three games:
The tiles themselves are 16×16 pixels large, and a stage can use 100 of
them at the same time.
The optimal way of blitting tiles would involve VRAM-to-VRAM copies
within the same page using the EGC, and that's exactly what the games do.
All tiles are stored on both VRAM pages within the rightmost 64×400 pixels
of the screen just right next to the HUD, and you only don't see them
because the games cover the same area in text RAM with black cells:
The initial screen of TH02's Stage 1, with the tile source
area uncovered by filling the same area in text RAM with transparent
cells instead of black ones. In TH02, this also reveals how the tile
area ends with a bunch of glitch tiles, tinted blue in the image. These
are the result of ZUN unconditionally blitting 100 tile images every
time, regardless of how many are actually contained in an
.MPN file.
These glitch tiles are another good example of a ZUN
landmine. Their appearance is the result of reading heap memory
outside allocated boundaries, which can easily cause segmentation faults
when porting the game to a system with virtual memory. Therefore, these
would not just be removed in this game's Anniversary Edition, but on the
more conservative debloated branch as well. Since the game
never uses these tiles and you can't observe them unless you manipulate
text RAM from outside the confines of the game, it's not a bug
according to our definition.
To reduce the memory required for a map, tiles are arranged into fixed
vertical sections of a game-specific constant size.
The 6 24×8-tile sections defined in TH02's STAGE0.MAP, in
reverse order compared to how they're defined in the file. Note the
duplicated row at the top of the final section: The boss fight starts
once the game scrolled the last full row of tiles onto the top of the
screen, not the playfield. But since the PC-98 text chip
covers the top tile row of the screen with black cells, this final row
is never visible, which effectively reduces a map's final tile section
to 7 rows rather than 8.
The actual stage map then is simply a list of these tile sections,
ordered from the start/bottom to the top/end.
Any manipulation of specific tiles within the fixed tile sections has to
be hardcoded. An example can be found right in Stage 1, where the Shrine
Tank leaves track marks on the tiles it appears to drive over:
This video also shows off the two issues with Touhou's first-ever
midboss: The replaced tiles are rendered below the midboss
during their first 4 frames, and maybe ZUN should have stopped the
tile replacements one row before the timeout. The first one is
clearly a bug, but it's not so clear-cut with the second one. I'd
need to look at the code to tell for sure whether it's a quirk or a
bug.
The differences between the three games can best be summarized in a table:
TH02
TH04
TH05
Tile image file extension
.MPN
Tile section format
.MAP
Tile section order defined as part of
.DT1
.STD
Tile section index format
0-based ID
0-based ID × 2
Tile image index format
Index between 0 and 100, 1 byte
VRAM offset in tile source area, 2 bytes
Scroll speed control
Hardcoded
Part of the .STD format, defined per referenced tile
section
Redraw granularity
Full tiles (16×16)
Half tiles (16×8)
Rows per tile section
8
5
Maximum number of tile sections
16
32
Lowest number of tile sections used
5 (Stage 3 / Extra)
8 (Stage 6)
11 (Stage 2 / 4)
Highest number of tile sections used
13 (Stage 4)
19 (Extra)
24 (Stage 3)
Maximum length of a map
320 sections (static buffer)
256 sections (format limitation)
Shortest map
14 sections (Stage 5)
20 sections (Stage 5)
15 sections (Stage 2)
Longest map
143 sections (Stage 4)
95 sections (Stage 4)
40 sections (Stage 1 / 4 / Extra)
The most interesting part about stage tiles is probably the fact that some
of the .MAP files contain unused tile sections. 👀 Many
of these are empty, duplicates, or don't really make sense, but a few
are unique, fit naturally into their respective stage, and might have
been part of the map during development. In TH02, we can find three unused
sections in Stage 5:
The non-empty tile sections defined in TH02's STAGE4.MAP,
showing off three unused ones.
These unused tile sections are much more common in the later games though,
where we can find them in TH04's Stage 3, 4, and 5, and TH05's Stage 1, 2,
and 4. I'll document those once I get to finalize the tile rendering code of
these games, to leave some more content for that blog post. TH04/TH05 tile
code would be quite an effective investment of your money in general, as
most of it is identical across both games. Or how about going for a full-on
PC-98 Touhou map viewer and editor GUI?
Compared to TH04 and TH05, TH02's stage tile code definitely feels like ZUN
was just starting to understand how to pull off smooth vertical scrolling on
a PC-98. As such, it comes with a few inefficiencies and suboptimal
implementation choices:
The redraw flag for each tile is stored in a 24×25 bool
array that does nothing with 7 of the 8 bits.
During bombs and the Stage 4, 5, and Extra bosses, the game disables the
tile system to render more elaborate backgrounds, which require the
playfield to be flood-filled with a single color on every frame. ZUN uses
the GRCG's RMW mode rather than TDW mode for this, leaving almost half of
the potential performance on the table for no reason. Literally,
changing modes only involves changing a single constant.
The scroll speed could theoretically be changed at any time. However,
the function that scrolls in new stage tiles can only ever blit part of a
single tile row during every call, so it's up to the caller to ensure
that scrolling always ends up on an exact 16-pixel boundary. TH02 avoids
this problem by keeping the scroll speed constant across a stage, using 2
pixels for Stage 4 and 1 pixel everywhere else.
Since the scroll speed is given in pixels, the slowest speed would be 1
pixel per frame. To allow the even slower speeds seen in the final game,
TH02 adds a separate scroll interval variable that only runs the
scroll function every 𝑛th frame, effectively adding a prescaler to the
scroll speed. In TH04 and TH05, the speed is specified as a Q12.4 value
instead, allowing true fractional speeds at any multiple of
1/16 pixels. This also necessitated a fixed algorithm
that correctly blits tile lines from two rows.
Finally, we've got a few inconsistencies in the way the code handles the
two VRAM pages, which cause a few unnecessary tiles to be rendered to just
one of the two pages. Mentioning that just in case someone tries to play
this game with a fully cleared text RAM and wonders where the flickering
tiles come from.
Even though this was ZUN's first attempt at scrolling tiles, he already saw
it fit to write most of the code in assembly. This was probably a reaction
to all of TH01's performance issues, and the frame rate reduction
workarounds he implemented to keep the game from slowing down too much in
busy places. "If TH01 was all C++ and slow, TH02 better contain more ASM
code, and then it will be fast, right?"
Another reason for going with ASM might be found in the kind of
documentation that may have been available to ZUN. Last year, the PC-98
community discovered and scanned two new game programming tutorial books
from 1991 (1, 2).
Their example code is not only entirely written in assembly, but restricts
itself to the bare minimum of x86 instructions that were available on the
8086 CPU used by the original PC-9801 model 9 years earlier. Such code is
not only suboptimal
on the 486, but can often be actually worse than what your C++
compiler would generate. TH02 is where the trend of bad hand-written ASM
code started, and it
📝 only intensified in ZUN's later games. So,
don't copy code from these books unless you absolutely want to target the
earlier 8086 and 286 models. Which,
📝 as we've gathered from the recent blitting benchmark results,
are not all too common among current real-hardware owners.
That said, all that ASM code really only impacts readability and
maintainability. Apart from the aforementioned issues, the algorithms
themselves are mostly fine – especially since most EGC and GRCG operations
are decently batched this time around, in contrast to TH01.
Luckily, the tile functions merely use inline assembly within a
typical C function and can therefore be at least part of a C++ source file,
even if the result is pretty ugly. This time, we can actually be sure that
they weren't written directly in a .ASM file, because they feature x86
instruction encodings that can only be generated with Turbo C++ 4.0J's
inline assembler, not with TASM. The same can't unfortunately be said about
the following function in the same segment, which marks the tiles covered by
the spark sprites for redrawing. In this one, it took just one dumb hand-written ASM
inconsistency in the function's epilog to make the entire function
undecompilable.
The standard x86 instruction sequence to set up a stack frame in a function prolog looks like this:
PUSH BP
MOV BP, SP
SUB SP, ?? ; if the function needs the stack for local variables
When compiling without optimizations, Turbo C++ 4.0J will
replace this sequence with a single ENTER instruction. That one
is two bytes smaller, but much slower on every x86 CPU except for the 80186
where it was introduced.
In functions without local variables, BP and SP
remain identical, and a single POP BP is all that's needed in
the epilog to tear down such a stack frame before returning from the
function. Otherwise, the function needs an additional MOV SP,
BP instruction to pop all local variables. With x86 being the helpful
CISC architecture that it is, the 80186 also introduced the
LEAVE instruction to perform both tasks. Unlike
ENTER, this single instruction
is faster than the raw two instructions on a lot of x86 CPUs (and
even current ones!), and it's always smaller, taking up just 1 byte instead
of 3. So what if you use LEAVE even if your function
doesn't use local variables? The fact that the
instruction first does the equivalent of MOV SP, BP doesn't
matter if these registers are identical, and who cares about the additional
CPU cycles of LEAVE compared to just POP BP,
right? So that's definitely something you could theoretically do, but
not something that any compiler would ever generate.
And so, TH02 MAIN.EXE decompilation already hits the first
brick wall after two pushes. Awesome! Theoretically,
we could slowly mash through this wall using the 📝 code generator. But having such an inconsistency in the
function epilog would mean that we'd have to keep Turbo C++ 4.0J from
emitting any epilog or prolog code so that we can write our
own. This means that we'd once again have to hide any use of the
SI and DI registers from the compiler… and doing
that requires code generation macros for 22 of the 49 instructions of
the function in question, almost none of which we currently have. So, this
gets quite silly quite fast, especially if we only need to do it
for one single byte.
Instead, wouldn't it be much better if we had a separate build step between
compile and link time that allowed us to replicate mistakes like these by
just patching the compiled .OBJ files? These files still contain the names
of exported functions for linking, which would allow us to look up the code
of a function in a robust manner, navigate to specific instructions using a
disassembler, replace them, and write the modified .OBJ back to disk before
linking. Such a system could then naturally expand to cover all other
decompilation issues, culminating in a full-on optimizer that could even
recreate ZUN's self-modifying code. At that point, we would have sealed away
all of ZUN's ugly ASM code within a separate build step, and could finally
decompile everything into readable C++.
Pulling that off would require a significant tooling investment though.
Patching that one byte in TH02's spark invalidation function could be done
within 1 or 2 pushes, but that's just one issue, and we currently have 32
other .ASM files with undecompilable code. Also, note that this is
fundamentally different from what we're doing with the
debloated branch and the Anniversary Editions. Mistake patching
would purely be about having readable code on master that
compiles into ZUN's exact binaries, without fixing weird
code. The Anniversary Editions go much further and rewrite such code in
a much more fundamental way, improving it further than mistake patching ever
could.
Right now, the Anniversary Editions seem much more
popular, which suggests that people just want 100% RE as fast as
possible so that I can start working on them. In that case, why bother with
such undecompilable functions, and not just leave them in raw and unreadable
x86 opcode form if necessary… But let's first
see how much backer support there actually is for mistake patching before
falling back on that.
The best part though: Once we've made a decision and then covered TH02's
spark and particle systems, that was it, and we will have already RE'd
all ZUN-written PC-98-specific blitting code in this game. Every further
sprite or shape is rendered via master.lib, and is thus decently abstracted.
Guess I'll need to update
📝 the assessment of which PC-98 Touhou game is the easiest to port,
because it sure isn't TH01, as we've seen with all the work required for the first Anniversary Edition build.
Until then, there are still enough parts of the game that don't use any of
the remaining few functions in the _TEXT segment. Previously, I
mentioned in the 📝 status overview blog post
that TH02 had a seemingly weird sprite system, but the spark and point popup
() structures showed that the game just
stores the current and previous position of its entities in a slightly
different way compared to the rest of PC-98 Touhou. Instead of having
dedicated structure fields, TH02 uses two-element arrays indexed with the
active VRAM page. Same thing, and such a pattern even helps during RE since
it's easy to spot once you know what to look for.
There's not much to criticize about the point popup system, except for maybe
a landmine that causes sprite glitches when trying to display more than
99,990 points. Sadly, the final push in this delivery was rounded out by yet
another piece of code at the opposite end of the quality spectrum. The
particle and smear effects for Reimu's bomb animations consist almost
entirely of assembly bloat, which would just be replaced with generic calls
to the generic blitter in this game's future Anniversary Edition.
If I continue to decompile TH02 while avoiding the brick wall, items would
be next, but they probably require two pushes. Next up, therefore:
Integrating Stripe as an alternative payment provider into the order form.
There have been at least three people who reported issues with PayPal, and
Stripe has been working much better in tests. In the meantime, here's a temporary Stripe
order link for everyone. This one is not connected to the cap yet, so
please make sure to stay within whatever value is currently shown on the
front page – I will treat any excess money as donations.
If there's some time left afterward, I might
also add some small improvements to the TH01 Anniversary Edition.
