And then, the supposed boilerplate code revealed yet another confusing issue
that quickly forced me back to serial work, leading to no parallel progress
made with Shuusou Gyoku after all. 🥲 The list of functions I put together
for the first ½ of this push seemed so boring at first, and I was so sure
that there was almost nothing I could possibly talk about:
TH02's gaiji animations at the start and end of each stage, resembling
opening and closing window blind slats. ZUN should have maybe not defined
the regular whitespace gaiji as what's technically the last frame of the
closing animation, but that's a minor nitpick. Nothing special there
otherwise.
The remaining spawn functions for TH04's and TH05's gather circles. The
only dumb antic there is the way ZUN initializes the template for bullets
fired at the end of the animation, featuring ASM instructions that are
equivalent to what Turbo C++ 4.0J generates for the __memcpy__
intrinsic, but show up in a different order. Which means that they must have
been handwritten. I already figured that out in 2022
though, so this was just more of the same.
EX-Alice's override for the game's main 16×16 sprite sheet, loaded
during her dialog script. More of a naming and consistency challenge, if
anything.
The regular version of TH05's big 16×16 sprite sheet.
EX-Alice's variant of TH05's big 16×16 sprite sheet.
The rendering function for TH04's Stage 4 midboss, which seems to
feature the same premature clipping quirk we've seen for
📝 TH05's Stage 5 midboss, 7 months ago?
The rendering function for the big 48×48 explosion sprite, which also
features the same clipping quirk?
That's three instances of ZUN removing sprites way earlier than you'd want
to, intentionally deciding against those sprites flying smoothly in and out
of the playfield. Clearly, there has to be a system and a reason behind it.
Turns out that it can be almost completely blamed on master.lib. None of the
super_*() sprite blitting functions can clip the rendered
sprite to the edges of VRAM, and much less to the custom playfield rectangle
we would actually want here. This is exactly the wrong choice to make for a
game engine: Not only is the game developer now stuck with either rendering
the sprite in full or not at all, but they're also left with the burden of
manually calculating when not to display a sprite.
However, strictly limiting the top-left screen-space coordinate to
(0, 0) and the bottom-right one to (640, 400) would actually
stop rendering some of the sprites much earlier than the clipping conditions
we encounter in these games. So what's going on there?
The answer is a combination of playfield borders, hardware scrolling, and
master.lib needing to provide at least some help to support the
latter. Hardware scrolling on PC-98 works by dividing VRAM into two vertical
partitions along the Y-axis and telling the GDC to display one of them at
the top of the screen and the other one below. The contents of VRAM remain
unmodified throughout, which raises the interesting question of how to deal
with sprites that reach the vertical edges of VRAM. If the top VRAM row that
starts at offset 0x0000 ends up being displayed below
the bottom row of VRAM that starts at offset 0x7CB0 for 399 of
the 400 possible scrolling positions, wouldn't we then need to vertically
wrap most of the rendered sprites?
For this reason, master.lib provides the super_roll_*()
functions, which unconditionally perform exactly this vertical wrapping. But
this creates a new problem: If these functions still can't clip, and don't
even know which VRAM rows currently correspond to the top and bottom row of
the screen (since master.lib's graph_scrollup() function
doesn't retain this information), won't we also see sprites wrapping around
the actual edges of the screen? That's something we certainly
wouldn't want in a vertically scrolling game…
The answer is yes, and master.lib offers no solution for this issue. But
this is where the playfield borders come in, and helpfully cover 16 pixels
at the top and 16 pixels at the bottom of the screen. As a result, they can
hide at least 32 pixels of potentially wrapped sprite pixels below them:
•
The earliest possible frame that TH05 can start rendering the Stage 5
midboss on. Hiding the text layer reveals how master.lib did in fact
"blindly" render the top part of her sprite to the bottom of the
playfield. That's where her sprite starts before it is correctly
wrapped around to the top of VRAM.
If we scrolled VRAM by another 200 pixels (and faked an equally shifted
TRAM for demonstration purposes), we get an equally valid game scene
that points out why a vertically scrolling PC-98 game must wrap all sprites
at the vertical edges of VRAM to begin with.
Also, note how the HP bar has filled up quite a bit before the midboss can
actually appear on screen.
And that's how the lowest possible top Y coordinate for sprites blitted
using the master.lib super_roll_*() functions during the
scrolling portions of TH02, TH04, and TH05 is not 0, but -16. Any lower, and
you would actually see some of the sprite's upper pixels at the
bottom of the playfield, as there are no more opaque black text cells to
cover them. Theoretically, you could lower this number for
some animation frames that start with multiple rows of transparent
pixels, but I thankfully haven't found any instance of ZUN using such a
hack. So far, at least…
Visualized like that, it all looks quite simple and logical, but for days, I
did not realize that these sprites were rendered to a scrolling VRAM.
This led to a much more complicated initial explanation involving the
invisible extra space of VRAM between offsets 0x7D00 and
0x7FFF that effectively grant a hidden additional 9.6 lines
below the playfield. Or even above, since PC-98 hardware ignores the highest
bit of any offset into a VRAM bitplane segment
(& 0x7FFF), which prevents blitting operations from
accidentally reaching into a different bitplane. Together with the
aforementioned rows of transparent pixels at the top of these midboss
sprites, the math would have almost worked out exactly.
The need for manual clipping also applies to the X-axis. Due to the lack of
scrolling in this dimension, the boundaries there are much more
straightforward though. The minimum left coordinate of a sprite can't fall
below 0 because any smaller coordinate would wrap around into the
📝 tile source area and overwrite some of the
pixels there, which we obviously don't want to re-blit every frame.
Similarly, the right coordinate must not extend into the HUD, which starts
at 448 pixels.
The last part might be surprising if you aren't familiar with the PC-98 text
chip. Contrary to the CGA and VGA text modes of IBM-compatibles, PC-98 text
cells can only use a single color for either their foreground or
background, with the other pixels being transparent and always revealing the
pixels in VRAM below. If you look closely at the HUD in the images above,
you can see how the background of cells with gaiji glyphs is slightly
brighter (◼ #100) than the opaque black
cells (◼ #000) surrounding them. This
rather custom color clearly implies that those pixels must have been
rendered by the graphics GDC. If any other sprite was rendered below the
HUD, you would equally see it below the glyphs.
So in the end, I did find the clear and logical system I was looking for,
and managed to reduce the new clipping conditions down to a
set of basic rules for each edge. Unfortunately, we also need a second
macro for each edge to differentiate between sprites that are smaller or
larger than the playfield border, which is treated as either 32×32 (for
super_roll_*()) or 32×16 (for non-"rolling"
super_*() functions). Since smaller sprites can be fully
contained within this border, the games can stop rendering them as soon as
their bottom-right coordinate is no longer seen within the playfield, by
comparing against the clipping boundaries with <= and
>=. For example, a 16×16 sprite would be completely
invisible once it reaches (16, 0), so it would still be rendered at
(17, 1). A larger sprite during the scrolling part of a stage, like,
say, the 64×64 midbosses, would still be rendered if their top-left
coordinate was (0, -16), so ZUN used < and
> comparisons to at least get an additional pixel before
having to stop rendering such a sprite. Turbo C++ 4.0J sadly can't
constant-fold away such a difference in comparison operators.
And for the most part, ZUN did follow this system consistently. Except for,
of course, the typical mistakes you make when faced with such manual
decisions, like how he treated TH04's Stage 4 midboss as a "small" sprite
below 32×32 pixels (it's 64×64), losing that precious one extra pixel. Or
how the entire rendering code for the 48×48 boss explosion sprite pretends
that it's actually 64×64 pixels large, which causes even the initial
transformation into screen space to be misaligned from the get-go.
But these are additional bugs on top of the single
one that led to all this research.
Because that's what this is, a bug. 🐞 Every resulting pixel boundary is a
systematic result of master.lib's unfortunate lack of clipping. It's as much
of a bug as TH01's byte-aligned rendering of entities whose internal
position is not byte-aligned. In both cases, the entities are alive,
simulated, and partake in collision detection, but their rendered appearance
doesn't accurately reflect their internal position.
Initially, I classified
📝 the sudden pop-in of TH05's Stage 5 midboss
as a quirk because we had no conclusive evidence that this wasn't
intentional, but now we do. There have been multiple explanations for why
ZUN put borders around the playfield, but master.lib's lack of sprite
clipping might be the biggest reason.
And just like byte-aligned rendering, the clipping conditions can easily be
removed when porting the game away from PC-98 hardware. That's also what
uth05win chose to do: By using OpenGL and not having to rely on hardware
scrolling, it can simply place every sprite as a textured quad at its exact
position in screen space, and then draw the black playfield borders on top
in the end to clip everything in a single draw call. This way, the Stage 5
midboss can smoothly fly into the playfield, just as defined by its movement
code:
The entire smooth Stage 5 midboss entrance animation as shown in
uth05win. If the simultaneous appearance of the Enemy!! label
doesn't lend further proof to this having been ZUN's actual intention, I
don't know what will.
Meanwhile, I designed the interface of the 📝 generic blitter used in the TH01 Anniversary Edition entirely around
clipping the blitted sprite at any explicit combination of VRAM edges. This
was nothing I tacked on in the end, but a core aspect that informed the
architecture of the code from the very beginning. You really want to
have one and only one place where sprite clipping is done right – and
only once per sprite, regardless of how many bitplanes you want to write to.
Which brings us to the goal for the final ¼ of this push went. I thought I
was going to start cleaning up the
📝 player movement and rendering code, but
that turned out too complicated for that amount of time – especially if you
want to start with just cleanup, preserving all original bugs for the
time being.
Fixing and smoothening player and Orb movement would be the next big task in
Anniversary Edition development, needing about 3 pushes. It would start with
more performance research into runtime-shifting of larger sprites, followed
by extending my generic blitter according to the results, writing new
optimized loaders for the original image formats, and finally rewriting all
rendering code accordingly. With that code in place, we can then start
cleaning up and fixing the unique code for each boss, one by one.
Until that's funded, the code still contains a few smaller and easier pieces
of code that are equally related to rendering bugs, but could be dealt with
in a more incremental way. Line rendering is one of those, and first needs
some refactoring of every call site, including
📝 the rotating squares around Mima and
📝 YuugenMagan's pentagram. So far, I managed
to remove another 1,360 bytes from the binary within this final ¼ of a push,
but there's still quite a bit to do in that regard.
This is the perfect kind of feature for smaller (micro-)transactions. Which
means that we've now got meaningful TH01 code cleanup and Anniversary
Edition subtasks at every price range, no matter whether you want to invest
a lot or just a little into this goal.
If you can, because Ember2528 revealed the plan behind
his Shuusou Gyoku contributions: A full-on Linux port of the game, which
will be receiving all the funding it needs to happen. 🐧 Next up, therefore:
Turning this into my main project within ReC98 for the next couple of
months, and getting started by shipping the long-awaited first step towards
that goal.
I've raised the cap to avoid the potential of rounding errors, which might
prevent the last needed Shuusou Gyoku push from being correctly funded. I
already had to pick the larger one of the two pending TH02 transactions for
this push, because we would have mathematically ended up
1/25500 short of a full push with the smaller
transaction. And if I'm already at it, I might
as well free up enough capacity to potentially ship the complete OpenGL
backend in a single delivery, which is currently estimated to cost 7 pushes
in total.
🎉 After almost 3 years, TH04 finally caught up to TH05 and is now 100%
position-independent as well! 🎉
For a refresher on what this means and does not mean, check the
announcements from back in 2019 and 2020 when we chased the goal for TH05's
📝 OP.EXE and
📝 the rest of the game. These also feature
some demo videos that show off the kind of mods you were able to efficiently
code back then. With the occasional reverse-engineering attention it
received over the years, TH04's code should now be slightly easier to work
with than TH05's was back in the day. Although not by much – TH04 has
remained relatively unpopular among backers, and only received more than the
funded attention because it shares most of its core code with the more
popular TH05. Which, coincidentally, ended up becoming
📝 the reason for getting this done now.
Not that it matters a lot. Ever since we reached 100% PI for TH05, community
and backer interest in position independence has dropped to near zero. We
just didn't end up seeing the expected large amount of community-made mods
that PI was meant to facilitate, and even the
📝 100% decompilation of TH01 changed nothing
about that. But that's OK; after all, I do appreciate the business of
continually getting commissioned for all the
📝 large-scale mods. Not focusing on PI is
also the correct choice for everyone who likes reading these blog posts, as
it often means that I can't go that much into detail due to cutting corners
and piling up technical debt left and right.
Surprisingly, this only took 1.25 pushes, almost twice as fast as expected.
As that's closer to 1 push than it is to 2, I'm OK with releasing it like
this – especially since it was originally meant to come out three days ago.
🍋 Unfortunately, it was delayed thanks to surprising
website bugs and a certain piece of code that was way more difficult to
document than it was to decompile… The next push will have slightly less
content in exchange, though.
📝 P0240 and P0241 already covered the final
remaining structures, so I only needed to do some superficial RE to prove
the remaining numeric literals as either constants or memory addresses. For
example, I initially thought I'd have to decompile the dissolve animations
in the staff roll, but I only needed to identify a single function pointer
type to prove all false positives as screen coordinates there. Now, the TH04
staff roll would be another fast and cheap decompilation, similar to the
custom entity types of TH04. (And TH05 as well!)
The one piece of code I did have to decompile was Stage 4's carpet
lighting animation, thanks to hex literals that were way too complicated to
leave in ASM. And this one probably takes the crown for TH04's worst set of
landmines and bloat that still somehow results in no observable bugs or
quirks.
This animation starts at frame 1664, roughly 29.5 seconds into the stage,
and quickly turns the stage background into a repeated row of dark-red plaid
carpet tiles by moving out from the center of the playfield towards the
edges. Afterward, the animation repeats with a brighter set of tiles that is
then used for the rest of the stage. As I explained
📝 a while ago in the context of TH02, the
stage tile and map formats in PC-98 Touhou can't express animations, so all
of this needed to be hardcoded in the binary.
The repeating 384×16 row of carpet tiles at the beginning of TH04's
Stage 4 in all three light levels, shown twice for better visibility.
And ZUN did start out making the right decision by only using fully-lit
carpet tiles for all tile sections defined in ST03.MAP. This
way, the animation can simply disable itself after it completed, letting the
rest of the stage render normally and use new tile sections that are only
defined for the final light level. This means that the "initial" dark
version of the carpet is as much a result of hardcoded tile manipulation as
the animation itself.
But then, ZUN proceeded to implement it all by directly manipulating the
ring buffer of on-screen tiles. This is the lowest level before the tiles
are rendered, and rather detached from the defined content of the
📝 .MAP tile sections. Which leads to a whole
lot of problems:
If you decide to do this kind of tile ring modification, it should ideally
happen at a very specific point: after scrolling in new tiles into
the ring buffer, but before blitting any scrolled or invalidated
tiles to VRAM based on the ring buffer. Which is not where ZUN chose to put
it, as he placed the call to the stage-specific render function after both
of those operations. By the time the function is
called, the tile renderer has already blitted a few lines of the fully-lit
carpet tiles from the defined .MAP tile section, matching the scroll speed.
Fortunately, these are hidden behind the black TRAM cells above and below
the playfield…
Still, the code needs to get rid of them before they would become visible.
ZUN uses the regular tile invalidation function for this, which will only
cause actual redraws on the next frame. Again, the tile rendering call has
already happened by the time the Stage 4-specific rendering function gets
called.
But wait, this game also flips VRAM pages between frames to provide a
tear-free gameplay experience. This means that the intended redraw of the
new tiles actually hits the wrong VRAM page.
And sure, the code does attempt to invalidate these newly blitted lines
every frame – but only relative to the current VRAM Y coordinate that
represents the top of the hardware-scrolled screen. Once we're back on the
original VRAM page on the next frame, the lines we initially set out to
remove could have already scrolled past that point, making it impossible to
ever catch up with them in this way.
