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Last updated: 📝 2024-04-24
Secured a 22.5-hour RL workweek to leave plenty of time for this project, Touhou Patch Center's commissioned MediaWiki update work is also nearing completion, time to reopen the store! Since it's been a long time, here's an overview of where we currently are in each game and binary, and what the next logical step would be:
- TH02:
MAIN.EXE:
The final PC-98-specific low-level rendering functions are blocked by a single inconsistent and thus undecompilable assembly instruction. Rather than going for 📝 code generation and turning the rest of the function into a mess, I'd like to introduce a new build step between compilation and linking to patch "mistakes" like these. This would be an investment of 1-2 pushes into more readable code. Otherwise, I could continue with- player character movement,
- player shots and the control code for the three shot types, or
- bomb rendering.
MAINE.EXE:
main()
and the congratulation picture screens.
- TH03:
- Interested in netplay? 📝 This blog post details all possible approaches for implementing it, together with their prerequisites.
OP.EXE:
Story Mode initialization or the title screen.MAIN.EXE:
The enemy structure? Or the bullet structure, maybe? Either way, we're still missing a lot of essential gameplay structures.MAINL.EXE:
The stage start screen, which will be nice to have for the 📝 upcoming multilingual translations commissioned by Touhou Patch Center
- TH04:
OP.EXE:
Finalizing the ZUN Soft logo animation, decompiling the game title slide-in animation, decompiling the High Score menu in parallel with TH05, and then we're done!MAIN.EXE:
There's a lot of partially reverse-engineered but not yet decompiled code, including all of this game's custom entity types. Covering that would significantly boost finalization% for very little money. Otherwise, we could go for either- Gengetsu's boss script
- HUD rendering (in parallel with TH05)
- player update code (in parallel with TH05), required for all midbosses in this game
- player shot control functions
- the end-of-stage bonus calculation
MAINE.EXE:
High score name entry.
- TH05:
OP.EXE:
Finalizing the ZUN Soft logo animation, decompiling the High Score menu in parallel with TH04, and then we're done!MAIN.EXE:
Got quite a lot of segment splits where we could immediately continue:- midboss and boss script code, either continuing with the in-game order and the Stage 2 midboss fight, or going directly for
- Mai & Yuki,
- the Extra Stage midboss,
- or EX-Alice
- stage tile rendering
- player update code (in parallel with TH04)
- items and extends
- bomb rendering
- the single-color areas of boss backgrounds, which use the GRCG's TDW mode
- HUD rendering (in parallel with TH05)
- boss sprite rendering boilerplate
- player shot collision detection and rendering
- midboss and boss script code, either continuing with the in-game order and the Stage 2 midboss fight, or going directly for
MAINE.EXE:
The staff roll animation.
But as always, you can request pretty much any other part of any game. We're now at a pretty good place as far as arbitrary requests are concerned, as I simply can't decide myself where to put all the current pending contributions in the funding backlog. 😅 By spending only the missing amount of money to complete any of those, you can capture any of those "fractional" contributions towards a specific goal.
The next specific requests are going to set the priorities of this project for quite some time! The best strategy: Spend a low amount of money on something very specific, and watch as existing generic contributions will necessarily have to be put towards making that specific goal happen 😛