> "OK, TH03/TH04/TH05 cutscenes done, let's quickly finish the Touhou Patch Center MediaWiki upgrade. Just some scripting and verification left, it will be done so quickly that I don't even have to mention it on this blog"
> Still not done after 3 weeks
> Blocked by one final critical bug that really should be fixed upstream
> Code reviewers are probably on vacation
And so, the year unfortunately ended with yet another slow month. During the
MediaWiki upgrade, I was slowly decompiling the TH05 Sara fight on the side,
but stumbled over one interesting but high-maintenance detail there that
would really enhance her blog post. TH02 would need a lot of attention for
the basic rendering calls as well…
…so let's end the year with Shuusou Gyoku instead, looking at its most
critical issue in particular. As if that were the easy option here…
The game does not run properly on modern Windows systems due to its usage of
the ancient DirectDraw APIs, with issues ranging from unbearable slowdown to
glitched colors to the game not even starting at all. Thankfully, Shuusou
Gyoku is not the only ancient Windows game affected by these issues, and
people have developed a variety of generic DirectDraw wrappers and patches
for playing such games on modern systems. Out of all these, DDrawCompat is one of the
simpler solutions for Shuusou Gyoku in particular: Just drop its
ddraw proxy DLL into the game directory, and the game will run
as it's supposed to.
So let's just bundle that DLL with all my future Shuusou Gyoku releases
then? That would have been the quick and dirty option, coming with
several drawbacks:
Linux users might be annoyed by the potential need to configure a native
DLL override for ddraw.dll. It's not too much of an issue as we
could simply rename the DLL and replace the import with the new name.
However, doing that reproducibly would already involve changes to either the
DDrawCompat or Shuusou Gyoku build process.
Win32 API hooking is another potential point of failure in general,
requiring continual maintenance for new Windows versions. This is not even a
hypothetical concern: DDrawCompat does rely on particularly volatile Win32
API details, to the point that the recent Windows 11 22H2 update completely
broke it, causing a hang at startup that required a workaround.
But sure, it's still just a single third-party component. Keeping it up to
date doesn't sound too bad by itself…
…if DDrawCompat weren't evolving way beyond what we need to keep Shuusou
Gyoku running. Being a typical DirectDraw wrapper, it has always aimed to
solve all sorts of issues in old DirectDraw games. However, the latest
version, 0.4.0, has gone above and beyond in this regard, adding lots of
configuration options with default settings that actually
break Shuusou Gyoku.
To get a glimpse of how this is likely to play out, we only have to look at
the more mature DxWnd
project. In its expert mode, DxWnd features three rows of tabs, each packed
with checkboxes that toggle individual hacks, and most of these are
related to something that Shuusou Gyoku could be affected by. Imagine
checking a precise permutation of a three-digit number of checkboxes just to
keep an old game running at full speed on modern systems…
Finally, aesthetic and bloat considerations. If
📝 C++ fstreams were already too embarrassing
with the ~100 KB of bloat they add to the binary, a 565 KiB DLL is
even worse. And that's the old version 0.3.2 – version 0.4.0 comes in
at 2.43 MiB.
Fortunately, I had the budget to dig a bit deeper and figure out what
exactly DDrawCompat does to make Shuusou Gyoku work properly. Turns
out that among all the hooks and patches, the game only needs the most
central one: Enforcing a 32-bit display mode regardless of whatever lower
bit depth the game requests natively, combined with converting the game's
pixel buffer to 32-bit on the fly.
So does this mean that adding 32-bit to the game's list of supported bit
depths is everything we have to do?
Interestingly, Shuusou Gyoku already saved the DirectDraw enumeration flag
that indicates support for 32-bit display modes. The official version just
did nothing with it.
Well, almost everything. Initially, this surprised me as well: With
all the if statements checking for precise bit depths, you
would think that supporting one more bit depth would be way harder in this
code base. As it turned out though, these conditional branches are not
really about 8-bit or 16-bit color for the most part, but instead
differentiate between two very distinct rendering approaches:
"8-bit" is a pure 2D mode with palettized colors,
while "16-bit" is a hybrid 2D/3D mode that uses Direct3D 2 on top of DirectDraw, with
3-channel RGB colors.
Consequently, most of these branches deal with differences between these two
approaches that couldn't be nicely abstracted away in pbg's renderer
interface: Specific palette changes that are exclusive to "8-bit" mode, or
certain entities and effects whose Direct3D draw calls in "16-bit" mode
require tailor-made approximations for the "8-bit" mode. Since our new
32-bit mode is equivalent to the 16-bit mode in all of these branches, I
only needed to replace the raw number comparisons with more meaningful
method calls.
That only left a very small number of 2D raster effects that directly write
to or read from DirectDraw surface memory, and therefore do need to know the
bit size of each pixel. Thanks to std::variant and
std::visit(), adding 32-bit support becomes trivial here: By
rewriting the code in a generic manner that derives all offsets from the
template type, you only have to say hey,
I'd like to have 32-bit as well, and C++ will automatically
instantiate correct 32-bit variants of all bit depth-dependent code
snippets.
There are only three features in the entire game that access pixel buffers
this way: a color key retrieval function, the lens ball animation on the
logo screen, and… the ending staff roll? Sure, the text sprites fade in and
out, but so does the picture next to it, using Direct3D alpha blending or
palette color ramping depending on the current rendering mode. Instead, the
only reason why these sprites directly access their pixel buffer is… an
unused and pretty wild spiral effect. 😮 It's still part of the code, and
only doesn't show up because the
parameters that control its timing were commented out before release:
They probably considered it too wild for the mood of this
ending.
The main ending text was the only remaining issue of mojibake present in my
previous Shuusou Gyoku builds, and is now fixed as well. Windows can
render Shift-JIS text via GDI even outside Japanese locale, but only when
explicitly selecting a font that supports the SHIFTJIS_CHARSET,
and the game simply didn't select any font for rendering this text.
Thus, GDI fell back onto its default font, which obviously is only
guaranteed to support the SHIFTJIS_CHARSET if your system
locale is set to Japanese. This is why the font in the original game might
lookdifferent between systems.
For my build, I chose the font that would appear on a clean Windows
installation – a basic 400-weighted MS Gothic at font size 16, which is
already used all throughout the game.
Alright, 32-bit mode complete, let's set it as the default if possible… and
break compatibility to the original 秋霜CFG.DAT format in the
process? When validating this file, the original game only allows the
originally supported 8-bit or 16-bit modes. Setting the
BitDepth field to any other value causes the entire file
to be reset to its defaults, re-locking the Extra Stage in the process.
Introducing a backward-compatible version
system for 秋霜CFG.DAT was beyond the scope of this push.
Changing the validation to a per-field approach was a good small first step
to take though. The new build no longer validates the BitDepth
field against a fixed list, but against the actually supported bit depths on
your system, picking a different supported one if necessary. With the
original approach, this would have caused your entire configuration to fail
the validation check. Instead, you can now safely update to the new build
without losing your option settings, or your previously unlocked access to
the Extra Stage.
Side note: The validation limit for starting bombs is off by one, and the
one for starting lives check is off by two. By modifying
秋霜CFG.DAT, you could theoretically get new games to start with
7 lives and 3 bombs… if you then calculate a correct checksum for your
hacked config file, that is. 🧑💻
Interestingly, DirectDraw doesn't even indicate support for 8-bit or 16-bit
color on systems that are affected by the initially mentioned issues.
Therefore, these issues are not the fault of DirectDraw, but of
Shuusou Gyoku, as the original release requested a bit depth that it has
even verified to be unsupported. Unfortunately, Windows sides with
Sim City Shuusou Gyoku here: If you previously experimented with the
Windows app compatibility settings, you might have ended up with the
DWM8And16BitMitigation flag assigned to the full file path of
your Shuusou Gyoku executable in either
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers, or
As the term mitigation suggests, these modes are (poorly) emulated,
which is exactly what causes the issues with this game in the first place.
Sure, this might be the lesser evil from the point of view of an operating
system: If you don't have the budget for a full-blown DDrawCompat-style
DirectDraw wrapper, you might consider it better for users to have the game
run poorly than have it fail at startup due to incorrect API usage.
Controlling this with a flag that sticks around for future runs of a binary
is definitely suboptimal though, especially given how hard it
is to programmatically remove this flag within the binary itself. It
only adds additional complexity to the ideal clean upgrade path.
So, make sure to check your registry and manually remove these flags for the
time being. Without them, the new Config → Graphic menu will
correctly prevent you from selecting anything else but 32-bit on modern
Windows.
After all that, there was just enough time left in this push to implement
basic locale independence, as requested by the Seihou development
Discord group, without looking into automatic fixes for previous mojibake
filenames yet. Combining std::filesystem::path with the native
Win32 API should be straightforward and bloat-free, especially with all the
abstractions I've been building, right?
Well, turns out that std::filesystem::path does not
actually meet my expectations. At least as long as it's not
constexpr-enabled, because you still get the unfortunate
conversion from narrow to wide encoding at runtime, even for globals with
static storage duration. That brings us back to writing our path abstraction
in terms of the regular std::string and
std::wstring containers, which at least allow us to enforce the
respective encoding at compile time. Even std::string_view only
adds to the complexity here, as its strings are never inherently
null-terminated, which is required by both the POSIX and Win32 APIs. Not to
mention dynamic filenames: C++20's std::format() would be the
obvious idiomatic choice here, but using it almost doubles the size
of the compiled binary… 🤮
In the end, the most bloat-free way of implementing C++ file I/O in 2023 is
still the same as it was 30 years ago: Call system APIs, roll a custom
abstraction that conditionally uses the L prefix, and pass
around raw pointers. And if you need a dynamic filename, just write the
dynamic characters into arrays at fixed positions. Just as PC-98 Touhou used
to do…
Oh, and the game's window also uses a Unicode title bar now.
And that's it for this push! Make sure to rename your configuration
(秋霜CFG.DAT), score (秋霜SC.DAT), and replay
(秋霜りぷ*.DAT) filenames if you were previously running the
game on a non-Japanese locale, and then grab the new build:
Next up: Starting the new year with all my plans hopefully working out for
once. TH05 Sara very soon, ZMBV code review afterward, low-hanging fruit of
the TH01 Anniversary Edition after that, and then kicking off TH02 with a
bunch of low-level blitting code.
More than three months without any reverse-engineering progress! It's been
way too long. Coincidentally, we're at least back with a surprising 1.25% of
overall RE, achieved within just 3 pushes. The ending script system is not
only more or less the same in TH04 and TH05, but actually originated in
TH03, where it's also used for the cutscenes before stages 8 and 9. This
means that it was one of the final pieces of code shared between three of
the four remaining games, which I got to decompile at roughly 3× the usual
speed, or ⅓ of the price.
The only other bargains of this nature remain in OP.EXE. The
Music Room is largely equivalent in all three remaining games as well, and
the sound device selection, ZUN Soft logo screens, and main/option menus are
the same in TH04 and TH05. A lot of that code is in the "technically RE'd
but not yet decompiled" ASM form though, so it would shift Finalized% more
significantly than RE%. Therefore, make sure to order the new
Finalization option rather than Reverse-engineering if you
want to make number go up.
So, cutscenes. On the surface, the .TXT files look simple enough: You
directly write the text that should appear on the screen into the file
without any special markup, and add commands to define visuals, music, and
other effects at any place within the script. Let's start with the basics of
how text is rendered, which are the same in all three games:
First off, the text area has a size of 480×64 pixels. This means that it
does not correspond to the tiled area painted into TH05's
EDBK?.PI images:
The yellow area is designated for character names.
Since the font weight can be customized, all text is rendered to VRAM.
This also includes gaiji, despite them ignoring the font weight
setting.
The system supports automatic line breaks on a per-glyph basis, which
move the text cursor to the beginning of the red text area. This might seem like a piece of long-forgotten
ancient wisdom at first, considering the absence of automatic line breaks in
Windows Touhou. However, ZUN probably implemented it more out of pure
necessity: Text in VRAM needs to be unblitted when starting a new box, which
is way more straightforward and performant if you only need to worry
about a fixed area.
The system also automatically starts a new (key press-separated) text
box after the end of the 4th line. However, the text cursor is
also unconditionally moved to the top-left corner of the yellow name
area when this happens, which is almost certainly not what you expect, given
that automatic line breaks stay within the red area. A script author might
as well add the necessary text box change commands manually, if you're
forced to anticipate the automatic ones anyway…
Due to ZUN forgetting an unblitting call during the TH05 refactoring of the
box background buffer, this feature is even completely broken in that game,
as any new text will simply be blitted on top of the old one:
Wait, why are we already talking about game-specific differences after
all? Also, note how the ⏎ animation appears one line below where you'd
expect it.