The only real "solution": Defining the height of the tile invalidation
rectangle at 3× the scroll speed, which ensures that each invalidation call
covers 3 frames worth of newly scrolled-in lines. This is not intuitive at
all, and requires an understanding of everything I have just written to even
arrive at this conclusion. Needless to say that ZUN didn't comprehend it
either, and just hardcoded an invalidation height that happened to be enough
for the small scroll speeds defined in ST03.STD for the first
30 seconds of the stage.
The effect must consistently modify the tile ring buffer to "fix" any new
tiles, overriding them with the intended light level. During the animation,
the code not only needs to set the old light level for any tiles that are
still waiting to be replaced, but also the new light level for any tiles
that were replaced – and ZUN forgot the second part. As a result, newly scrolled-in tiles within the already animated
area will "remain" untouched at light level 2 if the scroll speed is fast
enough during the transition from light level 0 to 1.
All that means that we only have to raise the scroll speed for the effect to
fall apart. Let's try, say, 4 pixels per frame rather than the original
0.25:
By hiding the text RAM layer and revealing what's below the usually
opaque black cells above and below the playfield, we can observe all
three landmines – 1) and 2) throughout light level 0, and 3) during the
transition from level 0 to 1.
All of this could have been so much simpler and actually stable if ZUN
applied the tile changes directly onto the .MAP. This is a much more
intuitive way of expressing what is supposed to happen to the map, and would
have reduced the code to the actually necessary tile changes for the first
frame and each individual frame of the animation. It would have still
required a way to force these changes into the tile ring buffer, but ZUN
could have just used his existing full-playfield redraw functions for that.
In any case, there would have been no need for any per-frame tile
fixing and redrawing. The CPU cycles saved this way could have then maybe
been put towards writing the tile-replacing part of the animation in C++
rather than ASM…
Wow, that was an unreasonable amount of research into a feature that
superficially works fine, just because its decompiled code didn't make
sense. To end on a more positive note, here are
some minor new discoveries that might actually matter to someone:
The laser part of Marisa's Illusion Laser shot type always does 3
points of damage per frame, regardless of the player's power level. Its
hitbox also remains identical on all power levels, no matter how wide the
laser appears on screen. The strength difference between the levels purely
comes from the number of frames the laser stays active before a fixed
non-damaging 32-frame cooldown time:
Power level
Frames per cycle (including 32-frame cooldown)
2
64
3
72
4
88
5
104
6
128
7
144
8
168
9
192
The decay animation for player shots is faster in TH05 (12 frames) than in
TH04 (16 frames).
In the first phase of her Stage 6 fight, Yuuka moves along one of two
randomly chosen hardcoded paths, defined as a set of 5 movement angles.
After reaching the final point and firing a danmaku pattern, she teleports
back to her initial position to repeat the path one more time before the
phase times out.
Similarly, TH04's Stage 3 midboss also goes through 12 fixed movement angles
before flying off the playfield.
The formulas for calculating the skill rating on both TH04's and TH05's
final verdict screen are going to be very long and complicated.
Next up: ¾ of a push filled with random boilerplate, finalization, and TH01
code cleanup work, while I finish the preparations for Shuusou Gyoku's
OpenGL backend. This month, everything should finally work out as intended:
I'll complete both tasks in parallel, ship the former to free up the cap,
and then ship the latter once its 5th push is fully funded.
Well, well. My original plan was to ship the first step of Shuusou Gyoku
OpenGL support on the next day after this delivery. But unfortunately, the
complications just kept piling up, to a point where the required solutions
definitely blow the current budget for that goal. I'm currently sitting on
over 70 commits that would take at least 5 pushes to deliver as a meaningful
release, and all of that is just rearchitecting work, preparing the
game for a not too Windows-specific OpenGL backend in the first place. I
haven't even written a single line of OpenGL yet… 🥲
This shifts the intended Big Release Month™ to June after all. Now I know
that the next round of Shuusou Gyoku features should better start with the
SC-88Pro recordings, which are much more likely to get done within their
current budget. At least I've already completed the configuration versioning
system required for that goal, which leaves only the actual audio part.
So, TH04 position independence. Thanks to a bit of funding for stage
dialogue RE, non-ASCII translations will soon become viable, which finally
presents a reason to push TH04 to 100% position independence after
📝 TH05 had been there for almost 3 years. I
haven't heard back from Touhou Patch Center about how much they want to be
involved in funding this goal, if at all, but maybe other backers are
interested as well.
And sure, it would be entirely possible to implement non-ASCII translations
in a way that retains the layout of the original binaries and can be easily
compared at a binary level, in case we consider translations to be a
critical piece of infrastructure. This wouldn't even just be an exercise in
needless perfectionism, and we only have to look to Shuusou Gyoku to realize
why: Players expected
that my builds were compatible with existing SpoilerAL SSG files, which
was something I hadn't even considered the need for. I mean, the game is
open-source 📝 and I made it easy to build.
You can just fork the code, implement all the practice features you want in
a much more efficient way, and I'd probably even merge your code into my
builds then?
But I get it – recompiling the game yields just yet another build that can't
be easily compared to the original release. A cheat table is much more
trustworthy in giving players the confidence that they're still practicing
the same original game. And given the current priorities of my backers,
it'll still take a while for me to implement proof by replay validation,
which will ultimately free every part of the community from depending on the
original builds of both Seihou and PC-98 Touhou.
However, such an implementation within the original binary layout would
significantly drive up the budget of non-ASCII translations, and I sure
don't want to constantly maintain this layout during development. So, let's
chase TH04 position independence like it's 2020, and quickly cover a larger
amount of PI-relevant structures and functions at a shallow level. The only
parts I decompiled for now contain calculations whose intent can't be
clearly communicated in ASM. Hitbox visualizations or other more in-depth
research would have to wait until I get to the proper decompilation of these
features.
But even this shallow work left us with a large amount of TH04-exclusive
code that had its worst parts RE'd and could be decompiled fairly quickly.
If you want to see big TH04 finalization% gains, general TH04 progress would
be a very good investment.
The first push went to the often-mentioned stage-specific custom entities
that share a single statically allocated buffer. Back in 2020, I
📝 wrongly claimed that these were a TH05 innovation,
but the system actually originated in TH04. Both games use a 26-byte
structure, but TH04 only allocates a 32-element array rather than TH05's
64-element one. The conclusions from back then still apply, but I also kept
wondering why these games used a static array for these entities to begin
with. You know what they call an area of memory that you can cleanly
repurpose for things? That's right, a heap!
And absolutely no one would mind one additional heap allocation at the start
of a stage, next to the ones for all the sprites and portraits.
However, we are still running in Real Mode with segmented memory. Accessing
anything outside a common data segment involves modifying segment registers,
which has a nonzero CPU cycle cost, and Turbo C++ 4.0J is terrible at
optimizing away the respective instructions. Does this matter? Probably not,
but you don't take "risks" like these if you're in a permanent
micro-optimization mindset…
In TH04, this system is used for:
Kurumi's symmetric bullet spawn rays, fired from her hands towards the left
and right edges of the playfield. These are rather infamous for being the
last thing you see before
📝 the Divide Error crash that can happen in ZUN's original build.
Capped to 6 entities.
The 4 📝 bits used in Marisa's Stage 4 boss
fight. Coincidentally also related to the rare Divide Error
crash in that fight.
Stage 4 Reimu's spinning orbs. Note how the game uses two different sets
of sprites just to have two different outline colors. This was probably
better than messing with the palette, which can easily cause unintended
effects if you only have 16 colors to work with. Heck, I have an entire blog post tag just to highlight
these cases. Capped to the full 32 entities.
The chasing cross bullets, seen in Phase 14 of the same Stage 6 Yuuka
fight. Featuring some smart sprite work, making use of point symmetry to
achieve a fluid animation in just 4 frames. This is
good-code in sprite form. Capped to 31 entities, because
the 32nd custom entity during this fight is defined to be…
The single purple pulsating and shrinking safety circle, seen in Phase 4 of
the same fight. The most interesting aspect here is actually still related
to the cross bullets, whose spawn function is wrongly limited to 32 entities
and could theoretically overwrite this circle. This
is strictly landmine territory though:
Yuuka never uses these bullets and the safety circle
simultaneously
She never spawns more than 24 cross bullets
All cross bullets are fast enough to have left the screen by the
time Yuuka restarts the corresponding subpattern
The cross bullets spawn at Yuuka's center position, and assign its
Q12.4 coordinates to structure fields that the safety circle interprets
as raw pixels. The game does try to render the circle afterward, but
since Yuuka's static position during this phase is nowhere near a valid
pixel coordinate, it is immediately clipped.
The flashing lines seen in Phase 5 of the Gengetsu fight,
telegraphing the slightly random bullet columns.
These structures only took 1 push to reverse-engineer rather than the 2 I
needed for their TH05 counterparts because they are much simpler in this
game. The "structure" for Gengetsu's lines literally uses just a single X
position, with the remaining 24 bytes being basically padding. The only
minor bug I found on this shallow level concerns Marisa's bits, which are
clipped at the right and bottom edges of the playfield 16 pixels earlier
than you would expect:
The remaining push went to a bunch of smaller structures and functions:
The structure for the up to 2 "thick" (a.k.a. "Master Spark") lasers. Much
saner than the
📝 madness of TH05's laser system while being
equally customizable in width and duration.
The structure for the various monochrome 16×16 shapes in the background of
the Stage 6 Yuuka fight, drawn on top of the checkerboard.
The rendering code for the three falling stars in the background of Stage 5.
The effect here is entirely palette-related: After blitting the stage tiles,
the 📝 1bpp star image is ORed
into only the 4th VRAM plane, which is equivalent to setting the
highest bit in the palette color index of every pixel within the star-shaped
region. This of course raises the question of how the stage would look like
if it was fully illuminated:
The full tile map of TH04's Stage 5, in both dark and fully
illuminated views. Since the illumination effect depends on two
matching sets of palette colors that are distinguished by a single
bit, the illuminated view is limited to only 8 of the 16 colors. The
dark view, on the other hand, can freely use colors from the
illuminated set, since those are unaffected by the OR
operation.
Most code that modifies a stage's tile map, and directly specifies tiles via
their top-left offset in VRAM.
Thanks to code alignment reasons, this forced a much longer detour into the
.STD format loader. Nothing all too noteworthy there since we're still
missing the enemy script and spawn structures before we can call .STD
"reverse-engineered", but maybe still helpful if you're looking for an
overview of the format. Also features a buffer overflow landmine if a .STD
file happens to contain more than 32 enemy scripts… you know, the usual
stuff.
To top off the second push, we've got the vertically scrolling checkerboard
background during the Stage 6 Yuuka fight, made up of 32×32 squares. This
one deserves a special highlight just because of its needless complexity.
You'd think that even a performant implementation would be pretty simple:
Set the GRCG to TDW mode
Set the GRCG tile to one of the two square colors
Start with Y as the current scroll offset, and X
as some indicator of which color is currently shown at the start of each row
of squares
Iterate over all lines of the playfield, filling in all pixels that
should be displayed in the current color, skipping over the other ones
Count down Y for each line drawn
If Y reaches 0, reset it to 32 and flip X
At the bottom of the playfield, change the GRCG tile to the other color,
and repeat with the initial value of X flipped
The most important aspect of this algorithm is how it reduces GRCG state
changes to a minimum, avoiding the costly port I/O that we've identified
time and time again as one of the main bottlenecks in TH01. With just 2
state variables and 3 loops, the resulting code isn't that complex either. A
naive implementation that just drew the squares from top to bottom in a
single pass would barely be simpler, but much slower: By changing the GRCG
tile on every color, such an implementation would burn a low 5-digit number
of CPU cycles per frame for the 12×11.5-square checkerboard used in the
game.
And indeed, ZUN retained all important aspects of this algorithm… but still
implemented it all in ASM, with a ridiculous layer of x86 segment arithmetic
on top? Which blows up the complexity to 4 state
variables, 5 nested loops, and a bunch of constants in unusual units. I'm
not sure what this code is supposed to optimize for, especially with that
rather questionable register allocation that nevertheless leaves one of the
general-purpose registers unused. Fortunately,
the function was still decompilable without too many code generation hacks,
and retains the 5 nested loops in all their goto-connected
glory. If you want to add a checkerboard to your next PC-98
demo, just stick to the algorithm I gave above.
(Using a single XOR for flipping the starting X offset between 32 and 64
pixels is pretty nice though, I have to give him that.)
This makes for a good occasion to talk about the third and final GRCG mode,
completing the series I started with my previous coverage of the
📝 RMW and
📝 TCR modes. The TDW (Tile Data Write) mode
is the simplest of the three and just writes the 8×1 GRCG tile into VRAM
as-is, without applying any alpha bitmask. This makes it perfect for
clearing rectangular areas of pixels – or even all of VRAM by doing a single
memset():
// Set up the GRCG in TDW mode.
outportb(0x7C, 0x80);
// Fill the tile register with color #7 (0111 in binary).
outportb(0x7E, 0xFF); // Plane 0: (B): (********)
outportb(0x7E, 0xFF); // Plane 1: (R): (********)
outportb(0x7E, 0xFF); // Plane 2: (G): (********)
outportb(0x7E, 0x00); // Plane 3: (E): ( )
// Set the 32 pixels at the top-left corner of VRAM to the exact contents of
// the tile register, effectively repeating the tile 4 times. In TDW mode, the
// GRCG ignores the CPU-supplied operand, so we might as well just pass the
// contents of a register with the intended width. This eliminates useless load
// instructions in the compiled assembly, and even sort of signals to readers
// of this code that we do not care about the source value.
*reinterpret_cast<uint32_t far *>(MK_FP(0xA800, 0)) = _EAX;
// Fill the entirety of VRAM with the GRCG tile. A simple C one-liner that will
// probably compile into a single `REP STOS` instruction. Unfortunately, Turbo
// C++ 4.0J only ever generates the 16-bit `REP STOSW` here, even when using
// the `__memset__` intrinsic and when compiling in 386 mode. When targeting
// that CPU and above, you'd ideally want `REP STOSD` for twice the speed.
memset(MK_FP(0xA800, 0), _AL, ((640 / 8) * 400));
However, this might make you wonder why TDW mode is even necessary. If it's
functionally equivalent to RMW mode with a CPU-supplied bitmask made up
entirely of 1 bits (i.e., 0xFF, 0xFFFF, or
0xFFFFFFFF), what's the point? The difference lies in the
hardware implementation: If all you need to do is write tile data to
VRAM, you don't need the read and modify parts of RMW mode
which require additional processing time. The PC-9801 Programmers'
Bible claims a speedup of almost 2× when using TDW mode over equivalent
operations in RMW mode.
And that's the only performance claim I found, because none of these old
PC-98 hardware and programming books did any benchmarks. Then again, it's
not too interesting of a question to benchmark either, as the byte-aligned
nature of TDW blitting severely limits its use in a game engine anyway.
Sure, maybe it makes sense to temporarily switch from RMW to TDW mode
if you've identified a large rectangular and byte-aligned section within a
sprite that could be blitted without a bitmask? But the necessary
identification work likely nullifies the performance gained from TDW mode,
I'd say. In any case, that's pretty deep
micro-optimization territory. Just use TDW mode for the
few cases it's good at, and stick to RMW mode for the rest.
So is this all that can be said about the GRCG? Not quite, because there are
4 bits I haven't talked about yet…
And now we're just 5.37% away from 100% position independence for TH04! From
this point, another 2 pushes should be enough to reach this goal. It might
not look like we're that close based on the current estimate, but a
big chunk of the remaining numbers are false positives from the player shot
control functions. Since we've got a very special deadline to hit, I'm going
to cobble these two pushes together from the two current general
subscriptions and the rest of the backlog. But you can, of course, still
invest in this goal to allow the existing contributions to go to something
else.
