- 📝 Posted:
- 🚚 Summary of:
- P0036, P0037
- ⌨ Commits:
a533b5d...82b0e1d
,82b0e1d...e7e1cbc
- 💰 Funded by:
- zorg
- 🏷 Tags:
And just in time for zorg's last outstanding pushes, the TH05 shot type control functions made the speedup happen!
- TH05 as a whole is now 20% reverse-engineered, and 50% position independent,
-
TH05's
MAIN.EXE
is now even below TH02's in terms of not yet RE'd instructions, - and all price estimates have now fallen significantly.
It would have been really nice to also include Reimu's shot
control functions in this last push, but figuring out this entire system,
with its weird bitflags and switch
statement
micro-optimizations, was once again taking way longer than it should
have. Especially with my new-found insistence on turning this obvious
copy-pasta into something somewhat readable and terse…
But with such a rather tabular visual structure, things should now be
moddable in hopefully easily consistent way. Of course, since we're
only at 54% position independence for MAIN.EXE
,
this isn't possible yet without
crashing the game, but modifying damage would already work.
Despite my earlier claims of ZUN only having used C++ in TH01, as it's the
only game using new
and delete
,
it's now pretty much confirmed that ZUN used it for all games, as inlined
functions (and by extension, C++ class methods) are the only way to get
certain instructions out of the Turbo C++ code generator. Also, I've
kept my promise and started really filling that decompilation
pattern file.
And now, with the reverse-engineering backlog finally being cleared out, we wait for the next orders, and the direction they might focus on…