Overall, the system is geared toward exclusively full-width text. As
exemplified by the 2014 static English patches and the screenshots in this
blog post, half-width text is possible, but comes with a lot of
asterisks attached:
Each loop of the script interpreter starts by looking at the next
byte to distinguish commands from text. However, this step also skips
over every ASCII space and control character, i.e., every byte
≤ 32. If you only intend to display full-width glyphs anyway, this
sort of makes sense: You gain complete freedom when it comes to the
physical layout of these script files, and it especially allows commands
to be freely separated with spaces and line breaks for improved
readability. Still, enforcing commands to be separated exclusively by
line breaks might have been even better for readability, and would have
freed up ASCII spaces for regular text…
Non-command text is blindly processed and rendered two bytes at a
time. The rendering function interprets these bytes as a Shift-JIS
string, so you can use half-width characters here. While the
second byte can even be an ASCII 0x20 space due to the
parser's blindness, all half-width characters must still occur in pairs
that can't be interrupted by commands:
As a workaround for at least the ASCII space issue, you can replace
them with any of the unassigned
Shift-JIS lead bytes – 0x80, 0xA0, or
anything between 0xF0 and 0xFF inclusive.
That's what you see in all screenshots of this post that display
half-width spaces.
Finally, did you know that you can hold ESC to fast-forward
through these cutscenes, which skips most frame delays and reduces the rest?
Due to the blocking nature of all commands, the ESC key state is
only updated between commands or 2-byte text groups though, so it can't
interrupt an ongoing delay.
Superficially, the list of game-specific differences doesn't look too long,
and can be summarized in a rather short table:
It's when you get into the implementation that the combined three systems
reveal themselves as a giant mess, with more like 56 differences between the
games. Every single new weird line of code opened up
another can of worms, which ultimately made all of this end up with 24
pieces of bloat and 14 bugs. The worst of these should be quite interesting
for the general PC-98 homebrew developers among my audience:
The final official 0.23 release of master.lib has a bug in
graph_gaiji_put*(). To calculate the JIS X 0208 code point for
a gaiji, it is enough to ADD 5680h onto the gaiji ID. However,
these functions accidentally use ADC instead, which incorrectly
adds the x86 carry flag on top, causing weird off-by-one errors based on the
previous program state. ZUN did fix this bug directly inside master.lib for
TH04 and TH05, but still needed to work around it in TH03 by subtracting 1
from the intended gaiji ID. Anyone up for maintaining a bug-fixed master.lib
repository?
The worst piece of bloat comes from TH03 and TH04 needlessly
switching the visibility of VRAM pages while blitting a new 320×200 picture.
This makes it much harder to understand the code, as the mere existence of
these page switches is enough to suggest a more complex interplay between
the two VRAM pages which doesn't actually exist. Outside this visibility
switch, page 0 is always supposed to be shown, and page 1 is always used
for temporarily storing pixels that are later crossfaded onto page 0. This
is also the only reason why TH03 has to render text and gaiji onto both VRAM
pages to begin with… and because TH04 doesn't, changing the picture in the
middle of a string of text is technically bugged in that game, even though
you only get to temporarily see the new text on very underclocked PC-98
systems.
These performance implications made me wonder why cutscenes even bother with
writing to the second VRAM page anyway, before copying each crossfade step
to the visible one.
📝 We learned in June how costly EGC-"accelerated" inter-page copies are;
shouldn't it be faster to just blit the image once rather than twice?
Well, master.lib decodes .PI images into a packed-pixel format, and
unpacking such a representation into bitplanes on the fly is just about the
worst way of blitting you could possibly imagine on a PC-98. EGC inter-page
copies are already fairly disappointing at 42 cycles for every 16 pixels, if
we look at the i486 and ignore VRAM latencies. But under the same
conditions, packed-pixel unpacking comes in at 81 cycles for every 8
pixels, or almost 4× slower. On lower-end systems, that can easily sum up to
more than one frame for a 320×200 image. While I'd argue that the resulting
tearing could have been an acceptable part of the transition between two
images, it's understandable why you'd want to avoid it in favor of the
pure effect on a slower framerate.
Really makes me wonder why master.lib didn't just directly decode .PI images
into bitplanes. The performance impact on load times should have been
negligible? It's such a good format for
the often dithered 16-color artwork you typically see on PC-98, and
deserves better than master.lib's implementation which is both slow to
decode and slow to blit.
That brings us to the individual script commands… and yes, I'm going to
document every single one of them. Some of their interactions and edge cases
are not clear at all from just looking at the code.
Almost all commands are preceded by… well, a 0x5C lead byte.
Which raises the question of whether we should
document it as an ASCII-encoded \ backslash, or a Shift-JIS-encoded
¥ yen sign. From a gaijin perspective, it seems obvious that it's a
backslash, as it's consistently displayed as one in most of the editors you
would actually use nowadays. But interestingly, iconv
-f shift-jis -t utf-8 does convert any 0x5C
lead bytes to actual ¥ U+00A5 YEN SIGN code points
.
Ultimately, the distinction comes down to the font. There are fonts
that still render 0x5C as ¥, but mainly do so out
of an obvious concern about backward compatibility to JIS X 0201, where this
mapping originated. Unsurprisingly, this group includes MS Gothic/Mincho,
the old Japanese fonts from Windows 3.1, but even Meiryo and Yu
Gothic/Mincho, Microsoft's modern Japanese fonts. Meanwhile, pretty much
every other modern font, and freely licensed ones in particular, render this
code point as \, even if you set your editor to Shift-JIS. And
while ZUN most definitely saw it as a ¥, documenting this code
point as \ is less ambiguous in the long run. It can only
possibly correspond to one specific code point in either Shift-JIS or UTF-8,
and will remain correct even if we later mod the cutscene system to support
full-blown Unicode.
Now we've only got to clarify the parameter syntax, and then we can look at
the big table of commands:
Numeric parameters are read as sequences of up to 3 ASCII digits. This
limits them to a range from 0 to 999 inclusive, with 000 and
0 being equivalent. Because there's no further sentinel
character, any further digit from the 4th one onwards is
interpreted as regular text.
Filename parameters must be terminated with a space or newline and are
limited to 12 characters, which translates to 8.3 basenames without any
directory component. Any further characters are ignored and displayed as
text as well.
Each .PI image can contain up to four 320×200 pictures ("quarters") for
the cutscene picture area. In the script commands, they are numbered like
this:
0
1
2
3
\@
Clears both VRAM pages by filling them with VRAM color 0. 🐞
In TH03 and TH04, this command does not update the internal text area
background used for unblitting. This bug effectively restricts usage of
this command to either the beginning of a script (before the first
background image is shown) or its end (after no more new text boxes are
started). See the image below for an
example of using it anywhere else.
\b2
Sets the font weight to a value between 0 (raw font ROM glyphs) to 3
(very thicc). Specifying any other value has no effect.
🐞 In TH04 and TH05, \b3 leads to glitched pixels when
rendering half-width glyphs due to a bug in the newly micro-optimized
ASM version of
📝 graph_putsa_fx(); see the image below for an example.
In these games, the parameter also directly corresponds to the
graph_putsa_fx() effect function, removing the sanity check
that was present in TH03. In exchange, you can also access the four
dissolve masks for the bold font (\b2) by specifying a
parameter between 4 (fewest pixels) to 7 (most
pixels). Demo video below.
\c15
Changes the text color to VRAM color 15.
\c=字,15
Adds a color map entry: If 字 is the first code point
inside the name area on a new line, the text color is automatically set
to 15. Up to 8 such entries can be registered
before overflowing the statically allocated buffer.
🐞 The comma is assumed to be present even if the color parameter is omitted.
\e0
Plays the sound effect with the given ID.
\f
(no-op)
\fi1
\fo1
Calls master.lib's palette_black_in() or
palette_black_out() to play a hardware palette fade
animation from or to black, spending roughly 1 frame on each of the 16 fade steps.
\fm1
Fades out BGM volume via PMD's AH=02h interrupt call,
in a non-blocking way. The fade speed can range from 1 (slowest) to 127 (fastest).
Values from 128 to 255 technically correspond to
AH=02h's fade-in feature, which can't be used from cutscene
scripts because it requires BGM volume to first be lowered via
AH=19h, and there is no command to do that.
\g8
Plays a blocking 8-frame screen shake
animation.
\ga0
Shows the gaiji with the given ID from 0 to 255
at the current cursor position. Even in TH03, gaiji always ignore the
text delay interval configured with \v.
@3
TH05's replacement for the \ga command from TH03 and
TH04. The default ID of 3 corresponds to the
gaiji. Not to be confused with \@, which starts with a backslash,
unlike this command.
@h
Shows the gaiji.
@t
Shows the gaiji.
@!
Shows the gaiji.
@?
Shows the gaiji.
@!!
Shows the gaiji.
@!?
Shows the gaiji.
\k0
Waits 0 frames (0 = forever) for an advance key to be pressed before
continuing script execution. Before waiting, TH05 crossfades in any new
text that was previously rendered to the invisible VRAM page…
🐞 …but TH04 doesn't, leaving the text invisible during the wait time.
As a workaround, \vp1 can be
used before \k to immediately display that text without a
fade-in animation.
\m$
Stops the currently playing BGM.
\m*
Restarts playback of the currently loaded BGM from the
beginning.
\m,filename
Stops the currently playing BGM, loads a new one from the given
file, and starts playback.
\n
Starts a new line at the leftmost X coordinate of the box, i.e., the
start of the name area. This is how scripts can "change" the name of the
currently speaking character, or use the entire 480×64 pixels without
being restricted to the non-name area.
Note that automatic line breaks already move the cursor into a new line.
Using this command at the "end" of a line with the maximum number of 30
full-width glyphs would therefore start a second new line and leave the
previously started line empty.
If this command moved the cursor into the 5th line of a box,
\s is executed afterward, with
any of \n's parameters passed to \s.
\p
(no-op)
\p-
Deallocates the loaded .PI image.
\p,filename
Loads the .PI image with the given file into the single .PI slot
available to cutscenes. TH04 and TH05 automatically deallocate any
previous image, 🐞 TH03 would leak memory without a manual prior call to
\p-.
\pp
Sets the hardware palette to the one of the loaded .PI image.
\p@
Sets the loaded .PI image as the full-screen 640×400 background
image and overwrites both VRAM pages with its pixels, retaining the
current hardware palette.
\p=
Runs \pp followed by \p@.
\s0
\s-
Ends a text box and starts a new one. Fades in any text rendered to
the invisible VRAM page, then waits 0 frames
(0 = forever) for an advance key to be
pressed. Afterward, the new text box is started with the cursor moved to
the top-left corner of the name area. \s- skips the wait time and starts the new box
immediately.
\t100
Sets palette brightness via master.lib's
palette_settone() to any value from 0 (fully black) to 200
(fully white). 100 corresponds to the palette's original colors.
Preceded by a 1-frame delay unless ESC is held.
\v1
Sets the number of frames to wait between every 2 bytes of rendered
text.
Sets the number of frames to spend on each of the 4 fade
steps when crossfading between old and new text. The game-specific
default value is also used before the first use of this command.
\v2
\vp0
Shows VRAM page 0. Completely useless in
TH03 (this game always synchronizes both VRAM pages at a command
boundary), only of dubious use in TH04 (for working around a bug in \k), and the games always return to
their intended shown page before every blitting operation anyway. A
debloated mod of this game would just remove this command, as it exposes
an implementation detail that script authors should not need to worry
about. None of the original scripts use it anyway.
\w64
\w and \wk wait for the given number
of frames
\wm and \wmk wait until PMD has played
back the current BGM for the total number of measures, including
loops, given in the first parameter, and fall back on calling
\w and \wk with the second parameter as
the frame number if BGM is disabled.
🐞 Neither PMD nor MMD reset the internal measure when stopping
playback. If no BGM is playing and the previous BGM hasn't been
played back for at least the given number of measures, this command
will deadlock.
Since both TH04 and TH05 fade in any new text from the invisible VRAM
page, these commands can be used to simulate TH03's typing effect in
those games. Demo video below.
Contrary to \k and \s, specifying 0 frames would
simply remove any frame delay instead of waiting forever.
The TH03-exclusive k variants allow the delay to be
interrupted if ⏎ Return or Shot are held down.
TH04 and TH05 recognize the k as well, but removed its
functionality.
All of these commands have no effect if ESC is held.
\wm64,64
\wk64
\wmk64,64
\wi1
\wo1
Calls master.lib's palette_white_in() or
palette_white_out() to play a hardware palette fade
animation from or to white, spending roughly 1 frame on each of the 16 fade steps.
\=4
Immediately displays the given quarter of the loaded .PI image in
the picture area, with no fade effect. Any value ≥ 4 resets the picture area to black.
\==4,1
Crossfades the picture area between its current content and quarter
#4 of the loaded .PI image, spending 1 frame on each of the 4 fade steps unless
ESC is held. Any value ≥ 4 is
replaced with quarter #0.
\$
Stops script execution. Must be called at the end of each file;
otherwise, execution continues into whatever lies after the script
buffer in memory.