… Well, if the store was actually open. So I'd better
continue with a quick task to free up some capacity sooner rather than
later. Next up, therefore: Back to TH02, and its item and player systems.
Shouldn't take that long, I'm not expecting any surprises there. (Yeah, I
know, famous last words…)
Stripe is now
properly integrated into this website as an alternative to PayPal! Now, you
can also financially support the project if PayPal doesn't work for you, or
if you prefer using a
provider out of Stripe's greater variety. It's unfortunate that I had to
ship this integration while the store is still sold out, but the Shuusou
Gyoku OpenGL backend has turned out way too complicated to be finished next
to these two pushes within a month. It will take quite a while until the
store reopens and you all can start using Stripe, so I'll just link back to
this blog post when it happens.
Integrating Stripe wasn't the simplest task in the world either. At first,
the Checkout API
seems pretty friendly to developers: The entire payment flow is handled on
the backend, in the server language of your choice, and requires no frontend
JavaScript except for the UI feedback code you choose to write. Your
backend API endpoint initiates the Stripe Checkout session, answers with a
redirect to Stripe, and Stripe then sends a redirect back to your server if
the customer completed the payment. Superficially, this server-based
approach seems much more GDPR-friendly than PayPal, because there are no
remote scripts to obtain consent for. In reality though, Stripe shares
much more potential personal data about your credit card or bank
account with a merchant, compared to PayPal's almost bare minimum of
necessary data.
It's also rather annoying how the backend has to persist the order form
information throughout the entire Checkout session, because it would
otherwise be lost if the server restarts while a customer is still busy
entering data into Stripe's Checkout form. Compare that to the PayPal
JavaScript SDK, which only POSTs back to your server after the
customer completed a payment. In Stripe's case, more JavaScript actually
only makes the integration harder: If you trigger the initial payment
HTTP request from JavaScript, you will have
to improvise a bit to avoid the CORS error when redirecting away to a
different domain.
But sure, it's all not too bad… for regular orders at least. With
subscriptions, however, things get much worse. Unlike PayPal, Stripe
kind of wants to stay out of the way of the payment process as much as
possible, and just be a wrapper around its supported payment methods. So if
customers aren't really meant to register with Stripe, how would they cancel
their subscriptions?
Answer: Through
the… merchant? Which I quite dislike in principle, because why should
you have to trust me to actually cancel your subscription after you
requested it? It also means that I probably should add some sort of UI for
self-canceling a Stripe subscription, ideally without adding full-blown user
accounts. Not that this solves the underlying trust issue, but it's more
convenient than contacting me via email or, worse, going through your bank
somehow. Here is how my solution works:
When setting up a Stripe subscription, the server will generate a random
ID for authentication. This ID is then used as a salt for a hash
of the Stripe subscription ID, linking the two without storing the latter on
my server.
The thank you page, which is parameterized with the Stripe
Checkout session ID, will use that ID to retrieve the subscription
ID via an API call to Stripe, and display it together with the above
salt. This works indefinitely – contrary to what the expiry field in the
Checkout session object suggests, Stripe sessions are indeed stored
forever. After all, Stripe also displays this session information in a
merchant's transaction log with an excessive amount of detail. It might have
been better to add my own expiration system to these pages, but this had
been taking long enough already. For now, be aware that sharing the link to
a Stripe thank you page is equivalent to sharing your subscription
cancellation password.
The salt is then used as the key for a subscription management page. To
cancel, you visit this page and enter the Stripe subscription ID to confirm.
The server then checks whether the salt and subscription ID pair belong to
each other, and sends the actual cancellation
request back to Stripe if they do.
I might have gone a bit overboard with the crypto there, but I liked the
idea of not storing any of the Stripe session IDs in the server database.
It's not like that makes the system more complex anyway, and it's nice to
have a separate confirmation step before canceling a subscription.
But even that wasn't everything I had to keep in mind here. Once you
switch from test to production mode for the final tests, you'll notice that
certain SEPA-based
payment providers take their sweet time to process and activate new
subscriptions. The Checkout session object even informs you about that, by
including a payment status field. Which initially seems just like
another field that could indicate hacking attempts, but treating it as such
and rejecting any unpaid session can also reject perfectly valid
subscriptions. I don't want all this control… 🥲
Instead, all I can do in this case is to tell you about it. In my test, the
Stripe dashboard said that it might take days or even weeks for the initial
subscription transaction to be confirmed. In such a case, the respective
fraction of the cap will unfortunately need to remain red for that entire time.
And that was 1½ pushes just to replicate the basic functionality of a simple
PayPal integration with the simplest type of Stripe integration. On the
architectural site, all the necessary refactoring work made me finally
upgrade my frontend code to TypeScript at least, using the amazing esbuild to handle transpilation inside
the server binary. Let's see how long it will now take for me to upgrade to
SCSS…
With the new payment options, it makes sense to go for another slight price
increase, from up to per push.
The amount of taxes I have to pay on this income is slowly becoming
significant, and the store has been selling out almost immediately for the
last few months anyway. If demand remains at the current level or even
increases, I plan to gradually go up to by the end
of the year. 📝 As📝 usual,
I'm going to deliver existing orders in the backlog at the value they were
originally purchased at. Due to the way the cap has to be calculated, these
contributions now appear to have increased in value by a rather awkward
13.33%.
This left ½ of a push for some more work on the TH01 Anniversary Edition.
Unfortunately, this was too little time for the grand issue of removing
byte-aligned rendering of bigger sprites, which will need some additional
blitting performance research. Instead, I went for a bunch of smaller
bugfixes:
ANNIV.EXE now launches ZUNSOFT.COM if
MDRV98 wasn't resident before. In hindsight, it's completely obvious
why this is the right thing to do: Either you start
ANNIV.EXE directly, in which case there's no resident
MDRV98 and you haven't seen the ZUN Soft logo, or you have
made a single-line edit to GAME.BAT and replaced
op with anniv, in which case MDRV98 is
resident and you have seen the logo. These are the two
reasonable cases to support out of the box. If you are doing
anything else, it shouldn't be that hard to adjust though?
You might be wondering why I didn't just include all code of
ZUNSOFT.COM inside ANNIV.EXE together with
the rest of the game. The reason: ZUNSOFT.COM has
almost nothing in common with regular TH01 code. While the rest of
TH01 uses the custom image formats and bad rendering code I
documented again and again during its RE process,
ZUNSOFT.COM fully relies on master.lib for everything
about the bouncing-ball logo animation. Its code is much closer to
TH02 in that respect, which suggests that ZUN did in fact write this
animation for TH02, and just included the binary in TH01 for
consistency when he first sold both games together at Comiket 52.
Unlike the 📝 various bad reasons for splitting the PC-98 Touhou games into three main executables,
it's still a good idea to split off animations that use a completely
different set of rendering and file format functions. Combined with
all the BFNT and shape rendering code, ZUNSOFT.COM
actually contains even more unique code than OP.EXE,
and only slightly less than FUUIN.EXE.
The optional AUTOEXEC.BAT is now correctly encoded in
Shift-JIS instead of accidentally being UTF-8, fixing the previous
mojibake in its final ECHO line.
The command-line option that just adds a stage selection without
other debug features (anniv s) now works reliably.
This one's quite interesting because it only ever worked
because of a ZUN bug. From a superficial look at the code, it
shouldn't: While the presence of an 's' branch proves
that ZUN had such a mode during development, he nevertheless forgot
to initialize the debug flag inside the resident structure within
this branch. This mode only ever worked because master.lib's
resdata_create() function doesn't clear the resident
structure after allocation. If anything on the system previously
happened to write something other than 0x00,
0x01, or 0x03 to the specific byte that
then gets repurposed as the debug mode flag, this lack of
initialization does in fact result in a distinct non-test and
non-debug stage selection mode.
This is what happens on a certain widely circulated .HDI copy of
TH01 that boots MS-DOS 3.30C. On this system, the memory that
master.lib will allocate to the TH01 resident structure was
previously used by DOS as stack for its kernel, which left the
future resident debug flag byte at address 9FF6:0012 at
a value of 0x12. This might be the entire reason why
game s is even widely documented to trigger a stage
selection to begin with – on the widely circulated TH04 .HDI that
boots MS-DOS 6.20, or on DOSBox-X, the s parameter
doesn't work because both DOS systems leave the resident debug flag
byte at 0x00. And since ANNIV.EXE pushes
MDRV98 into that area of conventional DOS RAM, anniv s
previously didn't work even on MS-DOS 3.30C.
Both bugs in the
📝 1×1 particle system during the Mima fight
have been fixed. These include the off-by-one error that killed off the
very first particle on the 80th
frame and left it in VRAM, and, just like every other entity type, a
replacement of ZUN's EGC unblitter with the new pixel-perfect and fast
one. Until I've rearchitected unblitting as a whole, the particles will
now merely rip barely visible 1×1 holes into the sprites they overlap.
The bomb value shown in the lowest line of the in-game
debug mode output is now right-aligned together with the rest of the
values. This ensures that the game always writes a consistent number
of characters to TRAM, regardless of the magnitude of the
bomb value, preventing the seemingly wrong
timer values that appeared in the original game
whenever the value of the bomb variable changed to a
lower number of digits:
Finally, I've streamlined VRAM page access changes, which allowed me to
consistently replace ZUN's expensive function call with the optimal two
inlined x86 instructions. Interestingly, this change alone removed
2 KiB from the binary size, which is almost all of the difference
between 📝 the P0234-1 release and this
one. Let's see how much longer we can make each new release of
ANNIV.EXE smaller than the previous one.
The final point, however, raised the question of what we're now going to do
about
📝 a certain issue in the 地獄/Jigoku Bad Ending.
ZUN's original expensive way of switching the accessed VRAM page was the
main reason behind the lag frames on slower PC-98 systems, and
search-replacing the respective function calls would immediately get us to
the optimized version shown in that blog post. But is this something we
actually want? If we wanted to retain the lag, we could surely preserve that
function just for this one instance… The discovery of this issue
predates the clear distinction between bloat, quirks, and bugs, so it makes
sense to first classify what this issue even is. The distinction comes all
down to observability, which I defined as changes to rendered frames
between explicitly defined frame boundaries. That alone would be enough to
categorize any cause behind lag frames as bloat, but it can't hurt to be
more explicit here.
Therefore, I now officially judge observability in terms of an infinitely
fast PC-98 that can instantly render everything between two explicitly
defined frames, and will never add additional lag frames. If we plan to port
the games to faster architectures that aren't bottlenecked by disappointing
blitter chips, this is the only reasonable assumption to make, in my
opinion: The minimum system requirements in the games' README files are
minimums, after all, not recommendations. Chasing the exact frame
drop behavior that ZUN must have experienced during the time he developed
these games can only be a guessing game at best, because how can we know
which PC-98 model ZUN actually developed the games on? There might even be
more than one model, especially when it comes to TH01 which had been in
development for at least two years before ZUN first sold it. It's also not
like any current PC-98 emulator even claims to emulate the specific timing
of any existing model, and I sure hope that nobody expects me to import a
bunch of bulky obsolete hardware just to count dropped frames.
That leaves the tearing, where it's much more obvious how it's a bug. On an
infinitely fast PC-98, the ドカーン
frame would never be visible, and thus falls into the same category as the
📝 two unused animations in the Sariel fight.
With only a single unconditional 2-frame delay inside the animation loop, it
becomes clear that ZUN intended both frames of the animation to be displayed
for 2 frames each:
No tearing, and 34 frames in total for the first of the two
instances of this animation.
Next up: Taking the oldest still undelivered push and working towards TH04
position independence in preparation for multilingual translations. The
Shuusou Gyoku OpenGL backend shouldn't take that much longer either,
so I should have lots of stuff coming up in May afterward.
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…
Last blog post before the 100% completion of TH01! The final parts of
REIIDEN.EXE would feel rather out of place in a celebratory
blog post, after all. They provided quite a neat summary of the typical
technical details that are wrong with this game, and that I now get to
mention for one final time:
The Orb's animation cycle is maybe two frames shorter than it should
have been, showing its last sprite for just 1 frame rather than 3:
The text in the Pause and Continue menus is not quite correctly
centered.
The memory info screen hides quite a bit of information about the .PTN
buffers, and obscures even the info that it does show behind
misleading labels. The most vital information would have been that ZUN could
have easily saved 20% of the memory by using a structure without the
unneeded alpha plane… Oh, and the REWIRTE option
mapped to the ⬇️ down arrow key simply redraws the info screen. Might be
useful after a NODE CHEAK, which replaces the output
with its own, but stays within the same input loop.
But hey, there's an error message if you start REIIDEN.EXE
without a resident MDRV2 or a correctly prepared resident structure! And
even a good, user-friendly one, asking the user to launch the batch file
instead. For some reason, this convenience went out of fashion in the later
games.
The Game Over animation (how fitting) gives us TH01's final piece of weird
sprite blitting code, which seriously manages to include 2 bugs and 3 quirks
in under 50 lines of code. In test mode (game t or game
d), you can trigger this effect by pressing the ⬇️ down arrow key,
which certainly explains why I encountered seemingly random Game Over events
during all the tests I did with this game…
The animation appears to have changed quite a bit during development, to the
point that probably even ZUN himself didn't know what he wanted it to look
like in the end:
The original version unblits a 32×32 rectangle around Reimu that only
grows on the X axis… for the first 5 frames. The unblitting call is
only run if the corresponding sprite wasn't clipped at the edges of the
playfield in the frame before, and ZUN uses the animation's frame
number rather than the sprite loop variable to index the per-sprite
clip flag array. The resulting out-of-bounds access then reads the
sprite coordinates instead, which are never 0, thus interpreting
all 5 sprites as clipped.
This variant would interpret the declared 5 effect coordinates as
distinct sprites and unblit them correctly every frame. The end result
is rather wimpy though… hardly appropriate for a Game Over, especially
with the original animation in mind.
This variant would not unblit anything, and is probably closest to what
the final animation should have been.
Finally, we get to the big main() function, serving as the duct
tape that holds this game together. It may read rather disorganized with all
the (actually necessary) assignments and function calls, but the only
actual minor issue I've seen there is that you're robbed of any
pellet destroy bonus collected on the final frame of the final boss. There
is a certain charm in directly nesting the infinite main gameplay loop
within the infinite per-life loop within the infinite stage loop. But come
on, why is there no fourth scene loop? Instead, the
game just starts a new REIIDEN.EXE process before and after a
boss fight. With all the wildly mutated global state, that was probably a
much saner choice.
The final secrets can be found in the debug stage selection. ZUN
implemented the prompts using the C standard library's scanf()
function, which is the natural choice for quick-and-dirty testing features
like this one. However, the C standard library is also complete and utter
trash, and so it's not surprising that both of the scanf()
calls do… well, probably not what ZUN intended. The guaranteed out-of-bounds
memory access in the select_flag route prompt thankfully has no
real effect on the game, but it gets really interesting with the 面数 stage prompt.
Back in 2020, I already wrote about
📝 stages 21-24, and how they're loaded from actual data that ZUN shipped with the game.
As it now turns out, the code that maps stage IDs to STAGE?.DAT
scene numbers contains an explicit branch that maps any (1-based) stage
number ≥21 to scene 7. Does this mean that an Extra Stage was indeed planned
at some point? That branch seems way too specific to just be meant as a
fallback. Maybe
Asprey was on to something after all…
However, since ZUN passed the stage ID as a signed integer to
scanf(), you can also enter negative numbers. The only place
that kind of accidentally checks for them is the aforementioned stage
ID → scene mapping, which ensures that (1-based) stages < 5 use
the shrine's background image and BGM. With no checks anywhere else, we get
a new set of "glitch stages":
Stage -1Stage -2Stage -3Stage -4Stage -5
The scene loading function takes the entered 0-based stage ID value modulo
5, so these 4 are the only ones that "exist", and lower stage numbers will
simply loop around to them. When loading these stages, the function accesses
the data in REIIDEN.EXE that lies before the statically
allocated 5-element stages-of-scene array, which happens to encompass
Borland C++'s locale and exception handling data, as well as a small bit of
ZUN's global variables. In particular, the obstacle/card HP on the tile I
highlighted in green corresponds to the
lowest byte of the 32-bit RNG seed. If it weren't for that and the fact that
the obstacles/card HP on the few tiles before are similarly controlled by
the x86 segment values of certain initialization function addresses, these
glitch stages would be completely deterministic across PC-98 systems, and
technically canon…
Stage -4 is the only playable one here as it's the only stage to end up
below the
📝 heap corruption limit of 102 stage objects.
