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Secured a 30-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:

  • TH01:
    • OP.EXE: Main menu and game initialization.
    • REIIDEN.EXE: Konngara's boss script code. We finished 2020 by reverse-engineering everything it references, so Konngara is expected to get done quite quickly – especially in terms of RE% numbers.
    • FUUIN.EXE: The verdict screen, followed by the boss slideshow.
  • TH02:
    • MAIN.EXE: Got a few variables and functions here and there, but not a single gameplay-related structure yet. The game seems to have a weird sprite system; looks like that'll be first.
    • MAINE.EXE: The ending sequences.
  • TH03:
    • OP.EXE: Story Mode initialization.
    • MAIN.EXE: The enemy structure? Or the bullet structure, maybe? Either way, we're still missing a lot of essential gameplay structures. At least we did make 📝 first 📝 steps in this game, in contrast to TH02.
    • MAINL.EXE: The stage end / VS dialogue followed by the stage start screen, or the High Score menu, after some groundwork.
  • TH04:
    • OP.EXE: The game title slide-in animation, followed by the High Score menu and the Music Room. The latter will be done in parallel with the TH05 version.
    • MAIN.EXE:
      • Turns out that this game has a 📝 shared structure for custom entity types after all. Looking at that one would also get us pretty close to 100% PI.
      • Otherwise, we could decompile the main bullet update functions, …
      • … or the big "Master Spark" laser, with Gengetsu's boss script afterward, …
      • … or HUD rendering (in parallel with TH05).
    • MAINE.EXE: High score name entry, or ending script parsing in parallel with TH05.
  • TH05:
    • OP.EXE: High Score menu, followed by the Music Room. Will be done in parallel with TH04's version.
    • MAIN.EXE: Finishing PI created quite a lot of segment splits where we could immediately continue:
      • bullet spawning (self-modifying code that can't be decompiled to C++ in this game, unfortunately)
      • items and extends
      • the Mai & Yuki fight script
      • the EX-Alice fight script
      • bomb rendering
      • Shinki's background animations
      • HUD rendering (in parallel with TH04, and getting us right in front of some boss sprite animations)
      • player shot collision detection and rendering
    • MAINE.EXE: The staff roll animation, or ending script parsing in parallel with TH04.

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 the missing or , 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 😛

(Wait, with -Tom-'s 66% discount on TH05, does that mean you could secure that a pending 0.66 contribution will go towards TH05 by spending as little as , with -Tom- providing the remaining to make a full push? :thonk: Same with a pending 0.33 contribution and spending …)