TH05 automatically deallocates the loaded .PI image, TH03 and TH04
require a separate manual call to \p- to not leak its memory.
Bold values signify the default if the parameter
is omitted; \c is therefore
equivalent to \c15.
The \@ bug. Yes, the ¥ is fake. It
was easier to GIMP it than to reword the sentences so that the backslashes
landed on the second byte of a 2-byte half-width character pair.
The font weights and effects available through \b, including the glitch with
\b3 in TH04 and TH05.
Font weight 3 is technically not rendered correctly in TH03 either; if
you compare 1️⃣ with 4️⃣, you notice a single missing column of pixels
at the left side of each glyph, which would extend into the previous
VRAM byte. Ironically, the TH04/TH05 version is more correct in
this regard: For half-width glyphs, it preserves any further pixel
columns generated by the weight functions in the high byte of the 16-dot
glyph variable. Unlike TH03, which still cuts them off when rendering
text to unaligned X positions (3️⃣), TH04 and TH05 do bit-rotate them
towards their correct place (4️⃣). It's only at byte-aligned X positions
(2️⃣) where they remain at their internally calculated place, and appear
on screen as these glitched pixel columns, 15 pixels away from the glyph
they belong to. It's easy to blame bugs like these on micro-optimized
ASM code, but in this instance, you really can't argue against it if the
original C++ version was equally incorrect.
Combining \b and s- into a partial dissolve
animation. The speed can be controlled with \v.
Simulating TH03's typing effect in TH04 and TH05 via \w. Even prettier in TH05 where we
also get an additional fade animation
after the box ends.
So yeah, that's the cutscene system. I'm dreading the moment I will have to
deal with the other command interpreter in these games, i.e., the
stage enemy system. Luckily, that one is completely disconnected from any
other system, so I won't have to deal with it until we're close to finishing
MAIN.EXE… that is, unless someone requests it before. And it
won't involve text encodings or unblitting…
The cutscene system got me thinking in greater detail about how I would
implement translations, being one of the main dependencies behind them. This
goal has been on the order form for a while and could soon be implemented
for these cutscenes, with 100% PI being right around the corner for the TH03
and TH04 cutscene executables.
Once we're there, the "Virgin" old-school way of static translation patching
for Latin-script languages could be implemented fairly quickly:
Establish basic UTF-8 parsing for less painful manual editing of the
source files
Procedurally generate glyphs for the few required additional letters
based on existing font ROM glyphs. For example, we'd generate ä
by painting two short lines on top of the font ROM's a glyph,
or generate ¿ by vertically flipping the question mark. This
way, the text retains a consistent look regardless of whether the translated
game is run with an NEC or EPSON font ROM, or the that Neko Project II auto-generates if you
don't provide either.
(Optional) Change automatic line breaks to work on a per-word
basis, rather than per-glyph
That's it – script editing and distribution would be handled by your local
translation group. It might seem as if this would also work for Greek and
Cyrillic scripts due to their presence in the PC-98 font ROM, but I'm not
sure if I want to attempt procedurally shrinking these glyphs from 16×16 to
8×16… For any more thorough solution, we'd need to go for a more "Chad" kind
of full-blown translation support:
Implement text subdivisions at a sensible granularity while retaining
automatic line and box breaks
Compile translatable text into a Japanese→target language dictionary
(I'm too old to develop any further translation systems that would overwrite
modded source text with translations of the original text)
Implement a custom Unicode font system (glyphs would be taken from GNU
Unifont unless translators provide a different 8×16 font for their
language)
Combine the text compiler with the font compiler to only store needed
glyphs as part of the translation's font file (dealing with a multi-MB font
file would be rather ugly in a Real Mode game)
Write a simple install/update/patch stacking tool that supports both
.HDI and raw-file DOSBox-X scenarios (it's different enough from thcrap to
warrant a separate tool – each patch stack would be statically compiled into
a single package file in the game's directory)
Add a nice language selection option to the main menu
(Optional) Support proportional fonts
Which sounds more like a separate project to be commissioned from
Touhou Patch Center's Open Collective funds, separate from the ReC98 cap.
This way, we can make sure that the feature is completely implemented, and I
can talk with every interested translator to make sure that their language
works.
It's still cheaper overall to do this on PC-98 than to first port the games
to a modern system and then translate them. On the other hand, most
of the tasks in the Chad variant (3, 4, 5, and half of 2) purely deal with
the difficulty of getting arbitrary Unicode characters to work natively in a
PC-98 DOS game at all, and would be either unnecessary or trivial if we had
already ported the game. Depending on where the patrons' interests lie, it
may not be worth it. So let's see what all of you think about which
way we should go, or whether it's worth doing at all. (Edit
(2022-12-01): With Splashman's
order towards the stage dialogue system, we've pretty much confirmed that it
is.) Maybe we want to meet in the middle – using e.g. procedural glyph
generation for dynamic translations to keep text rendering consistent with
the rest of the PC-98 system, and just not support non-Latin-script
languages in the beginning? In any case, I've added both options to the
order form. Edit (2023-07-28):Touhou Patch Center has agreed to fund
a basic feature set somewhere between the Virgin and Chad level. Check the
📝 dedicated announcement blog post for more
details and ideas, and to find out how you can support this goal!
Surprisingly, there was still a bit of RE work left in the third push after
all of this, which I filled with some small rendering boilerplate. Since I
also wanted to include TH02's playfield overlay functions,
1/15 of that last push went towards getting a
TH02-exclusive function out of the way, which also ended up including that
game in this delivery.
The other small function pointed out how TH05's Stage 5 midboss pops into
the playfield quite suddenly, since its clipping test thinks it's only 32
pixels tall rather than 64:
Good chance that the pop-in might have been intended. Edit (2023-06-30): Actually, it's a
📝 systematic consequence of ZUN having to work around the lack of clipping in master.lib's sprite functions.
There's even another quirk here: The white flash during its first frame
is actually carried over from the previous midboss, which the
game still considers as actively getting hit by the player shot that
defeated it. It's the regular boilerplate code for rendering a
midboss that resets the responsible damage variable, and that code
doesn't run during the defeat explosion animation.
Next up: Staying with TH05 and looking at more of the pattern code of its
boss fights. Given the remaining TH05 budget, it makes the most sense to
continue in in-game order, with Sara and the Stage 2 midboss. If more money
comes in towards this goal, I could alternatively go for the Mai & Yuki
fight and immediately develop a pretty fix for the cheeto storage
glitch. Also, there's a rather intricate
pull request for direct ZMBV decoding on the website that I've still got
to review…
P0212
TH01 decompilation (Stage bonus and TOTLE screens, part 1/2)
P0213
TH01 decompilation (Stage bonus and TOTLE screens, part 2/2 + Data finalization, part 2/2 + FUUIN.EXE 100%)
Wow, it's been 3 days and I'm already back with an unexpectedly long post
about TH01's bonus point screens? 3 days used to take much longer in my
previous projects…
Before I talk about graphics for the rest of this post, let's start with the
exact calculations for both bonuses. Touhou Wiki already got these right,
but it still makes sense to provide them here, in a format that allows you
to cross-reference them with the source code more easily. For the
card-flipping stage bonus:
Time
min((Stage timer * 3), 6553)
Continuous
min((Highest card combo * 100), 6553)
Bomb&Player
min(((Lives * 200) + (Bombs * 100)), 6553)
STAGE
min(((Stage number - 1) * 200), 6553)
BONUS Point
Sum of all above values * 10
The boss stage bonus is calculated from the exact same metrics, despite half
of them being labeled differently. The only actual differences are in the
higher multipliers and in the cap for the stage number bonus. Why remove it
if raising it high enough also effectively disables it?
Time
min((Stage timer * 5), 6553)
Continuous
min((Highest card combo * 200), 6553)
MIKOsan
min(((Lives * 500) + (Bombs * 200)), 6553)
Clear
min((Stage number * 1000), 65530)
TOTLE
Sum of all above values * 10
The transition between the gameplay and TOTLE screens is one of the more
impressive effects showcased in this game, especially due to how wavy it
often tends to look. Aside from the palette interpolation (which is, by the
way, the first time ZUN wrote a correct interpolation algorithm between two
4-bit palettes), the core of the effect is quite simple. With the TOTLE
image blitted to VRAM page 1:
Shift the contents of a line on VRAM page 0 by 32 pixels, alternating
the shift direction between right edge → left edge (even Y
values) and the other way round (odd Y values)
Keep a cursor for the destination pixels on VRAM page 1 for every line,
starting at the respective opposite edge
Blit the 32 pixels at the VRAM page 1 cursor to the newly freed 32
pixels on VRAM page 0, and advance the cursor towards the other edge
Successive line shifts will then include these newly blitted 32 pixels
as well
Repeat (640 / 32) = 20 times, after which all new pixels
will be in their intended place
So it's really more like two interlaced shift effects with opposite
directions, starting on different scanlines. No trigonometry involved at
all.
Horizontally scrolling pixels on a single VRAM page remains one of the few
📝 appropriate uses of the EGC in a fullscreen 640×400 PC-98 game,
regardless of the copied block size. The few inter-page copies in this
effect are also reasonable: With 8 new lines starting on each effect frame,
up to (8 × 20) = 160 lines are transferred at any given time, resulting
in a maximum of (160 × 2 × 2) = 640 VRAM page switches per frame for the newly
transferred pixels. Not that frame rate matters in this situation to begin
with though, as the game is doing nothing else while playing this effect.
What does sort of matter: Why 32 pixels every 2 frames, instead of 16
pixels on every frame? There's no performance difference between doing one
half of the work in one frame, or two halves of the work in two frames. It's
not like the overhead of another loop has a serious impact here,
especially with the PC-98 VRAM being said to have rather high
latencies. 32 pixels over 2 frames is also harder to code, so ZUN
must have done it on purpose. Guess he really wanted to go for that 📽
cinematic 30 FPS look 📽 here…
Removing the palette interpolation and transitioning from a black screen
to CLEAR3.GRP makes it a lot clearer how the effect works.
Once all the metrics have been calculated, ZUN animates each value with a
rather fancy left-to-right typing effect. As 16×16 images that use a single
bright-red color, these numbers would be
perfect candidates for gaiji… except that ZUN wanted to render them at the
more natural Y positions of the labels inside CLEAR3.GRP that
are far from aligned to the 8×16 text RAM grid. Not having been in the mood
for hardcoding another set of monochrome sprites as C arrays that day, ZUN
made the still reasonable choice of storing the image data for these numbers
in the single-color .GRC form– yeah, no, of course he once again
chose the .PTN hammer, and its
📝 16×16 "quarter" wrapper functions around nominal 32×32 sprites.
The three 32×32 TOTLE metric digit sprites inside
NUMB.PTN.
Why do I bring up such a detail? What's actually going on there is that ZUN
loops through and blits each digit from 0 to 9, and then continues the loop
with "digit" numbers from 10 to 19, stopping before the number whose ones
digit equals the one that should stay on screen. No problem with that in
theory, and the .PTN sprite selection is correct… but the .PTN
quarter selection isn't, as ZUN wrote (digit % 4)
instead of the correct ((digit % 10) % 4).
Since .PTN quarters are indexed in a row-major
way, the 10-19 part of the loop thus ends up blitting
2 →
3 →
0 →
1 →
6 →
7 →
4 →
5 →
(nothing):
This footage was slowed down to show one sprite blitting operation per
frame. The actual game waits a hardcoded 4 milliseconds between each
sprite, so even theoretically, you would only see roughly every
4th digit. And yes, we can also observe the empty quarter
here, only blitted if one of the digits is a 9.
Seriously though? If the deadline is looming and you've got to rush
some part of your game, a standalone screen that doesn't affect
anything is the best place to pick. At 4 milliseconds per digit, the
animation goes by so fast that this quirk might even add to its
perceived fanciness. It's exactly the reason why I've always been rather
careful with labeling such quirks as "bugs". And in the end, the code does
perform one more blitting call after the loop to make sure that the correct
digit remains on screen.
The remaining ¾ of the second push went towards transferring the final data
definitions from ASM to C land. Most of the details there paint a rather
depressing picture about ZUN's original code layout and the bloat that came
with it, but it did end on a real highlight. There was some unused data
between ZUN's non-master.lib VSync and text RAM code that I just moved away
in September 2015 without taking a closer look at it. Those bytes kind of
look like another hardcoded 1bpp image though… wait, what?!
Lovely! With no mouse-related code left in the game otherwise, this cursor
sprite provides some great fuel for wild fan theories about TH01's
development history:
Could ZUN have 📝 stolen the basic PC-98
VSync or text RAM function code from a source that also implemented mouse
support?
Or was this game actually meant to have mouse-controllable portions at
some point during development? Even if it would have just been the
menus.