Completing it loads Stage -3, which crashes with a Divide Error
just like it does if it's directly selected. Unsurprisingly, this happens
because all 50 card bytes at that memory location are 0, so one division (or
in this case, modulo operation) by the number of cards is enough to crash
the game.
Stage -5 is modulo'd to 0 and thus loads the first regular stage. The only
apparent broken element there is the timer, which is handled by a completely
different function that still operates with a (0-based) stage ID value of
-5. Completing the stage loads Stage -4, which also crashes, but only
because its 61 cards naturally cause the
📝 stack overflow in the flip-in animation for any stage with more than 50 cards.
And that's REIIDEN.EXE, the biggest and most bloated PC-98
Touhou executable, fully decompiled! Next up: Finishing this game with the
main menu, and hoping I'll actually pull it off within 24 hours. (If I do,
we might all have to thank 32th
System, who independently decompiled half of the remaining 14
functions…)
It only took a record-breaking 1½ pushes to get SinGyoku done!
No 📝 entity synchronization code after
all! Since all of SinGyoku's sprites are 96×96 pixels, ZUN made the rather
smart decision of just using the sphere entity's position to render the
📝 flash and person entities – and their only
appearance is encapsulated in a single sphere→person→sphere transformation
function.
Just like Kikuri, SinGyoku's code as a whole is not a complete
disaster.
The negative:
It's still exactly as buggy as Kikuri, with both of the ZUN bugs being
rendering glitches in a single function once again.
It also happens to come with a weird hitbox, …
… and some minor questionable and weird pieces of code.
The overview:
SinGyoku's fight consists of 2 phases, with the first one corresponding
to the white part from 8 to 6 HP, and the second one to the rest of the HP
bar. The distinction between the red-white and red parts is purely visual,
and doesn't reflect anything about the boss script.
Both phases cycle between a pellet pattern and SinGyoku's sphere form
slamming itself into the player, followed by it slightly overshooting its
intended base Y position on its way back up.
Phase 1 only consists of the sphere form's half-circle spray pattern.
Technically, the phase can only end during that pattern, but adding
that one additional condition to allow it to end during the slam+return
"pattern" wouldn't have made a difference anyway. The code doesn't rule out
negative HP during the slam (have fun in test or debug mode), but the sum of
invincibility frames alone makes it impossible to hit SinGyoku 7 times
during a single slam in regular gameplay.
Phase 2 features two patterns for both the female and male forms
respectively, which are selected randomly.
This time, we're back to the Orb hitbox being a logical 49×49 pixels in
SinGyoku's center, and the shot hitbox being the weird one. What happens if
you want the shot hitbox to be both offset to the left a bit
and stretch the entire width of SinGyoku's sprite? You get a hitbox
that ends in mid-air, far away from the right edge of the sprite:
Due to VRAM byte alignment, all player shots fired between
gx = 376 and gx = 383 inclusive
appear at the same visual X position, but are internally already partly
outside the hitbox and therefore won't hit SinGyoku – compare the
marked shot at gx = 376 to the one at gx =
380. So much for precisely visualizing hitboxes in this game…
Since the female and male forms also use the sphere entity's coordinates,
they share the same hitbox.
Onto the rendering glitches then, which can – you guessed it – all be found
in the sphere form's slam movement:
ZUN unblits the delta area between the sphere's previous and current
position on every frame, but reblits the sphere itself on… only every second
frame?
For negative X velocities, ZUN made a typo and subtracted the Y velocity
from the right edge of the area to be unblitted, rather than adding the X
velocity. On a cursory look, this shouldn't affect the game all too
much due to the unblitting function's word alignment. Except when it does:
If the Y velocity is much smaller than the X one, the left edge of the
unblitted area can, on certain frames, easily align to a word address past
the previous right edge of the sphere. As a result, not a single sphere
pixel will actually be unblitted, and a small stripe of the sphere will be
left in VRAM for one frame, until the alignment has caught up with the
sphere's movement in the next one.
By having the sphere move from the right edge of the playfield to the
left, this video demonstrates both the lazy reblitting and broken
unblitting at the right edge for negative X velocities. Also, isn't it
funny how Reimu can partly disappear from all the sloppy
SinGyoku-related unblitting going on after her sprite was blitted?
Due to the low contrast of the sphere against the background, you typically
don't notice these glitches, but the white invincibility flashing after a
hit really does draw attention to them. This time, all of these glitches
aren't even directly caused by ZUN having never learned about the
EGC's bit length register – if he just wrote correct code for SinGyoku, none
of this would have been an issue. Sigh… I wonder how many more glitches will
be caused by improper use of this one function in the last 18% of
REIIDEN.EXE.
There's even another bug here, with ZUN hardcoding a horizontal delta of 8
pixels rather than just passing the actual X velocity. Luckily, the maximum
movement speed is 6 pixels on Lunatic, and this would have only turned into
an additional observable glitch if the X velocity were to exceed 24 pixels.
But that just means it's the kind of bug that still drains RE attention to
prove that you can't actually observe it in-game under some
circumstances.
The 5 pellet patterns are all pretty straightforward, with nothing to talk
about. The code architecture during phase 2 does hint towards ZUN having had
more creative patterns in mind – especially for the male form, which uses
the transformation function's three pattern callback slots for three
repetitions of the same pellet group.
There is one more oddity to be found at the very end of the fight:
Right before the defeat white-out animation, the sphere form is explicitly
reblitted for no reason, on top of the form that was blitted to VRAM in the
previous frame, and regardless of which form is currently active. If
SinGyoku was meant to immediately transform back to the sphere form before
being defeated, why isn't the person form unblitted before then? Therefore,
the visibility of both forms is undeniably canon, and there is some
lore meaning to be found here…
In any case, that's SinGyoku done! 6th PC-98 Touhou boss fully
decompiled, 25 remaining.
No FUUIN.EXE code rounding out the last push for a change, as
the 📝 remaining missile code has been
waiting in front of SinGyoku for a while. It already looked bad in November,
but the angle-based sprite selection function definitely takes the cake when
it comes to unnecessary and decadent floating-point abuse in this game.
The algorithm itself is very trivial: Even with
📝 .PTN requiring an additional quarter parameter to access 16×16 sprites,
it's essentially just one bit shift, one addition, and one binary
AND. For whatever reason though, ZUN casts the 8-bit missile
angle into a 64-bit double, which turns the following explicit
comparisons (!) against all possible 4 + 16 boundary angles (!!)
into FPU operations. Even with naive and readable
division and modulo operations, and the whole existence of this function not
playing well with Turbo C++ 4.0J's terrible code generation at all, this
could have been 3 lines of code and 35 un-inlined constant-time
instructions. Instead, we've got this 207-instruction monster… but hey, at
least it works. 🤷
The remaining time then went to YuugenMagan's initialization code, which
allowed me to immediately remove more declarations from ASM land, but more
on that once we get to the rest of that boss fight.
That leaves 76 functions until we're done with TH01! Next up: Card-flipping
stage obstacles.
Slight change of plans, because we got instructions for
reliably reproducing the TH04 Kurumi Divide Error crash! Major thanks to
Colin Douglas Howell. With those, it also made sense to immediately look at
the crash in the Stage 4 Marisa fight as well. This way, I could release
both of the obligatory bugfix mods at the same time.
Especially since it turned out that I was wrong: Both crashes are entirely
unrelated to the custom entity structure that would have required PI-centric
progress. They are completely specific to Kurumi's and Marisa's
danmaku-pattern code, and really are two separate bugs
with no connection to each other. All of the necessary research nicely fit
into Arandui's 0.5 pushes, with no further deep understanding
required here.
But why were there still three weeks between Colin's message and this blog
post? DMCA distractions aside: There are no easy fixes this time, unlike
📝 back when I looked at the Stage 5 Yuuka crash.
Just like how division by zero is undefined in mathematics, it's also,
literally, undefined what should happen instead of these two
Divide error crashes. This means that any possible "fix" can
only ever be a fanfiction interpretation of the intentions behind ZUN's
code. The gameplay community should be aware of this, and
might decide to handle these cases differently. And if we
have to go into fanfiction territory to work around crashes in the
canon games, we'd better document what exactly we're fixing here and how, as
comprehensible as possible.
With that out of the way, let's look at Kurumi's crash first, since it's way
easier to grasp. This one is known to primarily happen to new players, and
it's easy to see why:
In one of the patterns in her third phase, Kurumi fires a series of 3
aimed rings from both edges of the playfield. By default (that is, on Normal
and with regular rank), these are 6-way rings.
6 happens to be quite a peculiar number here, due to how rings are
(manually) tuned based on the current "rank" value (playperf)
before being fired. The code, abbreviated for clarity:
Let's look at the range of possible playperf values per
difficulty level:
Easy
Normal
Hard
Lunatic
Extra
playperf_min
4
11
20
22
16
playperf_max
16
24
32
34
20
Edit (2022-05-24): This blog post initially had
26 instead of 16 for playperf_min for the Extra Stage. Thanks
to Popfan for pointing out that typo!
Reducing rank to its minimum on Easy mode will therefore result in a
0-ring after tuning.
To calculate the individual angles of each bullet in a ring, ZUN divides
360° (or, more correctly,
📝 0x100) by the total number of
bullets…
Boom, division by zero.
The pattern that causes the crash in Kurumi's fight. Also
demonstrates how the number of bullets in a ring is always halved on
Easy Mode after the rank-based tuning, leading to just a 3-ring on
playperf = 16.
So, what should the workaround look like? Obviously, we want to modify
neither the default number of ring bullets nor the tuning algorithm – that
would change all other non-crashing variations of this pattern on other
difficulties and ranks, creating a fork of the original gameplay. Instead, I
came up with four possible workarounds that all seemed somewhat logical to
me:
Firing no bullet, i.e., interpreting 0-ring literally. This would
create the only constellation in which a call to the bullet group spawn
functions would not spawn at least one new bullet.
Firing a "1-ring", i.e., a single bullet. This would be consistent with
how the bullet spawn functions behave for "0-way" stack and spread
groups.
Firing a "∞-ring", i.e., 200 bullets, which is as much as the game's cap
on 16×16 bullets would allow. This would poke fun at the whole "division by
zero" idea… but given that we're still talking about Easy Mode (and
especially new players) here, it might be a tad too cruel. Certainly the
most trollish interpretation.
Triggering an immediate Game Over, exchanging the hard crash for a
softer and more controlled shutdown. Certainly the option that would be
closest to the behavior of the original games, and perhaps the only one to
be accepted in Serious, High-Level Play™.
As I was writing this post, it felt increasingly wrong for me to make this
decision. So I once again went to Twitter, where 56.3%
voted in favor of the 1-bullet option. Good that I asked! I myself was
more leaning towards the 0-bullet interpretation, which only got 28.7% of
the vote. Also interesting are the 2.3% in favor of the Game Over option but
I get it, low-rank Easy Mode isn't exactly the most competitive mode of
playing TH04.
There are reports of Kurumi crashing on higher difficulties as well, but I
could verify none of them. If they aren't fixed by this workaround, they're
caused by an entirely different bug that we have yet to discover.
Onto the Stage 4 Marisa crash then, which does in fact apply to all
difficulty levels. I was also wrong on this one – it's a hell of a lot more
intricate than being just a division by the number of on-screen bits.
Without having decompiled the entire fight, I can't give a completely
accurate picture of what happens there yet, but here's the rough idea:
Marisa uses different patterns, depending on whether at least one of her
bits is still alive, or all of them have been destroyed.
Destroying the last bit will immediately switch to the bit-less
counterpart of the current pattern.
The bits won't respawn before the pattern ended, which ensures that the
bit-less version is always shown in its entirety after being started or
switched into.
In two of the bit-less patterns, Marisa gradually moves to the point
reflection of her position at the start of the pattern across the playfield
coordinate of (192, 112), or (224, 128) on screen.
Reference points for Marisa's point-reflected movement. Cyan:
Marisa's position, green: (192, 112), yellow: the intended end
point.
The velocity of this movement is determined by both her distance to that
point and the total amount of frames that this instance of the bit-less
pattern will last.
Since this frame amount is directly tied to the frame the player
destroyed the last bit on, it becomes a user-controlled variable. I think
you can see where this is going…
The last 12 frames of this duration, however, are always reserved for a
"braking phase", where Marisa's velocity is halved on each frame.
This part of the code only runs every 4 frames though. This expands the
time window for this crash to 4 frames, rather than just the two frames you
would expect from looking at the division itself.
Both of the broken patterns run for a maximum of 160 frames. Therefore,
the crash will occur when Marisa's last bit is destroyed between frame 152
and 155 inclusive. On these frames, the
last_frame_with_bits_alive variable is set to 148, which is the
crucial 12 duration frames away from the maximum of 160.
Interestingly enough, the calculated velocity is also only
applied every 4 frames, with Marisa actually staying still for the 3 frames
inbetween. As a result, she either moves
too slowly to ever actually reach the yellow point if the last bit
was destroyed early in the pattern (see destruction frames 68 or
112),
or way too quickly, and almost in a jerky, teleporting way (see
destruction frames 144 or 148).
Finally, as you may have already gathered from the formula: Destroying
the last bit between frame 156 and 160 inclusive results in
duration values of 8 or 4. These actually push Marisa
away from the intended point, as the divisor becomes negative.
One of the two patterns in TH04's Stage 4 Marisa boss fight that feature
frame number-dependent point-reflected movement. The bits were hacked to
self-destruct on the respective frame.
tl;dr: "Game crashes if last bit destroyed within 4-frame window near end of
two patterns". For an informed decision on a new movement behavior for these
last 8 frames, we definitely need to know all the details behind the crash
though. Here's what I would interpret into the code:
Not moving at all, i.e., interpreting 0 as the middle ground between
positive and negative movement. This would also make sense because a
12-frame duration implies 100% of the movement to consist of
the braking phase – and Marisa wasn't moving before, after all.
Move at maximum speed, i.e., dividing by 1 rather than 0. Since the
movement duration is still 12 in this case, Marisa will immediately start
braking. In total, she will move exactly ¾ of the way from her initial
position to (192, 112) within the 8 frames before the pattern
ends.
Directly warping to (192, 112) on frame 0, and to the
point-reflected target on 4, respectively. This "emulates" the division by
zero by moving Marisa at infinite speed to the exact two points indicated by
the velocity formula. It also fits nicely into the 8 frames we have to fill
here. Sure, Marisa can't reach these points at any other duration, but why
shouldn't she be able to, with infinite speed? Then again, if Marisa
is far away enough from (192, 112), this workaround would warp her
across the entire playfield. Can Marisa teleport according to lore? I
have no idea…
Triggering an immediate Game O– hell no, this is the Stage 4 boss,
people already hate losing runs to this bug!
Asking Twitter worked great for the Kurumi workaround, so let's do it again!
Gotta attach a screenshot of an earlier draft of this blog post though,
since this stuff is impossible to explain in tweets…
…and it went
through the roof, becoming the most successful ReC98 tweet so far?!
Apparently, y'all really like to just look at descriptions of overly complex
bugs that I'd consider way beyond the typical attention span that can be
expected from Twitter. Unfortunately, all those tweet impressions didn't
quite translate into poll turnout. The results
were pretty evenly split between 1) and 2), with option 1) just coming out
slightly ahead at 49.1%, compared to 41.5% of option 2).
