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PC-98 Touhou source code reconstruction. |
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Code behind this website. |
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東方靈異伝 ~ The Highly Responsive to Prayers |
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東方封魔録 ~ the Story of Eastern Wonderland |
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東方夢時空 ~ Phantasmagoria of Dim.Dream |
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東方幻想郷 ~ Lotus Land Story |
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東方怪綺談 ~ Mystic Square |
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Colorful, crisp images that are played in a sequence. |
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Polished and bugfixed forks of 100% decompiled games. |
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The music behind Touhou. Arguably the core of what motivated ZUN to create this series to begin with. |
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Getting pixel data to and from VRAM. |
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Limited-use item that damages enemies and grants temporary invulnerability, while playing a flashy animation specific to the player character. |
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Bugs in the original code that cause catastrophic effects when given malformed input. Modders beware! |
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Dealing with the difficulties of building a mixed C++/assembly project with ancient compilers. |
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Projectiles fired by enemies. |
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TH01's regular, non-boss stages. |
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Potential improvements that volunteers could meaningfully contribute to this project. Mostly minor issues, or slightly out of scope of the main project. |
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Endings or staff roll animations. Also applies to the cutscenes before stages 8 and 9 in TH03. |
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A complete danmaku animation over a specified period of time. |
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Cleaning up ZUN's original code into something you can actually read and maintain. |
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Debug features that ZUN left in the shipped game. |
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The in-game dialog system. |
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A DOSBox fork with support for PC-98 emulation. |
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Features and bugs in various PC-98 and DOS emulators. |
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Common stage enemies with simple scripts, in contrast to midbosses or bosses. |
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Structure of an on-disk file format. |
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Custom 16×16 glyphs that can be used on the PC-98's 8-color text layer. |
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Code that defines the main in-game experience. |
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Bugs in the original code that affect visuals or gameplay in minor ways. |
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Things that ZUN implemented surprisingly well. |
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Hidden features in the original games. |
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The area of the screen that displays the current score, lives, and bombs. |
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Processing data entered from the keyboard or a joypad. |
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Collectables, dropped from enemies and (mid)bosses. |
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Code of questionable quality. |
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The PMD and MMD sound drivers by Masahiro Kajihara (梶原 正裕). |
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Beams that can collide with the player. Sometimes difficult. |
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A library providing an abstraction layer for all components of a PC-98 DOS system, collected and extended by Akihiko Koizuka (恋塚 昭彦). Written entirely in 16-bit x86 assembly. |
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Any window offering multiple options to be selected or configured. |
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Thoughts and news about this entire project. |
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Needlessly complicated code, achieving minimal performance gains at the cost of maintainability. |
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A single bigger enemy with a slightly more complicated, hardcoded script, occasionally fought halfway through a stage. |
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Pre-compiled mod downloads, changing all sorts of things in the binaries. |
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Manipulation of the PC-98's 16-color palette for graphics. |
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Details on PC-98 hardware and software. |
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Evidence-based observations about programming a PC-98 with performance in mind. Does not include ramblings that aren't substantiated with measurements. |
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Additional, helpful code generation steps, beyond regular compiler/assembler invocations. |
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Player-controlled characters. |
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Notes about future ports of the games away from x86 and the PC-98 platform. |
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Reducing the number of unlabeled memory references, to make life easier for modders. Also a requirement for using any other compiler on the reconstructed source code. |
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Data passed between the individual executables of each game. |
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Pseudo-randomness, in a gameplay sense. Emphasis on "pseudo". |
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Points collected during gameplay, and stored in high score files. |
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Projectiles fired by the player. |
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The main scrolling portions of gameplay in TH02, TH04, and TH05. Mostly rendered using tile maps. |
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Discoveries about Turbo Assembler. |
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Discoveries about Turbo C++ 4.0J, the C++ compiler ZUN originally used for PC-98 Touhou. |
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Things that ZUN stole from others, without crediting them. |
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Unused remnants of code. Might tell something about a game's development history. |
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Open-source Windows rewrite of TH05, based on reverse-engineered code from the original. Slightly inaccurate in places, but overall still a great help for this project. |
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Consuming memory or disk space for no reason, or wrong reasons. Decent optimization opportunities for mods. |
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A bigger enemy with an extensive hardcoded script, fought at the end of a stage. Sometimes has personality. |
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TH01's Stage 5 boss. |
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TH01's Stage 10 boss, on the 魔界/Makai route. |
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TH01's Stage 10 boss, on the 地獄/Jigoku route. |
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TH01's Stage 15 boss, on the 魔界/Makai route. |
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TH01's Stage 15 boss, on the 地獄/Jigoku route. |
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TH01's Stage 20 boss, on the 魔界/Makai route. |
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TH01's Stage 20 boss, on the 地獄/Jigoku route. |
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TH02's Stage 3 boss. Arguably the best Touhou character. |
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TH02's Stage 5 boss. |
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TH02's Extra Stage boss. |
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TH04's Stage 2 boss. |
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TH04's Stage 4 boss, when playing as Reimu. |
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TH04's Stage 4 boss, when playing as Marisa. |
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TH04's Stage 5 boss. |
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TH04's Stage 6 boss. |
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TH04's second Extra Stage boss. |
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TH05's Stage 1 boss. |
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TH05's Stage 2 boss. |
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TH05's Stage 3 boss. |
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TH05's Stage 4 boss (one of them). |
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TH05's Stage 4 boss (one of them). |
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TH05's Stage 5 boss. |
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TH05's Stage 6 boss. |
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TH05's Extra Stage boss. |
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A dormant shooting game series by ZUN's former fellow students, who released the source code to the first two games in 2019. |
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秋霜玉 / Shuusou Gyoku |
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MIDI-related side projects involving visualization, manipulation, and other useful algorithms. |