… Actually, you know what, with all shared data moved to C land, I might as
well finish FUUIN.EXE right now. The last secret hidden in its
main() function: Just like GAME.BAT supports
launching the game in various debug modes from the DOS command line,
FUUIN.EXE can directly launch one of the game's endings. As
long as the MDRV2 driver is installed, you can enter
fuuin t1 for the 魔界/Makai Good Ending, or
fuuin t for 地獄/Jigoku Good Ending.
Unfortunately, the command-line parameter can only control the route.
Choosing between a Good or Bad Ending is still done exclusively through
TH01's resident structure, and the continues_per_scene array in
particular. But if you pre-allocate that structure somehow and set one of
the members to a nonzero value, it would work. Trainers, anyone?
Alright, gotta get back to the code if I want to have any chance of
finishing this game before the 15th… Next up: The final 17
functions in REIIDEN.EXE that tie everything together and add
some more debug features on top.
P0207
TH01 decompilation (YuugenMagan, part 1/5: Preparation)
P0208
TH01 decompilation (YuugenMagan, part 2/5: Helper functions)
P0209
TH01 decompilation (YuugenMagan, part 3/5: Main function)
P0210
TH01 decompilation (YuugenMagan, part 4/5: Eye opening/closing + 邪 colors)
P0211
TH01 decompilation (YuugenMagan, part 5/5: Quirk research + Data finalization, part 1/2 + Common part of endings)
Whew, TH01's boss code just had to end with another beast of a boss, taking
way longer than it should have and leaving uncomfortably little time for the
rest of the game. Let's get right into the overview of YuugenMagan, the most
sequential and scripted battle in this game:
The fight consists of 14 phases, numbered (of course) from 0 to 13.
Unlike all other bosses, the "entrance phase" 0 is a proper gameplay-enabled
part of the fight itself, which is why I also count it here.
YuugenMagan starts with 16 HP, second only to Sariel's 18+6. The HP bar
visualizes the HP threshold for the end of phases 3 (white part) and 7
(red-white part), respectively.
All even-numbered phases change the color of the 邪 kanji in the stage
background, and don't check for collisions between the Orb and any eye.
Almost all of them consequently don't feature an attack, except for phase
0's 1-pixel lasers, spawning symmetrically from the left and right edges of
the playfield towards the center. Which means that yes, YuugenMagan is in
fact invincible during this first attack.
All other attacks are part of the odd-numbered phases:
Phase 1: Slow pellets from the lateral eyes. Ends
at 15 HP.
Phase 3: Missiles from the southern eyes, whose
angles first shift away from Reimu's tracked position and then towards
it. Ends at 12 HP.
Phase 5: Circular pellets sprayed from the lateral
eyes. Ends at 10 HP.
Phase 7: Another missile pattern, but this time
with both eyes shifting their missile angles by the same
(counter-)clockwise delta angles. Ends at 8 HP.
Phase 9: The 3-pixel 3-laser sequence from the
northern eye. Ends at 2 HP.
Phase 11: Spawns the pentagram with one corner out
of every eye, then gradually shrinks and moves it towards the center of
the playfield. Not really an "attack" (surprise) as the pentagram can't
reach the player during this phase, but collision detection is
technically already active here. Ends at 0 HP, marking the earliest
point where the fight itself can possibly end.
Phase 13: Runs through the parallel "pentagram
attack phases". The first five consist of the pentagram alternating its
spinning direction between clockwise and counterclockwise while firing
pellets from each of the five star corners. After that, the pentagram
slams itself into the player, before YuugenMagan loops back to phase
10 to spawn a new pentagram. On the next run through phase 13, the
pentagram grows larger and immediately slams itself into the player,
before starting a new pentagram attack phase cycle with another loop
back to phase 10.
Since the HP bar fills up in a phase with no collision detection,
YuugenMagan is immune to
📝 test/debug mode heap corruption. It's
generally impossible to get YuugenMagan's HP into negative numbers, with
collision detection being disabled every other phase, and all odd-numbered
phases ending immediately upon reaching their HP threshold.
All phases until the very last one have a timeout condition, independent
from YuugenMagan's current HP:
Phase 0: 331 frames
Phase 1: 1101 frames
Phases 2, 4, 6, 8, 10, and 12: 70 frames each
Phases 3 and 7: 5 iterations of the pattern, or
1845 frames each
Phase 5: 5 iterations of the pattern, or 2230
frames
Phase 9: The full duration of the sequence, or 491
frames
Phase 11: Until the pentagram reached its target
position, or 221 frames
This makes it possible to reach phase 13 without dealing a single point of
damage to YuugenMagan, after almost exactly 2½ minutes on any difficulty.
Your actual time will certainly be higher though, as you will have to
HARRY UP at least once during the attempt.
And let's be real, you're very likely to subsequently lose a
life.
At a pixel-perfect 81×61 pixels, the Orb hitboxes are laid out rather
generously this time, reaching quite a bit outside the 64×48 eye sprites:
And that's about the only positive thing I can say about a position
calculation in this fight. Phase 0 already starts with the lasers being off
by 1 pixel from the center of the iris. Sure, 28 may be a nicer number to
add than 29, but the result won't be byte-aligned either way? This is
followed by the eastern laser's hitbox somehow being 24 pixels larger than
the others, stretching a rather unexpected 70 pixels compared to the 46 of
every other laser.
On a more hilarious note, the eye closing keyframe contains the following
(pseudo-)code, comprising the only real accidentally "unused" danmaku
subpattern in TH01:
// Did you mean ">= RANK_HARD"?
if(rank == RANK_HARD) {
eye_north.fire_aimed_wide_5_spread();
eye_southeast.fire_aimed_wide_5_spread();
eye_southwest.fire_aimed_wide_5_spread();
// Because this condition can never be true otherwise.
// As a result, no pellets will be spawned on Lunatic mode.
// (There is another Lunatic-exclusive subpattern later, though.)
if(rank == RANK_LUNATIC) {
eye_west.fire_aimed_wide_5_spread();
eye_east.fire_aimed_wide_5_spread();
}
}
Featuring the weirdly extended hitbox for the eastern laser, as well as
an initial Reimu position that points out the disparity between
byte-aligned rendering and the internal coordinates one final time.
After a few utility functions that look more like a quickly abandoned
refactoring attempt, we quickly get to the main attraction: YuugenMagan
combines the entire boss script and most of the pattern code into a single
2,634-instruction function, totaling 9,677 bytes inside
REIIDEN.EXE. For comparison, ReC98's version of this code
consists of at least 49 functions, excluding those I had to add to work
around ZUN's little inconsistencies, or the ones I added for stylistic
reasons.
In fact, this function is so large that Turbo C++ 4.0J refuses to generate
assembly output for it via the -S command-line option, aborting
with a Compiler table limit exceeded in function error.
Contrary to what the Borland C++ 4.0 User Guide suggests, this
instance of the error is not at all related to the number of function bodies
or any metric of algorithmic complexity, but is simply a result of the
compiler's internal text representation for a single function overflowing a
64 KiB memory segment. Merely shortening the names of enough identifiers
within the function can help to get that representation down below 64 KiB.
If you encounter this error during regular software development, you might
interpret it as the compiler's roundabout way of telling you that it inlined
way more function calls than you probably wanted to have inlined. Because
you definitely won't explicitly spell out such a long function
in newly-written code, right?
At least it wasn't the worst copy-pasting job in this
game; that trophy still goes to 📝 Elis. And
while the tracking code for adjusting an eye's sprite according to the
player's relative position is one of the main causes behind all the bloat,
it's also 100% consistent, and might have been an inlined class method in
ZUN's original code as well.
The clear highlight in this fight though? Almost no coordinate is
precisely calculated where you'd expect it to be. In particular, all
bullet spawn positions completely ignore the direction the eyes are facing
to:
Combining the bottom of the pupil with the exact horizontal
center of the sprite as a whole might sound like a good idea, but looks
especially wrong if the eye is facing right.Here it's the other way round: OK for a right-facing eye, really
wrong for a left-facing one.Dude, the eye is even supposed to track the laser in this
one!Hint: That's not the center of the playfield. At least the
pellets spawned from the corners are sort of correct, but with the corner
calculates precomputed, you could only get them wrong on
purpose.
Due to their effect on gameplay, these inaccuracies can't even be called
"bugs", and made me devise a new "quirk" category instead. More on that in
the TH01 100% blog post, though.
While we did see an accidentally unused bullet pattern earlier, I can
now say with certainty that there are no truly unused danmaku
patterns in TH01, i.e., pattern code that exists but is never called.
However, the code for YuugenMagan's phase 5 reveals another small piece of
danmaku design intention that never shows up within the parameters of
the original game.
By default, pellets are clipped when they fly past the top of the playfield,
which we can clearly observe for the first few pellets of this pattern.
Interestingly though, the second subpattern actually configures its pellets
to fall straight down from the top of the playfield instead. You never see
this happening in-game because ZUN limited that subpattern to a downwards
angle range of 0x73 or 162°, resulting in none of its pellets
ever getting close to the top of the playfield. If we extend that range to a
full 360° though, we can see how ZUN might have originally planned the
pattern to end:
YuugenMagan's phase 5 patterns on every difficulty, with the
second subpattern extended to reveal the different pellet behavior that
remained in the final game code. In the original game, the eyes would stop
spawning bullets on the marked frame.
If we also disregard everything else about YuugenMagan that fits the
upcoming definition of quirk, we're left with 6 "fixable" bugs, all
of which are a symptom of general blitting and unblitting laziness. Funnily
enough, they can all be demonstrated within a short 9-second part of the
fight, from the end of phase 9 up until the pentagram starts spinning in
phase 13:
General flickering whenever any sprite overlaps an eye. This is caused
by only reblitting each eye every 3 frames, and is an issue all throughout
the fight. You might have already spotted it in the videos above.
Each of the two lasers is unblitted and blitted individually instead of
each operation being done for both lasers together. Remember how
📝 ZUN unblits 32 horizontal pixels for every row of a line regardless of its width?
That's why the top part of the left, right-moving laser is never visible,
because it's blitted before the other laser is unblitted.
ZUN forgot to unblit the lasers when phase 9 ends. This footage was
recorded by pressing ↵ Return in test mode (game t or
game d), and it's probably impossible to achieve this during
actual gameplay without TAS techniques. You would have to deal the required
6 points of damage within 491 frames, with the eye being invincible during
240 of them. Simply shooting up an Orb with a horizontal velocity of 0 would
also only work a single time, as boss entities always repel the Orb with a
horizontal velocity of ±4.
The shrinking pentagram is unblitted after the eyes were blitted,
adding another guaranteed frame of flicker on top of the ones in 1). Like in
2), the blockiness of the holes is another result of unblitting 32 pixels
per row at a time.
Another missing unblitting call in a phase transition, as the pentagram
switches from its not quite correctly interpolated shrunk form to a regular
star polygon with a radius of 64 pixels. Indirectly caused by the massively
bloated coordinate calculation for the shrink animation being done
separately for the unblitting and blitting calls. Instead of, y'know, just
doing it once and storing the result in variables that can later be
reused.
The pentagram is not reblitted at all during the first 100 frames of
phase 13. During that rather long time, it's easily possible to remove
it from VRAM completely by covering its area with player shots. Or HARRY UP pellets.
Definitely an appropriate end for this game's entity blitting code.
I'm really looking forward to writing a
proper sprite system for the Anniversary Edition…
And just in case you were wondering about the hitboxes of these pentagrams
as they slam themselves into Reimu:
62 pixels on the X axis, centered around each corner point of the star, 16
pixels below, and extending infinitely far up. The latter part becomes
especially devious because the game always collision-detects
all 5 corners, regardless of whether they've already clipped through
the bottom of the playfield. The simultaneously occurring shape distortions
are simply a result of the line drawing function's rather poor
re-interpolation of any line that runs past the 640×400 VRAM boundaries;
📝 I described that in detail back when I debugged the shootout laser crash.
Ironically, using fixed-size hitboxes for a variable-sized pentagram means
that the larger one is easier to dodge.
The final puzzle in TH01's boss code comes
📝 once again in the form of weird hardware
palette changes. The 邪 kanji on the background
image goes through various colors throughout the fight, which ZUN
implemented by gradually incrementing and decrementing either a single one
or none of the color's three 4-bit components at the beginning of each
even-numbered phase. The resulting color sequence, however, doesn't
quite seem to follow these simple rules:
Phase 0: #DD5邪
Phase 2: #0DF邪
Phase 4: #F0F邪
Phase 6: #00F邪, but at the
end of the phase?!
Phase 8: #0FF邪, at the start
of the phase, #0F5邪, at the end!?
Phase 10: #FF5邪, at the start of
the phase, #F05邪, at the end
Second repetition of phase 12: #005邪
shortly after the start of the phase?!
Adding some debug output sheds light on what's going on there:
Since each iteration of phase 12 adds 63 to the red component, integer
overflow will cause the color to infinitely alternate between dark-blue
and red colors on every 2.03 iterations of the pentagram phase loop. The
65th iteration will therefore be the first one with a dark-blue color
for a third iteration in a row – just in case you manage to stall the
fight for that long.