(And yes, I only noticed after creating the poll that warping to both the
green and yellow points made more sense than warping to just one of the two.
Let's hope that this additional variant wouldn't have shifted the results
too much. Both warp options only got 9.4% of the vote after all, and no one
else came up with the idea either. In the end,
you can always merge together your preferred combination of workarounds from
the Git branches linked below.)
So here you go: The new definitive version of TH04, containing not only the
community-chosen Kurumi and Stage 4 Marisa workaround variant, but also the
📝 No-EMS bugfix from last year.
Edit (2022-05-31): This package is outdated, 📝 the current version is here!2022-04-18-community-choice-fixes.zip
Oh, and let's also add spaztron64's TH03 GDC clock fix
from 2019 because why not. This binary was built from the community_choice_fixes
branch, and you can find the code for all the individual workarounds on
these branches:
Again, because it can't be stated often enough: These fixes are
fanfiction. The gameplay community should be aware of
this, and might decide to handle these cases differently.
With all of that taking way more time to evaluate and document, this
research really had to become part of a proper push, instead of just being
covered in the quick non-push blog post I initially intended. With ½ of a
push left at the end, TH05's Stage 1-5 boss background rendering functions
fit in perfectly there. If you wonder how these static backdrop images even
need any boss-specific code to begin with, you're right – it's basically the
same function copy-pasted 4 times, differing only in the backdrop image
coordinates and some other inconsequential details.
Only Sara receives a nice variation of the typical
📝 blocky entrance animation: The usually
opaque bitmap data from ST00.BB is instead used as a transition
mask from stage tiles to the backdrop image, by making clever use of the
tile invalidation system:
TH04 uses the same effect a bit more frequently, for its first three bosses.
Next up: Shinki, for real this time! I've already managed to decompile 10 of
her 11 danmaku patterns within a little more than one push – and yes,
that one is included in there. Looks like I've slightly
overestimated the amount of work required for TH04's and TH05's bosses…
OK, TH01 missile bullets. Can we maybe have a well-behaved entity type,
without any weirdness? Just once?
Ehh, kinda. Apart from another 150 bytes wasted on unused structure members,
this code is indeed more on the low end in terms of overall jank. It does
become very obvious why dodging these missiles in the YuugenMagan, Mima, and
Elis fights feels so awful though: An unfair 46×46 pixel hitbox around
Reimu's center pixel, combined with the comeback of
📝 interlaced rendering, this time in every
stage. ZUN probably did this because missiles are the only 16×16 sprite in
TH01 that is blitted to unaligned X positions, which effectively ends up
touching a 32×16 area of VRAM per sprite.
But even if we assume VRAM writes to be the bottleneck here, it would
have been totally possible to render every missile in every frame at roughly
the same amount of CPU time that the original game uses for interlaced
rendering:
Note that all missile sprites only use two colors, white and green.
Instead of naively going with the usual four bitplanes, extract the
pixels drawn in each of the two used colors into their own bitplanes.
master.lib calls this the "tiny format".
Use the GRCG to draw these two bitplanes in the intended white and green
colors, halving the amount of VRAM writes compared to the original
function.
(Not using the .PTN format would have also avoided the inconsistency of
storing the missile sprites in boss-specific sprite slots.)
That's an optimization that would have significantly benefitted the game, in
contrast to all of the fake ones
introduced in later games. Then again, this optimization is
actually something that the later games do, and it might have in fact been
necessary to achieve their higher bullet counts without significant
slowdown.
After some effectively unused Mima sprite effect code that is so broken that
it's impossible to make sense out of it, we get to the final feature I
wanted to cover for all bosses in parallel before returning to Sariel: The
separate sprite background storage for moving or animated boss sprites in
the Mima, Elis, and Sariel fights. But, uh… why is this necessary to begin
with? Doesn't TH01 already reserve the other VRAM page for backgrounds?
Well, these sprites are quite big, and ZUN didn't want to blit them from
main memory on every frame. After all, TH01 and TH02 had a minimum required
clock speed of 33 MHz, half of the speed required for the later three games.
So, he simply blitted these boss sprites to both VRAM pages, leading
the usual unblitting calls to only remove the other sprites on top of the
boss. However, these bosses themselves want to move across the screen…
and this makes it necessary to save the stage background behind them
in some other way.
Enter .PTN, and its functions to capture a 16×16 or 32×32 square from VRAM
into a sprite slot. No problem with that approach in theory, as the size of
all these bigger sprites is a multiple of 32×32; splitting a larger sprite
into these smaller 32×32 chunks makes the code look just a little bit clumsy
(and, of course, slower).
But somewhere during the development of Mima's fight, ZUN apparently forgot
that those sprite backgrounds existed. And once Mima's 🚫 casting sprite is
blitted on top of her regular sprite, using just regular sprite
transparency, she ends up with her infamous third arm:
Ironically, there's an unused code path in Mima's unblit function where ZUN
assumes a height of 48 pixels for Mima's animation sprites rather than the
actual 64. This leads to even clumsier .PTN function calls for the bottom
128×16 pixels… Failing to unblit the bottom 16 pixels would have also
yielded that third arm, although it wouldn't have looked as natural. Still
wouldn't say that it was intentional; maybe this casting sprite was just
added pretty late in the game's development?
So, mission accomplished, Sariel unblocked… at 2¼ pushes. That's quite some time left for some smaller stage initialization
code, which bundles a bunch of random function calls in places where they
logically really don't belong. The stage opening animation then adds a bunch
of VRAM inter-page copies that are not only redundant but can't even be
understood without knowing the hidden internal state of the last VRAM page
accessed by previous ZUN code…
In better news though: Turbo C++ 4.0 really doesn't seem to have any
complexity limit on inlining arithmetic expressions, as long as they only
operate on compile-time constants. That's how we get macro-free,
compile-time Shift-JIS to JIS X 0208 conversion of the individual code
points in the 東方★靈異伝 string, in a compiler from 1994. As long as you
don't store any intermediate results in variables, that is…
But wait, there's more! With still ¼ of a push left, I also went for the
boss defeat animation, which includes the route selection after the SinGyoku
fight.
As in all other instances, the 2× scaled font is accomplished by first
rendering the text at regular 1× resolution to the other, invisible VRAM
page, and then scaled from there to the visible one. However, the route
selection is unique in that its scaled text is both drawn transparently on
top of the stage background (not onto a black one), and can also change
colors depending on the selection. It would have been no problem to unblit
and reblit the text by rendering the 1× version to a position on the
invisible VRAM page that isn't covered by the 2× version on the visible one,
but ZUN (needlessly) clears the invisible page before rendering any text.
Instead, he assigned a separate VRAM color for both
the 魔界 and 地獄 options, and only changed the palette value for
these colors to white or gray, depending on the correct selection. This is
another one of the
📝 rare cases where TH01 demonstrates good use of PC-98 hardware,
as the 魔界へ and 地獄へ strings don't need to be reblitted during the selection process, only the Orb "cursor" does.
Then, why does this still not count as good-code? When
changing palette colors, you kinda need to be aware of everything
else that can possibly be on screen, which colors are used there, and which
aren't and can therefore be used for such an effect without affecting other
sprites. In this case, well… hover over the image below, and notice how
Reimu's hair and the bomb sprites in the HUD light up when Makai is
selected:
This push did end on a high note though, with the generic, non-SinGyoku
version of the defeat animation being an easily parametrizable copy. And
that's how you decompile another 2.58% of TH01 in just slightly over three
pushes.
Now, we're not only ready to decompile Sariel, but also Kikuri, Elis, and
SinGyoku without needing any more detours into non-boss code. Thanks to the
current TH01 funding subscriptions, I can plan to cover most, if not all, of
Sariel in a single push series, but the currently 3 pending pushes probably
won't suffice for Sariel's 8.10% of all remaining code in TH01. We've got
quite a lot of not specifically TH01-related funds in the backlog to pass
the time though.
Due to recent developments, it actually makes quite a lot of sense to take a
break from TH01: spaztron64 has
managed what every Touhou download site so far has failed to do: Bundling
all 5 game onto a single .HDI together with pre-configured PC-98
emulators and a nice boot menu, and hosting the resulting package on a
proper website. While this first release is already quite good (and much
better than my attempt from 2014), there is still a bit of room for
improvement to be gained from specific ReC98 research. Next up,
therefore:
Researching how TH04 and TH05 use EMS memory, together with the cause
behind TH04's crash in Stage 5 when playing as Reimu without an EMS driver
loaded, and
reverse-engineering TH03's score data file format
(YUME.NEM), which hopefully also comes with a way of building a
file that unlocks all characters without any high scores.
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.
Nothing really noteworthy in TH01's stage timer code, just yet another HUD
element that is needlessly drawn into VRAM. Sure, ZUN applies his custom
boldfacing effect on top of the glyphs retrieved from font ROM, but he could
have easily installed those modified glyphs as gaiji.
Well, OK, halfwidth gaiji aren't exactly well documented, and sometimes not
even correctly emulated
📝 due to the same PC-98 hardware oddity I was researching last month.
I've reserved two of the pending anonymous "anything" pushes for the
conclusion of this research, just in case you were wondering why the
outstanding workload is now lower after the two delivered here.
And since it doesn't seem to be clearly documented elsewhere: Every 2 ticks
on the stage timer correspond to 4 frames.
So, TH01 rank pellet speed. The resident pellet speed value is a
factor ranging from a minimum of -0.375 up to a maximum of 0.5 (pixels per
frame), multiplied with the difficulty-adjusted base speed for each pellet
and added on top of that same speed. This multiplier is modified
every time the stage timer reaches 0 and
HARRY UP is shown (+0.05)
for every score-based extra life granted below the maximum number of
lives (+0.025)
every time a bomb is used (+0.025)
on every frame in which the rand value (shown in debug
mode) is evenly divisible by
(1800 - (lives × 200) - (bombs × 50)) (+0.025)
every time Reimu got hit (set to 0 if higher, then -0.05)
when using a continue (set to -0.05 if higher, then -0.125)
Apparently, ZUN noted that these deltas couldn't be losslessly stored in an
IEEE 754 floating-point variable, and therefore didn't store the pellet
speed factor exactly in a way that would correspond to its gameplay effect.
Instead, it's stored similar to Q12.4 subpixels: as a simple integer,
pre-multiplied by 40. This results in a raw range of -15 to 20, which is
what the undecompiled ASM calls still use. When spawning a new pellet, its
base speed is first multiplied by that factor, and then divided by 40 again.
This is actually quite smart: The calculation doesn't need to be aware of
either Q12.4 or the 40× format, as
((Q12.4 * factor×40) / factor×40) still comes out as a
Q12.4 subpixel even if all numbers are integers. The only limiting issue
here would be the potential overflow of the 16-bit multiplication at
unadjusted base speeds of more than 50 pixels per frame, but that'd be
seriously unplayable.
So yeah, pellet speed modifications are indeed gradual, and don't just fall
into the coarse three "high, normal, and low" categories.
That's ⅝ of P0160 done, and the continue and pause menus would make good
candidates to fill up the remaining ⅜… except that it seemed impossible to
figure out the correct compiler options for this code?
The issues centered around the two effects of Turbo C++ 4.0J's
-O switch:
Optimizing jump instructions: merging duplicate successive jumps into a
single one, and merging duplicated instructions at the end of conditional
branches into a single place under a single branch, which the other branches
then jump to
Compressing ADD SP and POP CX
stack-clearing instructions after multiple successive CALLs to
__cdecl functions into a single ADD SP with the
combined parameter stack size of all function calls
But how can the ASM for these functions exhibit #1 but not #2? How
can it be seemingly optimized and unoptimized at the same time? The
only option that gets somewhat close would be -O- -y, which
emits line number information into the .OBJ files for debugging. This
combination provides its own kind of #1, but these functions clearly need
the real deal.
The research into this issue ended up consuming a full push on its own.
In the end, this solution turned out to be completely unrelated to compiler
options, and instead came from the effects of a compiler bug in a totally
different place. Initializing a local structure instance or array like
const uint4_t flash_colors[3] = { 3, 4, 5 };
always emits the { 3, 4, 5 } array into the program's data
segment, and then generates a call to the internal SCOPY@
function which copies this data array to the local variable on the stack.
And as soon as this SCOPY@ call is emitted, the -O
optimization #1 is disabled for the entire rest of the translation
unit?!
So, any code segment with an SCOPY@ call followed by
__cdecl functions must strictly be decompiled from top to
bottom, mirroring the original layout of translation units. That means no
TH01 continue and pause menus before we haven't decompiled the bomb
animation, which contains such an SCOPY@ call. 😕
Luckily, TH01 is the only game where this bug leads to significant
restrictions in decompilation order, as later games predominantly use the
pascal calling convention, in which each function itself clears
its stack as part of its RET instruction.
What now, then? With 51% of REIIDEN.EXE decompiled, we're
slowly running out of small features that can be decompiled within ⅜ of a
push. Good that I haven't been looking a lot into OP.EXE and
FUUIN.EXE, which pretty much only got easy pieces of
code left to do. Maybe I'll end up finishing their decompilations entirely
within these smaller gaps? I still ended up finding one more small
piece in REIIDEN.EXE though: The particle system, seen in the
Mima fight.
I like how everything about this animation is contained within a single
function that is called once per frame, but ZUN could have really
consolidated the spawning code for new particles a bit. In Mima's fight,
particles are only spawned from the top and right edges of the screen, but
the function in fact contains unused code for all other 7 possible
directions, written in quite a bloated manner. This wouldn't feel quite as
unused if ZUN had used an angle parameter instead…
Also, why unnecessarily waste another 40 bytes of
the BSS segment?
But wait, what's going on with the very first spawned particle that just
stops near the bottom edge of the screen in the video above? Well, even in
such a simple and self-contained function, ZUN managed to include an
off-by-one error. This one then results in an out-of-bounds array access on
the 80th frame, where the code attempts to spawn a 41st
particle. If the first particle was unlucky to be both slow enough and
spawned away far enough from the bottom and right edges, the spawning code
will then kill it off before its unblitting code gets to run, leaving its
pixel on the screen until something else overlaps it and causes it to be
unblitted.
Which, during regular gameplay, will quickly happen with the Orb, all the
pellets flying around, and your own player movement. Also, the RNG can
easily spawn this particle at a position and velocity that causes it to
leave the screen more quickly. Kind of impressive how ZUN laid out the
structure
of arrays in a way that ensured practically no effect of this bug on the
game; this glitch could have easily happened every 80 frames instead.
He almost got close to all bugs canceling out each other here!
Next up: The player control functions, including the second-biggest function
in all of PC-98 Touhou.
Of course, Sariel's potentially bloated and copy-pasted code is blocked by
even more definitely bloated and copy-pasted code. It's TH01, what did you
expect?
But even then, TH01's item code is on a new level of software architecture
ridiculousness. First, ZUN uses distinct arrays for both types of items,
with their own caps of 4 for bomb items, and 10 for point items. Since that
obviously makes any type-related switch statement redundant,
he also used distinct functions for both types, with copy-pasted
boilerplate code. The main per-item update and render function is
shared though… and takes every single accessed member of the item
structure as its own reference parameter. Like, why, you have a
structure, right there?! That's one way to really practice the C++ language
concept of passing arbitrary structure fields by mutable reference…
To complete the unwarranted grand generic design of this function, it calls
back into per-type collision detection, drop, and collect functions with
another three reference parameters. Yeah, why use C++ virtual methods when
you can also implement the effectively same polymorphism functionality by
hand? Oh, and the coordinate clamping code in one of these callbacks could
only possibly have come from nested min() and
max() preprocessor macros. And that's how you extend such
dead-simple functionality to 1¼ pushes…
Amidst all this jank, we've at least got a sensible item↔player hitbox this
time, with 24 pixels around Reimu's center point to the left and right, and
extending from 24 pixels above Reimu down to the bottom of the playfield.
It absolutely didn't look like that from the initial naive decompilation
though. Changing entity coordinates from left/top to center was one of the
better lessons from TH01 that ZUN implemented in later games, it really
makes collision detection code much more intuitive to grasp.
The card flip code is where we find out some slightly more interesting
aspects about item drops in this game, and how they're controlled by a
hidden cycle variable:
At the beginning of every 5-stage scene, this variable is set to a
random value in the [0..59] range
Point items are dropped at every multiple of 10
Every card flip adds 1 to its value after this mod 10
check
At a value of 140, the point item is replaced with a bomb item, but only
if no damaging bomb is active. In any case, its value is then reset to
1.
Then again, score players largely ignore point items anyway, as card
combos simply have a much bigger effect on the score. With this, I should
have RE'd all information necessary to construct a tool-assisted score run,
though? Edit: Turns out that 1) point items are becoming
increasingly important in score runs, and 2) Pearl already did a TAS some
months ago. Thanks to
spaztron64 for the info!
The Orb↔card hitbox also makes perfect sense, with 24 pixels around
the center point of a card in every direction.
The rest of the code confirms the
card
flip score formula documented on Touhou Wiki, as well as the way cards
are flipped by bombs: During every of the 90 "damaging" frames of the
140-frame bomb animation, there is a 75% chance to flip the card at the
[bomb_frame % total_card_count_in_stage] array index. Since
stages can only have up to 50 cards
📝 thanks to a bug, even a 75% chance is high
enough to typically flip most cards during a bomb. Each of these flips
still only removes a single card HP, just like after a regular collision
with the Orb.
Also, why are the card score popups rendered before the cards
themselves? That's two needless frames of flicker during that 25-frame
animation. Not all too noticeable, but still.
And that's over 50% of REIIDEN.EXE decompiled as well! Next
up: More HUD update and rendering code… with a direct dependency on
rank pellet speed modifications?
Yup, there still are features that can be fully covered in a single push
and don't lead to sprawling blog posts. The giant
STAGE number and
HARRY UP messages, as well as the
flashing transparent 東方★靈異伝 at the beginning of each scene are drawn
by retrieving the glyphs for each letter from font ROM, and then "blitting"
them to text RAM by placing a colored fullwidth 16×16 square at every pixel
that is set in the font bitmap.
And 📝 once again, ZUN's code there matches
the mediocre example code for the related hardware interrupt from the
PC-9801 Programmers' Bible. It's not 100% copied this time, but
definitely inspired by the code on page 121. Therefore, we can conclude
that these letters are probably only displayed as these 16× scaled glyphs
because that book had code on how to achieve this effect.
ZUN "improved" on the example code by implementing a write-only cursor over
the entire text RAM that fills every 16×16 cell with a differently colored
space character, fully clearing the text RAM as a side effect. For once, he
even removed some redundancy here by using helper functions! It's all still
far from good-code though. For example, there's a
function for filling 5 rows worth of cells, which he uses for both the top
and bottom margin of these letters. But since the bottom margin starts at
the 22nd line, the code writes past the 25th line and into the second TRAM
page. Good that this page is not used by either the hardware or the game.
These cursor functions can actually write any fullwidth JIS code point to
text RAM… and seem to do that in a rather simplified way, because shouldn't
you set the most significant bit to indicate the right half of a fullwidth
character? That's what's written in the same book that ZUN copied all
functions out of, after all. 🤔 Researching this led me down quite the
rabbit hole, where I found an oddity in PC-98 text RAM rendering that no
single one of the widely-used PC-98 emulators gets completely right. I'm
almost done with the 2-push research into this issue, which will
include fixes for DOSBox-X and Neko Project II. The only thing I'm missing
to get these fully accurate is a screenshot of the output created by this binary, on any PC-98 model made by EPSON:
2021-09-12-jist0x28.com.zip
That's the reason why this push was rather delayed. Thanks in advance to
anyone who'd like to help with this!
In maybe more disappointing news: Sariel is going to be delayed for a while
longer. 😕 The player- and HUD-related functions, which previously delayed
further progress there, turned out to call a lot of not yet RE'd functions
themselves. Seems as if we're doing most of the
card-flipping code second, after all? Next up: Point and
bomb items, which at least are a significant step in terms of position
independence.
…or maybe not that soon, as it would have only wasted time to
untangle the bullet update commits from the rest of the progress. So,
here's all the bullet spawning code in TH04 and TH05 instead. I hope
you're ready for this, there's a lot to talk about!
(For the sake of readability, "bullets" in this blog post refers to the
white 8×8 pellets
and all 16×16 bullets loaded from MIKO16.BFT, nothing else.)
But first, what was going on📝 in 2020? Spent 4 pushes on the basic types
and constants back then, still ended up confusing a couple of things, and
even getting some wrong. Like how TH05's "bullet slowdown" flag actually
always prevents slowdown and fires bullets at a constant speed
instead. Or how "random spread" is not the
best term to describe that unused bullet group type in TH04.
Or that there are two distinct ways of clearing all bullets on screen,
which deserve different names:
Mechanic #1: Clearing bullets for a custom amount of
time, awarding 1000 points for all bullets alive on the first frame,
and 100 points for all bullets spawned during the clear time.
Mechanic #2: Zapping bullets for a fixed 16 frames,
awarding a semi-exponential and loudly announced Bonus!! for all
bullets alive on the first frame, and preventing new bullets from being
spawned during those 16 frames. In TH04 at least; thanks to a ZUN bug,
zapping got reduced to 1 frame and no animation in TH05…
Bullets are zapped at the end of most midboss and boss phases, and
cleared everywhere else – most notably, during bombs, when losing a
life, or as rewards for extends or a maximized Dream bonus. The
Bonus!! points awarded for zapping bullets are calculated iteratively,
so it's not trivial to give an exact formula for these. For a small number
𝑛 of bullets, it would exactly be 5𝑛³ - 10𝑛² + 15𝑛
points – or, using uth05win's (correct) recursive definition,
Bonus(𝑛) = Bonus(𝑛-1) + 15𝑛² - 5𝑛 + 10.
However, one of the internal step variables is capped at a different number
of points for each difficulty (and game), after which the points only
increase linearly. Hence, "semi-exponential".
On to TH04's bullet spawn code then, because that one can at least be
decompiled. And immediately, we have to deal with a pointless distinction
between regular bullets, with either a decelerating or constant
velocity, and special bullets, with preset velocity changes during
their lifetime. That preset has to be set somewhere, so why have
separate functions? In TH04, this separation continues even down to the
lowest level of functions, where values are written into the global bullet
array. TH05 merges those two functions into one, but then goes too far and
uses self-modifying code to save a grand total of two local variables…
Luckily, the rest of its actual code is identical to TH04.
Most of the complexity in bullet spawning comes from the (thankfully
shared) helper function that calculates the velocities of the individual
bullets within a group. Both games handle each group type via a large
switch statement, which is where TH04 shows off another Turbo
C++ 4.0 optimization: If the range of case values is too
sparse to be meaningfully expressed in a jump table, it usually generates a
linear search through a second value table. But with the -G
command-line option, it instead generates branching code for a binary
search through the set of cases. 𝑂(log 𝑛) as the worst case for a
switch statement in a C++ compiler from 1994… that's so cool.
But still, why are the values in TH04's group type enum all
over the place to begin with?
Unfortunately, this optimization is pretty rare in PC-98 Touhou. It only
shows up here and in a few places in TH02, compared to at least 50
switch value tables.
In all of its micro-optimized pointlessness, TH05's undecompilable version
at least fixes some of TH04's redundancy. While it's still not even
optimal, it's at least a decently written piece of ASM…
if you take the time to understand what's going on there, because it
certainly took quite a bit of that to verify that all of the things which
looked like bugs or quirks were in fact correct. And that's how the code
for this function ended up with 35% comments and blank lines before I could
confidently call it "reverse-engineered"…
Oh well, at least it finally fixes a correctness issue from TH01 and TH04,
where an invalid bullet group type would fill all remaining slots in the
bullet array with identical versions of the first bullet.
Something that both games also share in these functions is an over-reliance
on globals for return values or other local state. The most ridiculous
example here: Tuning the speed of a bullet based on rank actually mutates
the global bullet template… which ZUN then works around by adding a wrapper
function around both regular and special bullet spawning, which saves the
base speed before executing that function, and restores it afterward.
Add another set of wrappers to bypass that exact
tuning, and you've expanded your nice 1-function interface to 4 functions.
Oh, and did I mention that TH04 pointlessly duplicates the first set of
wrapper functions for 3 of the 4 difficulties, which can't even be
explained with "debugging reasons"? That's 10 functions then… and probably
explains why I've procrastinated this feature for so long.
At this point, I also finally stopped decompiling ZUN's original ASM just
for the sake of it. All these small TH05 functions would look horribly
unidiomatic, are identical to their decompiled TH04 counterparts anyway,
except for some unique constant… and, in the case of TH05's rank-based
speed tuning function, actually become undecompilable as soon as we
want to return a C++ class to preserve the semantic meaning of the return
value. Mainly, this is because Turbo C++ does not allow register
pseudo-variables like _AX or _AL to be cast into
class types, even if their size matches. Decompiling that function would
have therefore lowered the quality of the rest of the decompiled code, in
exchange for the additional maintenance and compile-time cost of another
translation unit. Not worth it – and for a TH05 port, you'd already have to
decompile all the rest of the bullet spawning code anyway!
The only thing in there that was still somewhat worth being
decompiled was the pre-spawn clipping and collision detection function. Due
to what's probably a micro-optimization mistake, the TH05 version continues
to spawn a bullet even if it was spawned on top of the player. This might
sound like it has a different effect on gameplay… until you realize that
the player got hit in this case and will either lose a life or deathbomb,
both of which will cause all on-screen bullets to be cleared anyway.
So it's at most a visual glitch.
But while we're at it, can we please stop talking about hitboxes? At least
in the context of TH04 and TH05 bullets. The actual collision detection is
described way better as a kill delta of 8×8 pixels between the
center points of the player and a bullet. You can distribute these pixels
to any combination of bullet and player "hitboxes" that make up 8×8. 4×4
around both the player and bullets? 1×1 for bullets, and 8×8 for the
player? All equally valid… or perhaps none of them, once you keep in mind
that other entity types might have different kill deltas. With that in
mind, the concept of a "hitbox" turns into just a confusing abstraction.
The same is true for the 36×44 graze box delta. For some reason,
this one is not exactly around the center of a bullet, but shifted to the
right by 2 pixels. So, a bullet can be grazed up to 20 pixels right of the
player, but only up to 16 pixels left of the player. uth05win also spotted
this… and rotated the deltas clockwise by 90°?!
Which brings us to the bullet updates… for which I still had to
research a decompilation workaround, because
📝 P0148 turned out to not help at all?
Instead, the solution was to lie to the compiler about the true segment
distance of the popup function and declare its signature far
rather than near. This allowed ZUN to save that ridiculous overhead of 1 additional far function
call/return per frame, and those precious 2 bytes in the BSS segment
that he didn't have to spend on a segment value.
📝 Another function that didn't have just a
single declaration in a common header file… really,
📝 how were these games even built???
The function itself is among the longer ones in both games. It especially
stands out in the indentation department, with 7 levels at its most
indented point – and that's the minimum of what's possible without
goto. Only two more notable discoveries there:
Bullets are the only entity affected by Slow Mode. If the number of
bullets on screen is ≥ (24 + (difficulty * 8) + rank) in TH04,
or (42 + (difficulty * 8)) in TH05, Slow Mode reduces the frame
rate by 33%, by waiting for one additional VSync event every two frames.
The code also reveals a second tier, with 50% slowdown for a slightly
higher number of bullets, but that conditional branch can never be executed
Bullets must have been grazed in a previous frame before they can
be collided with. (Note how this does not apply to bullets that spawned
on top of the player, as explained earlier!)
Whew… When did ReC98 turn into a full-on code review?! 😅 And after all
this, we're still not done with TH04 and TH05 bullets, with all the
special movement types still missing. That should be less than one push
though, once we get to it. Next up: Back to TH01 and Konngara! Now have fun
rewriting the Touhou Wiki Gameplay pages 😛
Back after taking way too long to get Touhou Patch Center's MediaWiki
update feature complete… I'm still waiting for more translators to test and
review the new translation interface before delivering and deploying it
all, which will most likely lead to another break from ReC98 within the
next few months. For now though, I'm happy to have mostly addressed the
nagging responsibility I still had after willing that site into existence,
and to be back working on ReC98. 🙂
As announced, the next few pushes will focus on TH04's and TH05's bullet
spawning code, before I get to put all that accumulated TH01 money towards
finishing all of konngara's code in TH01. For a full
picture of what's happening with bullets, we'd really also like to
have the bullet update function as readable C code though.
Clearing all bullets on the playfield will trigger a Bonus!! popup,
displayed as 📝 gaiji in that proportional
font. Unfortunately, TLINK refused to link the code as soon as I referenced
the function for animating the popups at the top of the playfield? Which
can only mean that we have to decompile that function first…
So, let's turn that piece of technical debt into a full push, and first
decompile another random set of previously reverse-engineered TH04 and TH05
functions. Most of these are stored in a different place within the two
MAIN.EXE binaries, and the tried-and-true method of matching
segment names would therefore have introduced several unnecessary
translation units. So I resorted to a segment splitting technique I should
have started using way earlier: Simply creating new segments with names
derived from their functions, at the exact positions they're needed. All
the new segment start and end directives do bloat the ASM code somewhat,
and certainly contributed to this push barely removing any actual lines of
code. However, what we get in return is total freedom as far as
decompilation order is concerned,
📝 which should be the case for any ReC project, really.
And in the end, all these tiny code segments will cancel out anyway.
If only we could do the same with the data segment…
The popup function happened to be the final one I RE'd before my long break
in the spring of 2019. Back then, I didn't even bother looking into that
64-frame delay between changing popups, and what that meant for the game.
Each of these popups stays on screen for 128 frames, during which, of
course, another popup-worthy event might happen. Handling this cleanly
without removing previous popups too early would involve some sort of event
queue, whose size might even be meaningfully limited to the number of
distinct events that can happen. But still, that'd be a data structure, and
we're not gonna have that! Instead, ZUN
simply keeps two variables for the new and current popup ID. During an
active popup, any change to that ID will only be committed once the current
popup has been shown for at least 64 frames. And during that time,
that new ID can be freely overwritten with a different one, which drops any
previous, undisplayed event. But surely, there won't be more than two
events happening within 63 frames, right?
The rest was fairly uneventful – no newly RE'd functions in this push,
after all – until I reached the widely used helper function for applying
the current vertical scrolling offset to a Y coordinate. Its combination of
a function parameter, the pascal calling convention, and no
stack frame was previously thought to be undecompilable… except that it
isn't, and the decompilation didn't even require any new workarounds to be
developed? Good thing that I already forgot how impossible it was to
decompile the first function I looked at that fell into this category!
Oh well, this discovery wasn't too groundbreaking. Looking back at
all the other functions with that combination only revealed a grand total
of 1 additional one where a decompilation made sense: TH05's version of
snd_kaja_interrupt(), which is now compiled from the same C++
file for all 4 games that use it. And well, looks like some quirks really
remain unnoticed and undocumented until you look at a function for the 11th
time: Its return value is undefined if BGM is inactive – that is, if the
user disabled it, or if no FM board is installed. Not that it matters for
the original code, which never uses this function to retrieve anything from
KAJA's drivers. But people apparently do copy ReC98 code into their own
projects, so it is something to keep in mind.
All in all, nothing quite at jank level in this one, but
we were surely grazing that tag. Next up, with that out of the way:
The bullet update/step function! Very soon in fact, since I've mostly got
it done already.
Didn't quite get to cover background rendering for TH05's Stage 1-5
bosses in this one, as I had to reverse-engineer two more fundamental parts
involved in boss background rendering before.