Yup, ZUN had so much trust in the color clamping done by his hardware
palette functions that he did not clamp the increment operation on the
stage_palette itself. Therefore, the 邪
colors and even the timing of their changes from Phase 6 onwards are
"defined" by wildly incrementing color components beyond their intended
domain, so much that even the underlying signed 8-bit integer ends up
overflowing. Given that the decrement operation on the
stage_paletteis clamped though, this might be another
one of those accidents that ZUN deliberately left in the game,
📝 similar to the conclusion I reached with infinite bumper loops.
But guess what, that's also the last time we're going to encounter this type
of palette component domain quirk! Later games use master.lib's 8-bit
palette system, which keeps the comfort of using a single byte per
component, but shifts the actual hardware color into the top 4 bits, leaving
the bottom 4 bits for added precision during fades.
OK, but now we're done with TH01's bosses! 🎉That was the
8th PC-98 Touhou boss in total, leaving 23 to go.
With all the necessary research into these quirks going well into a fifth
push, I spent the remaining time in that one with transferring most of the
data between YuugenMagan and the upcoming rest of REIIDEN.EXE
into C land. This included the one piece of technical debt in TH01 we've
been carrying around since March 2015, as well as the final piece of the
ending sequence in FUUIN.EXE. Decompiling that executable's
main() function in a meaningful way requires pretty much all
remaining data from REIIDEN.EXE to also be moved into C land,
just in case you were wondering why we're stuck at 99.46% there.
On a more disappointing note, the static initialization code for the
📝 5 boss entity slots ultimately revealed why
YuugenMagan's code is as bloated and redundant as it is: The 5 slots really
are 5 distinct variables rather than a single 5-element array. That's why
ZUN explicitly spells out all 5 eyes every time, because the array he could
have just looped over simply didn't exist. 😕 And while these slot variables
are stored in a contiguous area of memory that I could just have
taken the address of and then indexed it as if it were an array, I
didn't want to annoy future port authors with what would technically be
out-of-bounds array accesses for purely stylistic reasons. At least it
wasn't that big of a deal to rewrite all boss code to use these distinct
variables, although I certainly had to get a bit creative with Elis.
Next up: Finding out how many points we got in totle, and hoping that ZUN
didn't hide more unexpected complexities in the remaining 45 functions of
this game. If you have to spare, there are two ways
in which that amount of money would help right now:
I'm expecting another subscription transaction
from Yanga before the 15th, which would leave to
round out one final TH01 RE push. With that, there'd be a total of 5 left in
the backlog, which should be enough to get the rest of this game done.
I really need to address the performance and usability issues
with all the small videos in this blog. Just look at the video immediately
above, where I disabled the controls because they would cover the debug text
at the bottom… Edit (2022-10-31):… which no longer is an
issue with our 📝 custom video player.
I already reserved this month's anonymous contribution for this work, so it would take another to be turned into a full push.
P0193
TH01 decompilation (Elis, part 1/4: Preparations + patterns 1-3)
P0194
TH01 decompilation (Elis, part 2/4: Patterns 4-6 + transformations)
P0195
TH01 decompilation (Elis, part 3/4: Patterns 7-13)
P0196
TH01 decompilation (Elis, part 4/4: Entrance animation + main function)
P0197
TH01 research (HP bar heap corruption + boss defeat crashes) + decompilation (Verdict screen)
💰 Funded by:
Ember2528, Yanga
🏷️ Tags:
With Elis, we've not only reached the midway point in TH01's boss code, but
also a bunch of other milestones: Both REIIDEN.EXE and TH01 as
a whole have crossed the 75% RE mark, and overall position independence has
also finally cracked 80%!
And it got done in 4 pushes again? Yup, we're back to
📝 Konngara levels of redundancy and
copy-pasta. This time, it didn't even stop at the big copy-pasted code
blocks for the rift sprite and 256-pixel circle animations, with the words
"redundant" and "unnecessary" ending up a total of 18 times in my source
code comments.
But damn is this fight broken. As usual with TH01 bosses, let's start with a
high-level overview:
The Elis fight consists of 5 phases (excluding the entrance animation),
which must be completed in order.
In all odd-numbered phases, Elis uses a random one-shot danmaku pattern
from an exclusive per-phase pool before teleporting to a random
position.
There are 3 exclusive girl-form patterns per phase, plus 4
additional bat-form patterns in phase 5, for a total of 13.
Due to a quirk in the selection algorithm in phases 1 and 3, there
is a 25% chance of Elis skipping an attack cycle and just teleporting
again.
In contrast to Konngara, Elis can freely select the same pattern
multiple times in a row. There's nothing in the code to prevent that
from happening.
This pattern+teleport cycle is repeated until Elis' HP reach a certain
threshold value. The odd-numbered phases correspond to the white (phase 1),
red-white (phase 3), and red (phase 5) sections of the health bar. However,
the next phase can only start at the end of each cycle, after a
teleport.
Phase 2 simply teleports Elis back to her starting screen position of
(320, 144) and then advances to phase 3.
Phase 4 does the same as phase 2, but adds the initial bat form
transformation before advancing to phase 5.
Phase 5 replaces the teleport with a transformation to the bat form.
Rather than teleporting instantly to the target position, the bat gradually
flies there, firing a randomly selected looping pattern from the 4-pattern
bat pool on the way, before transforming back to the girl form.
This puts the earliest possible end of the fight at the first frame of phase
5. However, nothing prevents Elis' HP from reaching 0 before that point. You
can nicely see this in 📝 debug mode: Wait
until the HP bar has filled up to avoid heap corruption, hold ↵ Return
to reduce her HP to 0, and watch how Elis still goes through a total of
two patterns* and four
teleport animations before accepting defeat.
But wait, heap corruption? Yup, there's a bug in the HP bar that already
affected Konngara as well, and it isn't even just about the graphical
glitches generated by negative HP:
The initial fill-up animation is drawn to both VRAM pages at a rate of 1
HP per frame… by passing the current frame number as the
current_hp number.
The target_hp is indicated by simply passing the current
HP…
… which, however, can be reduced in debug mode at an equal rate of up to
1 HP per frame.
The completion condition only checks if
((target_hp - 1) == current_hp). With the
right timing, both numbers can therefore run past each other.
In that case, the function is repeatedly called on every frame, backing
up the original VRAM contents for the current HP point before blitting
it…
… until frame ((96 / 2) + 1), where the
.PTN slot pointer overflows the heap buffer and overwrites whatever comes
after. 📝 Sounds familiar, right?
Since Elis starts with 14 HP, which is an even number, this corruption is
trivial to cause: Simply hold ↵ Return from the beginning of the
fight, and the completion condition will never be true, as the
HP and frame numbers run past the off-by-one meeting point.
Edit (2023-07-21): Pressing ↵ Return to reduce HP
also works in test mode (game t). There, the game doesn't
even check the heap, and consequently won't report any corruption,
allowing the HP bar to be glitched even further.
Regular gameplay, however, entirely prevents this due to the fixed start
positions of Reimu and the Orb, the Orb's fixed initial trajectory, and the
50 frames of delay until a bomb deals damage to a boss. These aspects make
it impossible to hit Elis within the first 14 frames of phase 1, and ensure
that her HP bar is always filled up completely. So ultimately, this bug ends
up comparable in seriousness to the
📝 recursion / stack overflow bug in the memory info screen.
These wavy teleport animations point to a quite frustrating architectural
issue in this fight. It's not even the fact that unblitting the yellow star
sprites rips temporary holes into Elis' sprite; that's almost expected from
TH01 at this point. Instead, it's all because of this unused frame of the
animation:
With this sprite still being part of BOSS5.BOS, Girl-Elis has a
total of 9 animation frames, 1 more than the
📝 8 per-entity sprites allowed by ZUN's architecture.
The quick and easy solution would have been to simply bump the sprite array
size by 1, but… nah, this would have added another 20 bytes to all 6 of the
.BOS image slots. Instead, ZUN wrote the manual
position synchronization code I mentioned in that 2020 blog post.
Ironically, he then copy-pasted this snippet of code often enough that it
ended up taking up more than 120 bytes in the Elis fight alone – with, you
guessed it, some of those copies being redundant. Not to mention that just
going from 8 to 9 sprites would have allowed ZUN to go down from 6 .BOS
image slots to 3. That would have actually saved 420 bytes in
addition to the manual synchronization trouble. Looking forward to SinGyoku,
that's going to be fun again…
As for the fight itself, it doesn't take long until we reach its most janky
danmaku pattern, right in phase 1:
The "pellets along circle" pattern on Lunatic, in its original version
and with fanfiction fixes for everything that can potentially be
interpreted as a bug.
For whatever reason, the lower-right quarter of the circle isn't
animated? This animation works by only drawing the new dots added with every
subsequent animation frame, expressed as a tiny arc of a dotted circle. This
arc starts at the animation's current 8-bit angle and ends on the sum of
that angle and a hardcoded constant. In every other (copy-pasted, and
correct) instance of this animation, ZUN uses 0x02 as the
constant, but this one uses… 0.05 for the lower-right quarter?
As in, a 64-bit double constant that truncates to 0 when added
to an 8-bit integer, thus leading to the start and end angles being
identical and the game not drawing anything.
On Easy and Normal, the pattern then spawns 32 bullets along the outline
of the circle, no problem there. On Lunatic though, every one of these
bullets is instead turned into a narrow-angled 5-spread, resulting in 160
pellets… in a game with a pellet cap of 100.
Now, if Elis teleported herself to a position near the top of the playfield,
most of the capped pellets would have been clipped at that top edge anyway,
since the bullets are spawned in clockwise order starting at Elis' right
side with an angle of 0x00. On lower positions though, you can
definitely see a difference if the cap were high enough to allow all coded
pellets to actually be spawned.
The Hard version gets dangerously close to the cap by spawning a total of 96
pellets. Since this is the only pattern in phase 1 that fires pellets
though, you are guaranteed to see all of the unclipped ones.
The pellets also aren't spawned exactly on the telegraphed circle, but 4 pixels to the left.
Then again, it might very well be that all of this was intended, or, most
likely, just left in the game as a happy accident. The latter interpretation
would explain why ZUN didn't just delete the rendering calls for the
lower-right quarter of the circle, because seriously, how would you not spot
that? The phase 3 patterns continue with more minor graphical glitches that
aren't even worth talking about anymore.
And then Elis transforms into her bat form at the beginning of Phase 5,
which displays some rather unique hitboxes. The one against the Orb is fine,
but the one against player shots…
… uses the bat's X coordinate for both X and Y dimensions.
In regular gameplay, it's not too bad as most
of the bat patterns fire aimed pellets which typically don't allow you to
move below her sprite to begin with. But if you ever tried destroying these
pellets while standing near the middle of the playfield, now you know why
that didn't work. This video also nicely points out how the bat, like any
boss sprite, is only ever blitted at positions on the 8×1-pixel VRAM byte
grid, while collision detection uses the actual pixel position.
The bat form patterns are all relatively simple, with little variation
depending on the difficulty level, except for the "slow pellet spreads"
pattern. This one is almost easiest to dodge on Lunatic, where the 5-spreads
are not only always fired downwards, but also at the hardcoded narrow delta
angle, leaving plenty of room for the player to move out of the way:
The "slow pellet spreads" pattern of Elis' bat form, on every
difficulty. Which version do you think is the easiest one?
Finally, we've got another potential timesave in the girl form's "safety
circle" pattern:
After the circle spawned completely, you lose a life by moving outside it,
but doing that immediately advances the pattern past the circle part. This
part takes 200 frames, but the defeat animation only takes 82 frames, so
you can save up to 118 frames there.
Final funny tidbit: As with all dynamic entities, this circle is only
blitted to VRAM page 0 to allow easy unblitting. However, it's also kind of
static, and there needs to be some way to keep the Orb, the player shots,
and the pellets from ripping holes into it. So, ZUN just re-blits the circle
every… 4 frames?! 🤪 The same is true for the Star of David and its
surrounding circle, but there you at least get a flash animation to justify
it. All the overlap is actually quite a good reason for not even attempting
to 📝 mess with the hardware color palette instead.
Reproducing the crash was the whole challenge here. Even after moving Elis
and Reimu to the exact positions seen in Pearl's video and setting Elis' HP
to 0 on the exact same frame, everything ran fine for me. It's definitely no
division by 0 this time, the function perfectly guards against that
possibility. The line specified in the function's parameters is always
clipped to the VRAM region as well, so we can also rule out illegal memory
accesses here…
… or can we? Stepping through it all reminded me of how this function brings
unblitting sloppiness to the next level: For each VRAM byte touched, ZUN
actually unblits the 4 surrounding bytes, adding one byte to the left
and two bytes to the right, and using a single 32-bit read and write per
bitplane. So what happens if the function tries to unblit the topmost byte
of VRAM, covering the pixel positions from (0, 0) to (7, 0)
inclusive? The VRAM offset of 0x0000 is decremented to
0xFFFF to cover the one byte to the left, 4 bytes are written
to this address, the CPU's internal offset overflows… and as it turns out,
that is illegal even in Real Mode as of the 80286, and will raise a General Protection
Fault. Which is… ignored by DOSBox-X,
every Neko Project II version in common use, the CSCP
emulators, SL9821, and T98-Next. Only Anex86 accurately emulates the
behavior of real hardware here.