First, we got the those blocky transitions from stage tiles to bomb and
boss backgrounds, loaded from BB*.BB and ST*.BB,
respectively. These files store 16 frames of animation, with every bit
corresponding to a 16×16 tile on the playfield. With 384×368 pixels to be
covered, that would require 69 bytes per frame. But since that's a very odd
number to work with in micro-optimized ASM, ZUN instead stores 512×512
pixels worth of bits, ending up with a frame size of 128 bytes, and a
per-frame waste of 59 bytes. At least it was
possible to decompile the core blitting function as __fastcall
for once.
But wait, TH05 comes with, and loads, a bomb .BB file for every character,
not just for the Reimu and Yuuka bomb transitions you see in-game… 🤔
Restoring those unused stage tile → bomb image transition
animations for Mima and Marisa isn't that trivial without having decompiled
their actual bomb animation functions before, so stay tuned!
Interestingly though, the code leaves out what would look like the most
obvious optimization: All stage tiles are unconditionally redrawn
each frame before they're erased again with the 16×16 blocks, no matter if
they weren't covered by such a block in the previous frame, or are
going to be covered by such a block in this frame. The same is true
for the static bomb and boss background images, where ZUN simply didn't
write a .CDG blitting function that takes the dirty tile array into
account. If VRAM writes on PC-98 really were as slow as the games'
README.TXT files claim them to be, shouldn't all the
optimization work have gone towards minimizing them?
Oh well, it's not like I have any idea what I'm talking about here. I'd
better stop talking about anything relating to VRAM performance on PC-98…
Second, it finally was time to solve the long-standing confusion about all
those callbacks that are supposed to render the playfield background. Given
the aforementioned static bomb background images, ZUN chose to make this
needlessly complicated. And so, we have two callback function
pointers: One during bomb animations, one outside of bomb
animations, and each boss update function is responsible for keeping the
former in sync with the latter.
Other than that, this was one of the smoothest pushes we've had in a while;
the hardest parts of boss background rendering all were part of
📝 the last push. Once you figured out that
ZUN does indeed dynamically change hardware color #0 based on the current
boss phase, the remaining one function for Shinki, and all of EX-Alice's
background rendering becomes very straightforward and understandable.
Meanwhile, -Tom- told me about his plans to publicly
release 📝 his TH05 scripting toolkit once
TH05's MAIN.EXE would hit around 50% RE! That pretty much
defines what the next bunch of generic TH05 pushes will go towards:
bullets, shared boss code, and one
full, concrete boss script to demonstrate how it's all combined. Next up,
therefore: TH04's bullet firing code…? Yes, TH04's. I want to see what I'm
doing before I tackle the undecompilable mess that is TH05's bullet firing
code, and you all probably want readable code for that feature as
well. Turns out it's also the perfect place for Blue Bolt's
pending contributions.
Y'know, I kinda prefer the pending crowdfunded workload to stay more near
the middle of the cap, rather than being sold out all the time. So to reach
this point more quickly, let's do the most relaxing thing that can be
easily done in TH05 right now: The boss backgrounds, starting with Shinki's,
📝 now that we've got the time to look at it in detail.
… Oh come on, more things that are borderline undecompilable, and
require new workarounds to be developed? Yup, Borland C++ always optimizes
any comparison of a register with a literal 0 to OR reg, reg,
no matter how many calculations and inlined function calls you replace the
0 with. Shinki's background particle rendering function contains a
CMP AX, 0 instruction though… so yeah,
📝 yet another piece of custom ASM that's worse
than what Turbo C++ 4.0J would have generated if ZUN had just written
readable C. This was probably motivated by ZUN insisting that his modified
master.lib function for blitting particles takes its X and Y parameters as
registers. If he had just used the __fastcall convention, he
also would have got the sprite ID passed as a register. 🤷
So, we really don't want to be forced into inline assembly just
because of the third comparison in the otherwise perfectly decompilable
four-comparison if() expression that prevents invisible
particles from being drawn. The workaround: Comparing to a pointer
instead, which only the linker gets to resolve to the actual value of 0.
This way, the compiler has to make room for
any 16-bit literal, and can't optimize anything.
And then we go straight from micro-optimization to
waste, with all the duplication in the code that
animates all those particles together with the zooming and spinning lines.
This push decompiled 1.31% of all code in TH05, and thanks to alignment,
we're still missing Shinki's high-level background rendering function that
calls all the subfunctions I decompiled here.
With all the manipulated state involved here, it's not at all trivial to
see how this code produces what you see in-game. Like:
If all lines have the same Y velocity, how do the other three lines in
background type B get pushed down into this vertical formation while the
top one stays still? (Answer: This velocity is only applied to the top
line, the other lines are only pushed based on some delta.)
How can this delta be calculated based on the distance of the top line
with its supposed target point around Shinki's wings? (Answer: The velocity
is never set to 0, so the top line overshoots this target point in every
frame. After calculating the delta, the top line itself is pushed down as
well, canceling out the movement. )
Why don't they get pushed down infinitely, but stop eventually?
(Answer: We only see four lines out of 20, at indices #0, #6, #12, and
#18. In each frame, lines [0..17] are copied to lines [1..18], before
anything gets moved. The invisible lines are pushed down based on the delta
as well, which defines a distance between the visible lines of (velocity *
array gap). And since the velocity is capped at -14 pixels per frame, this
also means a maximum distance of 84 pixels between the midpoints of each
line.)
And why are the lines moving back up when switching to background type
C, before moving down? (Answer: Because type C increases the
velocity rather than decreasing it. Therefore, it relies on the previous
velocity state from type B to show a gapless animation.)
So yeah, it's a nice-looking effect, just very hard to understand. 😵
With the amount of effort I'm putting into this project, I typically
gravitate towards more descriptive function names. Here, however,
uth05win's simple and seemingly tiny-brained "background type A/B/C/D" was
quite a smart choice. It clearly defines the sequence in which these
animations are intended to be shown, and as we've seen with point 4
from the list above, that does indeed matter.
Next up: At least EX-Alice's background animations, and probably also the
high-level parts of the background rendering for all the other TH05 bosses.
Done with the .BOS format, at last! While there's still quite a bunch of
undecompiled non-format blitting code left, this was in fact the final
piece of graphics format loading code in TH01.
📝 Continuing the trend from three pushes ago,
we've got yet another class, this time for the 48×48 and 48×32 sprites
used in Reimu's gohei, slide, and kick animations. The only reason these
had to use the .BOS format at all is simply because Reimu's regular
sprites are 32×32, and are therefore loaded from
📝 .PTN files.
Yes, this makes no sense, because why would you split animations for
the same character across two file formats and two APIs, just because
of a sprite size difference?
This necessity for switching blitting APIs might also explain why Reimu
vanishes for a few frames at the beginning and the end of the gohei swing
animation, but more on that once we get to the high-level rendering code.
Now that we've decompiled all the .BOS implementations in TH01, here's an
overview of all of them, together with .PTN to show that there really was
no reason for not using the .BOS API for all of Reimu's sprites:
CBossEntity
CBossAnim
CPlayerAnim
ptn_* (32×32)
Format
.BOS
.BOS
.BOS
.PTN
Hitbox
✔
✘
✘
✘
Byte-aligned blitting
✔
✔
✔
✔
Byte-aligned unblitting
✔
✘
✔
✔
Unaligned blitting
Single-line and wave only
✘
✘
✘
Precise unblitting
✔
✘
✔
✔
Per-file sprite limit
8
8
32
64
Pixels blitted at once
16
16
8
32
And even that last property could simply be handled by branching based on
the sprite width, and wouldn't be a reason for switching formats. But
well, it just wouldn't be TH01 without all that redundant bloat though,
would it?
The basic loading, freeing, and blitting code was yet another variation
on the other .BOS code we've seen before. So this should have caused just
as little trouble as the CBossAnim code… except that
CPlayerAnimdid add one slightly difficult function to
the mix, which led to it requiring almost a full push after all.
Similar to 📝 the unblitting code for moving lasers we've seen in the last push,
ZUN tries to minimize the amount of VRAM writes when unblitting Reimu's
slide animations. Technically, it's only necessary to restore the pixels
that Reimu traveled by, plus the ones that wouldn't be redrawn by
the new animation frame at the new X position.
The theoretically arbitrary distance between the two sprites is, of
course, modeled by a fixed-size buffer on the stack
, coming with the further assumption that the
sprite surely hasn't moved by more than 1 horizontal VRAM byte compared to
the last frame. Which, of course, results in glitches if that's not the
case, leaving little Reimu parts in VRAM if the slide speed ever exceeded
8 pixels per frame. (Which it never does,
being hardcoded to 6 pixels, but still.). As it also turns out, all those
bit masking operations easily lead to incredibly sloppy C code.
Which compiles into incredibly terrible ASM, which in turn might end up
wasting way more CPU time than the final VRAM write optimization would
have gained? Then again, in-depth profiling is way beyond the scope of
this project at this point.
Next up: The TH04 main menu, and some more technical debt.
Only one newly ordered push since I've reopened the store? Great, that's
all the justification I needed for the extended maintenance delay that was
part of these two pushes 😛
Having to write comments to explain whether coordinates are relative to
the top-left corner of the screen or the top-left corner of the playfield
has finally become old. So, I introduced
distinct
types for all the coordinate systems we typically encounter, applying
them to all code decompiled so far. Note how the planar nature of PC-98
VRAM meant that X and Y coordinates also had to be different from each
other. On the X side, there's mainly the distinction between the
[0; 640] screen space and the corresponding [0; 80] VRAM byte
space. On the Y side, we also have the [0; 400] screen space, but
the visible area of VRAM might be limited to [0; 200] when running in
the PC-98's line-doubled 640×200 mode. A VRAM Y coordinate also always
implies an added offset for vertical scrolling.
During all of the code reconstruction, these types can only have a
documenting purpose. Turning them into anything more than just
typedefs to int, in order to define conversion
operators between them, simply won't recompile into identical binaries.
Modding and porting projects, however, now have a nice foundation for
doing just that, and can entirely lift coordinate system transformations
into the type system, without having to proofread all the meaningless
int declarations themselves.
So, what was left in terms of memory references? EX-Alice's fire waves
were our final unknown entity that can collide with the player. Decently
implemented, with little to say about them.
That left the bomb animation structures as the one big remaining PI
blocker. They started out nice and simple in TH04, with a small 6-byte
star animation structure used for both Reimu and Marisa. TH05, however,
gave each character her own animation… and what the hell is going
on with Reimu's blue stars there? Nope, not going to figure this out on
ASM level.
A decompilation first required some more bomb-related variables to be
named though. Since this was part of a generic RE push, it made sense to
do this in all 5 games… which then led to nice PI gains in anything
but TH05. Most notably, we now got the
"pulling all items to player" flag in TH04 and TH05, which is
actually separate from bombing. The obvious cheat mod is left as an
exercise to the reader.
So, TH05 bomb animations. Just like the
📝 custom entity types of this game, all 4
characters share the same memory, with the superficially same 10-byte
structure.
But let's just look at the very first field. Seen from a low level, it's a
simple struct { int x, y; } pos, storing the current position
of the character-specific bomb animation entity. But all 4 characters use
this field differently:
For Reimu's blue stars, it's the top-left position of each star, in the
12.4 fixed-point format. But unlike the vast majority of these values in
TH04 and TH05, it's relative to the top-left corner of the
screen, not the playfield. Much better represented as
struct { Subpixel screen_x, screen_y; } topleft.
For Marisa's lasers, it's the center of each circle, as a regular 12.4
fixed-point coordinate, relative to the top-left corner of the playfield.
Much better represented as
struct { Subpixel x, y; } center.
For Mima's shrinking circles, it's the center of each circle in regular
pixel coordinates. Much better represented as
struct { screen_x_t x; screen_y_t y; } center.
For Yuuka's spinning heart, it's the top-left corner in regular pixel
coordinates. Much better represented as
struct { screen_x_t x; screen_y_t y; } topleft.
And yes, singular. The game is actually smart enough to only store a single
heart, and then create the rest of the circle on the fly. (If it were even
smarter, it wouldn't even use this structure member, but oh well.)
Therefore, I decompiled it as 4 separate structures once again, bundled
into an union of arrays.
As for Reimu… yup, that's some pointer arithmetic straight out of
Jigoku* for setting and updating the positions of the falling star
trails. While that certainly required several
comments to wrap my head around the current array positions, the one "bug"
in all this arithmetic luckily has no effect on the game.
There is a small glitch with the growing circles, though. They are
spawned at the end of the loop, with their position taken from the star
pointer… but after that pointer has already been incremented. On
the last loop iteration, this leads to an out-of-bounds structure access,
with the position taken from some unknown EX-Alice data, which is 0 during
most of the game. If you look at the animation, you can easily spot these
bugged circles, consistently growing from the top-left corner (0, 0)
of the playfield:
After all that, there was barely enough remaining time to filter out and
label the final few memory references. But now, TH05's
MAIN.EXE is technically position-independent! 🎉
-Tom- is going to work on a pretty extensive demo of this
unprecedented level of efficient Touhou game modding. For a more impactful
effect of both the 100% PI mark and that demo, I'll be delaying the push
covering the remaining false positives in that binary until that demo is
done. I've accumulated a pretty huge backlog of minor maintenance issues
by now…
Next up though: The first part of the long-awaited build system
improvements. I've finally come up with a way of sanely accelerating the
32-bit build part on most setups you could possibly want to build ReC98
on, without making the building experience worse for the other few setups.
… and just as I explained 📝 in the last post
how decompilation is typically more sensible and efficient than ASM-level
reverse-engineering, we have this push demonstrating a counter-example.
The reason why the background particles and lines in the Shinki and
EX-Alice battles contributed so much to position dependence was simply
because they're accessed in a relatively large amount of functions, one
for each different animation. Too many to spend the remaining precious
crowdfunded time on reverse-engineering or even decompiling them all,
especially now that everyone anticipates 100% PI for TH05's
MAIN.EXE.
Therefore, I only decompiled the two functions of the line structure that
also demonstrate best how it works, which in turn also helped with RE.
Sadly, this revealed that we actually can't📝 overload operator =() to get
that nice assignment syntax for 12.4 fixed-point values, because one of
those new functions relies on Turbo C++'s built-in optimizations for
trivially copyable structures. Still, impressive that this abstraction
caused no other issues for almost one year.
As for the structures themselves… nope, nothing to criticize this time!
Sure, one good particle system would have been awesome, instead of having
separate structures for the Stage 2 "starfield" particles and the one used
in Shinki's battle, with hardcoded animations for both. But given the
game's short development time, that was quite an acceptable compromise,
I'd say.
And as for the lines, there just has to be a reason why the game
reserves 20 lines per set, but only renders lines #0, #6, #12, and #18.
We'll probably see once we get to look at those animation functions more
closely.
This was quite a 📝 TH03-style RE push,
which yielded way more PI% than RE%. But now that that's done, I can
finally not get distracted by all that stuff when looking at the
list of remaining memory references. Next up: The last few missing
structures in TH05's MAIN.EXE!
And indeed, I got to end my vacation with a lot of image format and
blitting code, covering the final two formats, .GRC and .BOS. .GRC was
nothing noteworthy – one function for loading, one function for
byte-aligned blitting, and one function for freeing memory. That's it –
not even a unblitting function for this one. .BOS, on the other hand…
…has no generic (read: single/sane) implementation, and is only
implemented as methods of some boss entity class. And then again for
Sariel's dress and wand animations, and then again for Reimu's
animations, both of which weren't even part of these 4 pushes. Looking
forward to decompiling essentially the same algorithms all over again… And
that's how TH01 became the largest and most bloated PC-98 Touhou game. So
yeah, still not done with image formats, even at 44% RE.
This means I also had to reverse-engineer that "boss entity" class… yeah,
what else to call something a boss can have multiple of, that may or may
not be part of a larger boss sprite, may or may not be animated, and that
may or may not have an orb hitbox?