OK, but no laser fired by Elis ever reaches the top-left corner of the
screen. How can such a fault even happen in practice? That's where the
broken laser reset+unblit function comes in: Not only does it just flat out pass the wrong
parameters to the line unblitting function – describing the line
already traveled by the laser and stopping where the laser begins –
but it also passes them
wrongly, in the form of raw 32-bit fixed-point Q24.8 values, with no
conversion other than a truncation to the signed 16-bit pixels expected by
the function. What then follows is an attempt at interpolation and clipping
to find a line segment between those garbage coordinates that actually falls
within the boundaries of VRAM:
right/bottom correspond to a laser's origin position, and
left/top to the leftmost pixel of its moved-out top line. The
bug therefore only occurs with lasers that stopped growing and have started
moving.
Moreover, it will only happen if either (left % 256) or
(right % 256) is ≤ 127 and the other one of the two is ≥ 128.
The typecast to signed 16-bit integers then turns the former into a large
positive value and the latter into a large negative value, triggering the
function's clipping code.
The function then follows Bresenham's
algorithm: left is ensured to be smaller than right
by swapping the two values if necessary. If that happened, top
and bottom are also swapped, regardless of their value – the
algorithm does not care about their order.
The slope in the X dimension is calculated using an integer division of
((bottom - top) /
(right - left)). Both subtractions are done on signed
16-bit integers, and overflow accordingly.
(-left × slope_x) is added to top,
and left is set to 0.
If both top and bottom are < 0 or
≥ 640, there's nothing to be unblitted. Otherwise, the final
coordinates are clipped to the VRAM range of [(0, 0),
(639, 399)].
If the function got this far, the line to be unblitted is now very
likely to reach from
the top-left to the bottom-right corner, starting out at
(0, 0) right away, or
from the bottom-left corner to the top-right corner. In this case,
you'd expect unblitting to end at (639, 0), but thanks to an
off-by-one error,
it actually ends at (640, -1), which is equivalent to
(0, 0). Why add clipping to VRAM offset calculations when
everything else is clipped already, right?
Possible laser states that will cause the fault, with some debug
output to help understand the cause, and any pellets removed for better
readability. This can happen for all bosses that can potentially have
shootout lasers on screen when being defeated, so it also applies to Mima.
Fixing this is easier than understanding why it happens, but since y'all
love reading this stuff…
tl;dr: TH01 has a high chance of freezing at a boss defeat sequence if there
are diagonally moving lasers on screen, and if your PC-98 system
raises a General Protection Fault on a 4-byte write to offset
0xFFFF, and if you don't run a TSR with an INT
0Dh handler that might handle this fault differently.
The easiest fix option would be to just remove the attempted laser
unblitting entirely, but that would also have an impact on this game's…
distinctive visual glitches, in addition to touching a whole lot of
code bytes. If I ever get funded to work on a hypothetical TH01 Anniversary
Edition that completely rearchitects the game to fix all these glitches, it
would be appropriate there, but not for something that purports to be the
original game.
(Sidenote to further hype up this Anniversary Edition idea for PC-98
hardware owners: With the amount of performance left on the table at every
corner of this game, I'm pretty confident that we can get it to work
decently on PC-98 models with just an 80286 CPU.)
Since we're in critical infrastructure territory once again, I went for the
most conservative fix with the least impact on the binary: Simply changing
any VRAM offsets >= 0xFFFD to 0x0000 to avoid
the GPF, and leaving all other bugs in place. Sure, it's rather lazy and
"incorrect"; the function still unblits a 32-pixel block there, but adding a
special case for blitting 24 pixels would add way too much code. And
seriously, it's not like anything happens in the 8 pixels between
(24, 0) and (31, 0) inclusive during gameplay to begin with.
To balance out the additional per-row if() branch, I inlined
the VRAM page change I/O, saving two function calls and one memory write per
unblitted row.
That means it's time for a new community_choice_fixes
build, containing the new definitive bugfixed versions of these games:
2022-05-31-community-choice-fixes.zip
Check the th01_critical_fixes
branch for the modified TH01 code. It also contains a fix for the HP bar
heap corruption in test or debug mode – simply changing the ==
comparison to <= is enough to avoid it, and negative HP will
still create aesthetic glitch art.
Once again, I then was left with ½ of a push, which I finally filled with
some FUUIN.EXE code, specifically the verdict screen. The most
interesting part here is the player title calculation, which is quite
sneaky: There are only 6 skill levels, but three groups of
titles for each level, and the title you'll see is picked from a random
group. It looks like this is the first time anyone has documented the
calculation?
As for the levels, ZUN definitely didn't expect players to do particularly
well. With a 1cc being the standard goal for completing a Touhou game, it's
especially funny how TH01 expects you to continue a lot: The code has
branches for up to 21 continues, and the on-screen table explicitly leaves
room for 3 digits worth of continues per 5-stage scene. Heck, these
counts are even stored in 32-bit long variables.
Next up: 📝 Finally finishing the long
overdue Touhou Patch Center MediaWiki update work, while continuing with
Kikuri in the meantime. Originally I wasn't sure about what to do between
Elis and Seihou,
but with Ember2528's surprise
contribution last week, y'all have
demonstrated more than enough interest in the idea of getting TH01 done
sooner rather than later. And I agree – after all, we've got the 25th
anniversary of its first public release coming up on August 15, and I might
still manage to completely decompile this game by that point…
P0174
TH01 decompilation (Sariel, part 2/9: Preparation + birds)
P0175
TH01 decompilation (Sariel, part 3/9: Shield/wand/dress animation + patterns 1-3)
P0176
TH01 decompilation (Sariel, part 4/9: Background transition animation + vertical 2×2 particles)
P0177
TH01 decompilation (Sariel, part 5/9: Patterns 4-9 + wavy 2×2 particles)
P0178
TH01 decompilation (Sariel, part 6/9: Patterns 10-11)
P0179
TH01 decompilation (Sariel, part 7/9: Patterns 12-13 + horizontal 2×2 particles)
P0180
TH01 decompilation (Sariel, part 8/9: Patterns 14-16)
P0181
TH01 decompilation (Sariel, part 9/9: Main function)
💰 Funded by:
Ember2528, Yanga
🏷️ Tags:
Here we go, TH01 Sariel! This is the single biggest boss fight in all of
PC-98 Touhou: If we include all custom effect code we previously decompiled,
it amounts to a total of 10.31% of all code in TH01 (and 3.14%
overall). These 8 pushes cover the final 8.10% (or 2.47% overall),
and are likely to be the single biggest delivery this project will ever see.
Considering that I only managed to decompile 6.00% across all games in 2021,
2022 is already off to a much better start!
So, how can Sariel's code be that large? Well, we've got:
16 danmaku patterns; including the one snowflake detonating into a giant
94×32 hitbox
Gratuitous usage of floating-point variables, bloating the binary thanks
to Turbo C++ 4.0J's particularly horrid code generation
The hatching birds that shoot pellets
3 separate particle systems, sharing the general idea, overall code
structure, and blitting algorithm, but differing in every little detail
The "gust of wind" background transition animation
5 sets of custom monochrome sprite animations, loaded from
BOSS6GR?.GRC
A further 3 hardcoded monochrome 8×8 sprites for the "swaying leaves"
pattern during the second form
In total, it's just under 3,000 lines of C++ code, containing a total of 8
definite ZUN bugs, 3 of them being subpixel/pixel confusions. That might not
look all too bad if you compare it to the
📝 player control function's 8 bugs in 900 lines of code,
but given that Konngara had 0… (Edit (2022-07-17):
Konngara contains two bugs after all: A
📝 possible heap corruption in test or debug mode,
and the infamous
📝 temporary green discoloration.)
And no, the code doesn't make it obvious whether ZUN coded Konngara or
Sariel first; there's just as much evidence for either.
Some terminology before we start: Sariel's first form is separated
into four phases, indicated by different background images, that
cycle until Sariel's HP reach 0 and the second, single-phase form
starts. The danmaku patterns within each phase are also on a cycle,
and the game picks a random but limited number of patterns per phase before
transitioning to the next one. The fight always starts at pattern 1 of phase
1 (the random purple lasers), and each new phase also starts at its
respective first pattern.
Sariel's bugs already start at the graphics asset level, before any code
gets to run. Some of the patterns include a wand raise animation, which is
stored in BOSS6_2.BOS:
Umm… OK? The same sprite twice, just with slightly different
colors? So how is the wand lowered again?
The "lowered wand" sprite is missing in this file simply because it's
captured from the regular background image in VRAM, at the beginning of the
fight and after every background transition. What I previously thought to be
📝 background storage code has therefore a
different meaning in Sariel's case. Since this captured sprite is fully
opaque, it will reset the entire 128×128 wand area… wait, 128×128, rather
than 96×96? Yup, this lowered sprite is larger than necessary, wasting 1,967
bytes of conventional memory. That still doesn't quite explain the
second sprite in BOSS6_2.BOS though. Turns out that the black
part is indeed meant to unblit the purple reflection (?) in the first
sprite. But… that's not how you would correctly unblit that?
The first sprite already eats up part of the red HUD line, and the second
one additionally fails to recover the seal pixels underneath, leaving a nice
little black hole and some stray purple pixels until the next background
transition. Quite ironic given that both
sprites do include the right part of the seal, which isn't even part of the
animation.
Just like Konngara, Sariel continues the approach of using a single function
per danmaku pattern or custom entity. While I appreciate that this allows
all pattern- and entity-specific state to be scoped locally to that one
function, it quickly gets ugly as soon as such a function has to do more than one thing.
The "bird function" is particularly awful here: It's just one if(…)
{…} else if(…) {…} else if(…) {…} chain with different
branches for the subfunction parameter, with zero shared code between any of
these branches. It also uses 64-bit floating-point double as
its subpixel type… and since it also takes four of those as parameters
(y'know, just in case the "spawn new bird" subfunction is called), every
call site has to also push four double values onto the stack.
Thanks to Turbo C++ even using the FPU for pushing a 0.0 constant, we
have already reached maximum floating-point decadence before even having
seen a single danmaku pattern. Why decadence? Every possible spawn position
and velocity in both bird patterns just uses pixel resolution, with no
fractional component in sight. And there goes another 720 bytes of
conventional memory.
Speaking about bird patterns, the red-bird one is where we find the first
code-level ZUN bug: The spawn cross circle sprite suddenly disappears after
it finished spawning all the bird eggs. How can we tell it's a bug? Because
there is code to smoothly fly this sprite off the playfield, that
code just suddenly forgets that the sprite's position is stored in Q12.4
subpixels, and treats it as raw screen pixels instead.
As a result, the well-intentioned 640×400
screen-space clipping rectangle effectively shrinks to 38×23 pixels in the
top-left corner of the screen. Which the sprite is always outside of, and
thus never rendered again.
The intended animation is easily restored though:
Sariel's third pattern, and the first to spawn birds, in its original
and fixed versions. Note that I somewhat fixed the bird hatch animation
as well: ZUN's code never unblits any frame of animation there, and
simply blits every new one on top of the previous one.
Also, did you know that birds actually have a quite unfair 14×38-pixel
hitbox? Not that you'd ever collide with them in any of the patterns…
Another 3 of the 8 bugs can be found in the symmetric, interlaced spawn rays
used in three of the patterns, and the 32×32 debris "sprites" shown at their endpoint, at
the edge of the screen. You kinda have to commend ZUN's attention to detail
here, and how he wrote a lot of code for those few rapidly animated pixels
that you most likely don't
even notice, especially with all the other wrong pixels
resulting from rendering glitches. One of the bugs in the very final pattern
of phase 4 even turns them into the vortex sprites from the second pattern
in phase 1 during the first 5 frames of
the first time the pattern is active, and I had to single-step the blitting
calls to verify it.
It certainly was annoying how much time I spent making sense of these bugs,
and all weird blitting offsets, for just a few pixels… Let's look at
something more wholesome, shall we?
So far, we've only seen the PC-98 GRCG being used in RMW (read-modify-write)
mode, which I previously
📝 explained in the context of TH01's red-white HP pattern.
The second of its three modes, TCR (Tile Compare Read), affects VRAM reads
rather than writes, and performs "color extraction" across all 4 bitplanes:
Instead of returning raw 1bpp data from one plane, a VRAM read will instead
return a bitmask, with a 1 bit at every pixel whose full 4-bit color exactly
matches the color at that offset in the GRCG's tile register, and 0
everywhere else. Sariel uses this mode to make sure that the 2×2 particles
and the wind effect are only blitted on top of "air color" pixels, with
other parts of the background behaving like a mask. The algorithm:
Set the GRCG to TCR mode, and all 8 tile register dots to the air
color
Read N bits from the target VRAM position to obtain an N-bit mask where
all 1 bits indicate air color pixels at the respective position
AND that mask with the alpha plane of the sprite to be drawn, shifted to
the correct start bit within the 8-pixel VRAM byte
Set the GRCG to RMW mode, and all 8 tile register dots to the color that
should be drawn
Write the previously obtained bitmask to the same position in VRAM
Quite clever how the extracted colors double as a secondary alpha plane,
making for another well-earned good-code tag. The wind effect really doesn't deserve it, though:
ZUN calculates every intermediate result inside this function
over and over and over again… Together with some ugly
pointer arithmetic, this function turned into one of the most tedious
decompilations in a long while.
This gradual effect is blitted exclusively to the front page of VRAM,
since parts of it need to be unblitted to create the illusion of a gust of
wind. Then again, anything that moves on top of air-colored background –
most likely the Orb – will also unblit whatever it covered of the effect…
As far as I can tell, ZUN didn't use TCR mode anywhere else in PC-98 Touhou.
Tune in again later during a TH04 or TH05 push to learn about TDW, the final
GRCG mode!
Speaking about the 2×2 particle systems, why do we need three of them? Their
only observable difference lies in the way they move their particles:
Up or down in a straight line (used in phases 4 and 2,
respectively)
Left or right in a straight line (used in the second form)
Left and right in a sinusoidal motion (used in phase 3, the "dark
orange" one)
Out of all possible formats ZUN could have used for storing the positions
and velocities of individual particles, he chose a) 64-bit /
double-precision floating-point, and b) raw screen pixels. Want to take a
guess at which data type is used for which particle system?
If you picked double for 1) and 2), and raw screen pixels for
3), you are of course correct! Not that I'm implying
that it should have been the other way round – screen pixels would have
perfectly fit all three systems use cases, as all 16-bit coordinates
are extended to 32 bits for trigonometric calculations anyway. That's what,
another 1.080 bytes of wasted conventional memory? And that's even
calculated while keeping the current architecture, which allocates
space for 3×30 particles as part of the game's global data, although only
one of the three particle systems is active at any given time.
That's it for the first form, time to put on "Civilization
of Magic"! Or "死なばもろとも"? Or "Theme of 地獄めくり"? Or whatever SYUGEN is
supposed to mean…
… and the code of these final patterns comes out roughly as exciting as
their in-game impact. With the big exception of the very final "swaying
leaves" pattern: After 📝 Q4.4,
📝 Q28.4,
📝 Q24.8, and double variables,
this pattern uses… decimal subpixels? Like, multiplying the number by
10, and using the decimal one's digit to represent the fractional part?
Well, sure, if you really insist on moving the leaves in cleanly
represented integer multiples of ⅒, which is infamously impossible in IEEE
754. Aside from aesthetic reasons, it only really combines less precision
(10 possible fractions rather than the usual 16) with the inferior
performance of having to use integer divisions and multiplications rather
than simple bit shifts. And it's surely not because the leaf sprites needed
an extended integer value range of [-3276, +3276], compared to
Q12.4's [-2047, +2048]: They are clipped to 640×400 screen space
anyway, and are removed as soon as they leave this area.
This pattern also contains the second bug in the "subpixel/pixel confusion
hiding an entire animation" category, causing all of
BOSS6GR4.GRC to effectively become unused:
The "swaying leaves" pattern. ZUN intended a splash animation to be
shown once each leaf "spark" reaches the top of the playfield, which is
never displayed in the original game.
At least their hitboxes are what you would expect, exactly covering the
30×30 pixels of Reimu's sprite. Both animation fixes are available on the th01_sariel_fixes
branch.
After all that, Sariel's main function turned out fairly unspectacular, just
putting everything together and adding some shake, transition, and color
pulse effects with a bunch of unnecessary hardware palette changes. There is
one reference to a missing BOSS6.GRP file during the
first→second form transition, suggesting that Sariel originally had a
separate "first form defeat" graphic, before it was replaced with just the
shaking effect in the final game.
Speaking about the transition code, it is kind of funny how the… um,
imperative and concrete nature of TH01 leads to these 2×24
lines of straight-line code. They kind of look like ZUN rattling off a
laundry list of subsystems and raw variables to be reinitialized, making
damn sure to not forget anything.
Whew! Second PC-98 Touhou boss completely decompiled, 29 to go, and they'll
only get easier from here! 🎉 The next one in line, Elis, is somewhere
between Konngara and Sariel as far as x86 instruction count is concerned, so
that'll need to wait for some additional funding. Next up, therefore:
Looking at a thing in TH03's main game code – really, I have little
idea what it will be!
Now that the store is open again, also check out the
📝 updated RE progress overview I've posted
together with this one. In addition to more RE, you can now also directly
order a variety of mods; all of these are further explained in the order
form itself.
P0162
TH01 decompilation (Player control, part 1/3)
P0163
TH01 decompilation (Player control, part 2/3)
P0164
TH01 decompilation (Player control, part 3/3)
💰 Funded by:
Ember2528, Yanga
🏷️ Tags:
No technical obstacles for once! Just pure overcomplicated ZUN code. Unlike
📝 Konngara's main function, the main TH01
player function was every bit as difficult to decompile as you would expect
from its size.
With TH01 using both separate left- and right-facing sprites for all of
Reimu's moves and separate classes for Reimu's 32×32 and 48×*
sprites, we're already off to a bad start. Sure, sprite mirroring is
minimally more involved on PC-98, as the planar
nature of VRAM requires the bits within an 8-pixel byte to also be
mirrored, in addition to writing the sprite bytes from right to left. TH03
uses a 256-byte lookup table for this, generated at runtime by an infamous
micro-optimized and undecompilable ASM algorithm. With TH01's existing
architecture, ZUN would have then needed to write 3 additional blitting
functions. But instead, he chose to waste a total of 26,112 bytes of memory
on pre-mirrored sprites…
Alright, but surely selecting those sprites from code is no big deal? Just
store the direction Reimu is facing in, and then add some branches to the
rendering code. And there is in fact a variable for Reimu's direction…
during regular arrow-key movement, and another one while shooting and
sliding, and a third as part of the special attack types,
launched out of a slide.
Well, OK, technically, the last two are the same variable. But that's even
worse, because it means that ZUN stores two distinct enums at
the same place in memory: Shooting and sliding uses 1 for left,
2 for right, and 3 for the "invalid" direction of
holding both, while the special attack types indicate the direction in their
lowest bit, with 0 for right and 1 for left. I
decompiled the latter as bitflags, but in ZUN's code, each of the 8
permutations is handled as a distinct type, with copy-pasted and adapted
code… The interpretation of this
two-enum "sub-mode" union variable is controlled
by yet another "mode" variable… and unsurprisingly, two of the bugs in this
function relate to the sub-mode variable being interpreted incorrectly.
Also, "rendering code"? This one big function basically consists of separate
unblit→update→render code snippets for every state and direction Reimu can
be in (moving, shooting, swinging, sliding, special-attacking, and bombing),
pasted together into a tangled mess of nested if(…) statements.
While a lot of the code is copy-pasted, there are still a number of
inconsistencies that defeat the point of my usual refactoring treatment.
After all, with a total of 85 conditional branches, anything more than I did
would have just obscured the control flow too badly, making it even harder
to understand what's going on.
In the end, I spotted a total of 8 bugs in this function, all of which leave
Reimu invisible for one or more frames:
2 frames after all special attacks
2 frames after swing attacks, and
4 frames before swing attacks
Thanks to the last one, Reimu's first swing animation frame is never
actually rendered. So whenever someone complains about TH01 sprite
flickering on an emulator: That emulator is accurate, it's the game that's
poorly written.
And guess what, this function doesn't even contain everything you'd
associate with per-frame player behavior. While it does
handle Yin-Yang Orb repulsion as part of slides and special attacks, it does
not handle the actual player/Orb collision that results in lives being lost.
The funny thing about this: These two things are done in the same function…
Therefore, the life loss animation is also part of another function. This is
where we find the final glitch in this 3-push series: Before the 16-frame
shake, this function only unblits a 32×32 area around Reimu's center point,
even though it's possible to lose a life during the non-deflecting part of a
48×48-pixel animation. In that case, the extra pixels will just stay on
screen during the shake. They are unblitted afterwards though, which
suggests that ZUN was at least somewhat aware of the issue?
Finally, the chance to see the alternate life loss sprite is exactly ⅛.
As for any new insights into game mechanics… you know what? I'm just not
going to write anything, and leave you with this flowchart instead. Here's
the definitive guide on how to control Reimu in TH01 we've been waiting for
24 years:
Pellets are deflected during all gray
states. Not shown is the obvious "double-tap Z and X" transition from
all non-(#1) states to the Bomb state, but that would have made this
diagram even more unwieldy than it turned out. And yes, you can shoot
twice as fast while moving left or right.
While I'm at it, here are two more animations from MIKO.PTN
which aren't referenced by any code:
With that monster of a function taken care of, we've only got boss sprite animation as the final blocker of uninterrupted Sariel progress. Due to some unfavorable code layout in the Mima segment though, I'll need to spend a bit more time with some of the features used there. Next up: The missile bullets used in the Mima and YuugenMagan fights.
🎉 TH05 is finally fully position-independent! 🎉 To celebrate this
milestone, -Tom- coded a little demo, which we recorded on
both an emulator and on real PC-98 hardware:
You can now freely add or remove both data and code anywhere in TH05, by
editing the ReC98 codebase, writing your mod in ASM or C/C++, and
recompiling the code. Since all absolute memory addresses have now been
converted to labels, this will work without causing any instability. See
the position independence section in the FAQ
for a more thorough explanation about why this was a problem.
By extension, this also means that it's now theoretically possible
to use a different compiler on the source code. But:
What does this not mean?
The original ZUN code hasn't been completely reverse-engineered yet, let
alone decompiled. As the final PC-98 Touhou game, TH05 also happens to
have the largest amount of actual ZUN-written ASM that can't ever
be decompiled within ReC98's constraints of a legit source code
reconstruction. But a lot of the originally-in-C code is also still in
ASM, which might make modding a bit inconvenient right now. And while I
have decompiled a bunch of functions, I selected them largely
because they would help with PI (as requested by the backers), and not
because they are particularly relevant to typical modding interests.
As a result, the code might also be a bit confusingly organized. There's
quite a conflict between various goals there: On the one hand, I'd like to
only have a single instance of every function shared with earlier games,
as well as reduce ZUN's code duplication within a single game. On the
other hand, this leads to quite a lot of code being scattered all over the
place and then #include-pasted back together, except for the
places where
📝 this doesn't work, and you'd have to use multiple translation units anyway…
I'm only beginning to figure out the best structure here, and some more
reverse-engineering attention surely won't hurt.
Also, keep in mind that the code still targets x86 Real Mode. To work
effectively in this codebase, you'd need some familiarity with
memory
segmentation, and how to express it all in code. This tends to make
even regular C++ development about an order of magnitude harder,
especially once you want to interface with the remaining ASM code. That
part made -Tom- struggle quite a bit with implementing his
custom scripting language for the demo above. For now, he built that demo
on quite a limited foundation – which is why he also chose to release
neither the build nor the source publically for the time being.
So yeah, you're definitely going to need the TASM and Borland C++ manuals
there.
tl;dr: We now know everything about this game's data, but not quite
as much about this game's code.
So, how long until source ports become a realistic project?
You probably want to wait for 100% RE, which is when everything
that can be decompiled has been decompiled.
Unless your target system is 16-bit Windows, in which case you could
theoretically start right away. 📝 Again,
this would be the ideal first system to port PC-98 Touhou to: It would
require all the generic portability work to remove the dependency on PC-98
hardware, thus paving the way for a subsequent port to modern systems,
yet you could still just drop in any undecompiled ASM.
Porting to IBM-compatible DOS would only be a harder and less universally
useful version of that. You'd then simply exchange one architecture, with
its idiosyncrasies and limits, for another, with its own set of
idiosyncrasies and limits. (Unless, of course, you already happen to be
intimately familiar with that architecture.) The fact that master.lib
provides DOS/V support would have only mattered if ZUN consistently used
it to abstract away PC-98 hardware at every single place in the code,
which is definitely not the case.
The list of actually interesting findings in this push is,
📝 again, very short. Probably the most
notable discovery: The low-level part of the code that renders Marisa's
laser from her TH04 Illusion Laser shot type is still present in
TH05. Insert wild mass guessing about potential beta version shot types…
Oh, and did you know that the order of background images in the Extra
Stage staff roll differs by character?
Next up: Finally driving up the RE% bar again, by decompiling some TH05
main menu code.