All bosses except for Kikuri share the same 5 global instances of this
class. Since renaming all these variables in ASM land is tedious anyway, I
went the extra mile and directly defined separate, meaningful names for
the entities of all bosses. These also now document the natural order in
which the bosses will ultimately be decompiled. So, unless a backer
requests anything else, this order will be:
Konngara
Sariel
Elis
Kikuri
SinGyoku
(code for regular card-flipping stages)
Mima
YuugenMagan
As everyone kind of expects from TH01 by now, this class reveals yet
another… um, unique and quirky piece of code architecture. In
addition to the position and hitbox members you'd expect from a class like
this, the game also stores the .BOS metadata – width, height, animation
frame count, and 📝 bitplane pointer slot
number – inside the same class. But if each of those still corresponds to
one individual on-screen sprite, how can YuugenMagan have 5 eye sprites,
or Kikuri have more than one soul and tear sprite? By duplicating that
metadata, of course! And copying it from one entity to another
At this point, I feel like I even have to congratulate the game for not
actually loading YuugenMagan's eye sprites 5 times. But then again, 53,760
bytes of waste would have definitely been noticeable in the DOS days.
Makes much more sense to waste that amount of space on an unused C++
exception handler, and a bunch of redundant, unoptimized blitting
functions
(Thinking about it, YuugenMagan fits this entire system perfectly. And
together with its position in the game's code – last to be decompiled
means first on the linker command line – we might speculate that
YuugenMagan was the first boss to be programmed for TH01?)
So if a boss wants to use sprites with different sizes, there's no way
around using another entity. And that's why Girl-Elis and Bat-Elis are two
distinct entities internally, and have to manually sync their position.
Except that there's also a third one for Attacking-Girl-Elis,
because Girl-Elis has 9 frames of animation in total, and the global .BOS
bitplane pointers are divided into 4 slots of only 8 images each.
Same for SinGyoku, who is split into a sphere entity, a
person entity, and a… white flash entity for all three forms,
all at the same resolution. Or Konngara's facial expressions, which also
require two entities just for themselves.
And once you decompile all this code, you notice just how much of it the
game didn't even use. 13 of the 50 bytes of the boss entity class are
outright unused, and 10 bytes are used for a movement clamping and lock
system that would have been nice if ZUN also used it outside of
Kikuri's soul sprites. Instead, all other bosses ignore this system
completely, and just
party on
the X/Y coordinates of the boss entities directly.
As for the rendering functions, 5 out of 10 are unused. And while those
definitely make up less than half of the code, I still must have
spent at least 1 of those 4 pushes on effectively unused functionality.
Only one of these functions lends itself to some speculation. For Elis'
entrance animation, the class provides functions for wavy blitting and
unblitting, which use a separate X coordinate for every line of the
sprite. But there's also an unused and sort of broken one for unblitting
two overlapping wavy sprites, located at the same Y coordinate. This might
indicate that Elis could originally split herself into two sprites,
similar to TH04 Stage 6 Yuuka? Or it might just have been some other kind
of animation effect, who knows.
After over 3 months of TH01 progress though, it's finally time to look at
other games, to cover the rest of the crowdfunding backlog. Next up: Going
back to TH05, and getting rid of those last PI false positives. And since
I can potentially spend the next 7 weeks on almost full-time ReC98 work,
I've also re-opened the store until October!
As expected, we've now got the TH04 and TH05 stage enemy structure,
finishing position independence for all big entity types. This one was
quite straightfoward, as the .STD scripting system is pretty simple.
Its most interesting aspect can be found in the way timing is handled. In
Windows Touhou, all .ECL script instructions come with a frame field that
defines when they are executed. In TH04's and TH05's .STD scripts, on the
other hand, it's up to each individual instruction to add a frame time
parameter, anywhere in its parameter list. This frame time defines for how
long this instruction should be repeatedly executed, before it manually
advances the instruction pointer to the next one. From what I've seen so
far, these instruction typically apply their effect on the first frame
they run on, and then do nothing for the remaining frames.
Oh, and you can't nest the LOOP instruction, since the enemy
structure only stores one single counter for the current loop iteration.
Just from the structure, the only innovation introduced by TH05 seems to
have been enemy subtypes. These can be used to parametrize scripts via
conditional jumps based on this value, as a first attempt at cutting down
the need to duplicate entire scripts for similar enemy behavior. And
thanks to TH05's favorable segment layout, this game's version of the
.STD enemy script interpreter is even immediately ready for decompilation,
in one single future push.
As far as I can tell, that now only leaves
.MPN file loading
player bomb animations
some structures specific to the Shinki and EX-Alice battles
plus some smaller things I've missed over the years
until TH05's MAIN.EXE is completely position-independent.
Which, however, won't be all it needs for that 100% PI rating on the front
page. And with that many false positives, it's quite easy to get lost with
immediately reverse-engineering everything around them. This time, the
rendering of the text dissolve circles, used for the stage and BGM title
popups, caught my eye… and since the high-level code to handle all of
that was near the end of a segment in both TH04 and TH05, I just decided
to immediately decompile it all. Like, how hard could it possibly be?
Sure, it needed another segment split, which was a bit harder due
to all the existing ASM referencing code in that segment, but certainly
not impossible…
Oh wait, this code depends on 9 other sets of identifiers that haven't
been declared in C land before, some of which require vast reorganizations
to bring them up to current consistency standards. Whoops! Good thing that
this is the part of the project I'm still offering for free…
Among the referenced functions was tiles_invalidate_around(),
which marks the stage background tiles within a rectangular area to be
redrawn this frame. And this one must have had the hardest function
signature to figure out in all of PC-98 Touhou, because it actually
seems impossible. Looking at all the ways the game passes the center
coordinate to this function, we have
X and Y as 16-bit integer literals, merged into a single
PUSH of a 32-bit immediate
X and Y calculated and pushed independently from each other
by-value copies of entire Point instances
Any single declaration would only lead to at most two of the three cases
generating the original instructions. No way around separately declaring
the function in every translation unit then, with the correct parameter
list for the respective calls. That's how ZUN must have also written it.
Oh well, we would have needed to do all of this some time. At least
there were quite a bit of insights to be gained from the actual
decompilation, where using const references actually made it
possible to turn quite a number of potentially ugly macros into wholesome
inline functions.
But still, TH04 and TH05 will come out of ReC98's decompilation as one big
mess. A lot of further manual decompilation and refactoring, beyond the
limits of the original binary, would be needed to make these games
portable to any non-PC-98, non-x86 architecture.
And yes, that includes IBM-compatible DOS – which, for some reason, a
number of people see as the obvious choice for a first system to port
PC-98 Touhou to. This will barely be easier. Sure, you'll save the effort
of decompiling all the remaining original ASM. But even with
master.lib's MASTER_DOSV setting, these games still very much
rely on PC-98 hardware, with corresponding assumptions all over ZUN's
code. You will need to provide abstractions for the PC-98's
superimposed text mode, the gaiji, and planar 4-bit color access in
general, exchanging the use of the PC-98's GRCG and EGC blitter chips with
something else. At that point, you might as well port the game to one
generic 640×400 framebuffer and away from the constraints of DOS,
resulting in that Doom source code-like situation which made that
game easily portable to every architecture to begin with. But ZUN just
wasn't a John Carmack, sorry.
Or what do I know. I've never programmed for IBM-compatible DOS, but maybe
ReC98's audience does include someone who is intimately familiar
with IBM-compatible DOS so that the constraints aren't much of an issue
for them? But even then, 16-bit Windows would make much more sense
as a first porting target if you don't want to bother with that
undecompilable ASM.
At least I won't have to look at TH04 and TH05 for quite a while now.
The delivery delays have made it obvious that
my life has become pretty busy again, probably until September. With a
total of 9 TH01 pushes from monthly subscriptions now waiting in the
backlog, the shop will stay closed until I've caught up with most of
these. Which I'm quite hyped for!
Alright, the score popup numbers shown when collecting items or defeating
(mid)bosses. The second-to-last remaining big entity type in TH05… with
quite some PI false positives in the memory range occupied by its data.
Good thing I still got some outstanding generic RE pushes that haven't
been claimed for anything more specific in over a month! These
conveniently allowed me to RE most of these functions right away, the
right way.
Most of the false positives were boss HP values, passed to a "boss phase
end" function which sets the HP value at which the next phase should end.
Stage 6 Yuuka, Mugetsu, and EX-Alice have their own copies of this
function, in which they also reset certain boss-specific global variables.
Since I always like to cover all varieties of such duplicated functions at
once, it made sense to reverse-engineer all the involved variables while I
was at it… and that's why this was exactly the right time to cover the
implementation details of Stage 6 Yuuka's parasol and vanishing animations
in TH04.
With still a bit of time left in that RE push afterwards, I could also
start looking into some of the smaller functions that didn't quite fit
into other pushes. The most notable one there was a simple function that
aims from any point to the current player position. Which actually only
became a separate function in TH05, probably since it's called 27 times in
total. That's 27 places no longer being blocked from further RE progress.
WindowsTiger already
did most of the work for the score popup numbers in January, which meant
that I only had to review it and bring it up to ReC98's current coding
styles and standards. This one turned out to be one of those rare features
whose TH05 implementation is significantly less insane than the
TH04 one. Both games lazily redraw only the tiles of the stage background
that were drawn over in the previous frame, and try their best to minimize
the amount of tiles to be redrawn in this way. For these popup numbers,
this involves calculating the on-screen width, based on the exact number
of digits in the point value. TH04 calculates this width every frame
during the rendering function, and even resorts to setting that field
through the digit iteration pointer via self-modifying code… yup. TH05, on
the other hand, simply calculates the width once when spawning a new popup
number, during the conversion of the point value to
binary-coded
decimal. The "×2" multiplier suffix being removed in TH05 certainly
also helped in simplifying that feature in this game.
And that's ⅓ of TH05 reverse-engineered! Next up, one more TH05 PI push,
in which the stage enemies hopefully finish all the big entity types.
Maybe it will also be accompanied by another RE push? In any case, that
will be the last piece of TH05 progress for quite some time. The next TH01
stretch will consist of 6 pushes at the very least, and I currently have
no idea of how much time I can spend on ReC98 a month from now…
Wait, PI for FUUIN.EXE is mainly blocked by the high score
menu? That one should really be properly decompiled in a separate
RE push, since it's also present in largely identical form in
REIIDEN.EXE… but I currently lack the explicit funding to do
that.
And as it turns out, I shouldn't really capture any of the existing generic
RE contributions for it either. Back in 2018 when I ran the crowdfunding
on the Touhou Patch Center Discord server, I said that generic RE
contributions would never go towards TH01. No one was interested in that
game back then, and as it's significantly different from all the other
games, it made sense to only cover it if explicitly requested.
As Touhou Patch Center still remains one of the biggest supporters and
advertisers for ReC98, someone recently believed that this rule was still
in effect, despite not being mentioned anywhere on this website.
Fast forward to today, and TH01 has become the single most supported game
lately, with plenty of incomplete pushes still open to be completed.
Reverse-engineering it has proven to be quite efficient, yielding lots of
completion percentage points per push. This, I suppose, is exactly what
backers that don't give any specific priorities are mainly interested in.
Therefore, I will allocate future partial
contributions to TH01, whenever it makes sense.
So, instead of rushing TH01 PI, let's wait for Ember2528's
April subscription, and get the 25% total RE milestone with some TH05 PI
progress instead. This one primarily focused on the gather circles
(spirals…?), the third-last missing entity type in TH05. These are
rendered using the same 8×8 pellet sprite introduced in TH02… except that
the actual pellets received a darkened bottom part in TH04
.
Which, in turn, is actually rendered quite efficiently – the games first
render the top white part of all pellets, followed by the bottom gray part
of all pellets. The PC-98 GRCG is used throughout the process, doing its
typical job of accelerating monochrome blitting, and by arranging the
rendering like this, only two GRCG color changes are required to draw any
number of pellets. I guess that makes it quite a worthwhile
optimization? Don't ask me for specific performance numbers or even saved
cycles, though
To finish this TH05 stretch, we've got a feature that's exclusive to TH05
for once! As the final memory management innovation in PC-98 Touhou, TH05
provides a single static (64 * 26)-byte array for storing up to 64
entities of a custom type, specific to a stage or boss portion.
(Edit (2023-05-29): This system actually debuted in
📝 TH04, where it was used for much simpler
entities.)
TH05 uses this array for
the Stage 2 star particles,
Alice's puppets,
the tip of curve ("jello") bullets,
Mai's snowballs and Yuki's fireballs,
Yumeko's swords,
and Shinki's 32×32 bullets,
which makes sense, given that only one of those will be active at any
given time.
On the surface, they all appear to share the same 26-byte structure, with
consistently sized fields, merely using its 5 generic fields for different
purposes. Looking closer though, there actually are differences in
the signedness of certain fields across the six types. uth05win chose to
declare them as entirely separate structures, and given all the semantic
differences (pixels vs. subpixels, regular vs. tiny master.lib sprites,
…), it made sense to do the same in ReC98. It quickly turned out to be the
only solution to meet my own standards of code readability.
Which blew this one up to two pushes once again… But now, modders can
trivially resize any of those structures without affecting the other types
within the original (64 * 26)-byte boundary, even without full position
independence. While you'd still have to reduce the type-specific
number of distinct entities if you made any structure larger, you
could also have more entities with fewer structure members.
As for the types themselves, they're full of redundancy once again – as
you might have already expected from seeing #4, #5, and #6 listed as
unrelated to each other. Those could have indeed been merged into a single
32×32 bullet type, supporting all the unique properties of #4
(destructible, with optional revenge bullets), #5 (optional number of
twirl animation frames before they begin to move) and #6 (delay clouds).
The *_add(), *_update(), and *_render()
functions of #5 and #6 could even already be completely
reverse-engineered from just applying the structure onto the ASM, with the
ones of #3 and #4 only needing one more RE push.
But perhaps the most interesting discovery here is in the curve bullets:
TH05 only renders every second one of the 17 nodes in a curve
bullet, yet hit-tests every single one of them. In practice, this is an
acceptable optimization though – you only start to notice jagged edges and
gaps between the fragments once their speed exceeds roughly 11 pixels per
second:
And that brings us to the last 20% of TH05 position independence! But
first, we'll have more cheap and fast TH01 progress.
Big gains, as expected, but not much to say about this one. With TH05 Reimu
being way too easy to decompile after
📝 the shot control groundwork done in October,
there was enough time to give the comprehensive PI false-positive
treatment to two other sets of functions present in TH04's and TH05's
OP.EXE. One of them, master.lib's super_*()
functions, was used a lot in TH02, more than in any other game… I
wonder how much more that game will progress without even focusing on it
in particular.
Alright then! 100% PI for TH04's and TH05's OP.EXE upcoming…
(Edit: Already got funding to cover this!)
… nope, with a game whose MAIN.EXE is still just 5%
reverse-engineered and which naturally makes heavy use of
structures, there's still a lot more PI groundwork to be done before RE
progress can speed up to the levels that we've now reached with TH05. The
good news is that this game is (now) way easier to understand: In contrast
to TH04 and TH05, where we needed to work towards player shots over a
two-digit number of pushes, TH03 only needed two for SPRITE16, and a half
one for the playfield shaking mechanism. After that, I could even already
decompile the per-frame shot update and render functions, thanks to TH03's
high number of code segments. Now, even the big 128-byte player structure
doesn't seem all too far off.
Then again, as TH03 shares no code with any other game, this actually was
a completely average PI push. For the remaining three, we'll return to
TH04 and TH05 though, which should more than make up for the slight drop
in RE speed after this one.
In other news, we've now also reached peak C++, with the introduction of
templates! TH03 stores movement speeds in a 4.4 fixed-point
format, which is an 8-bit spin on the usual 16-bit, 12.4 fixed-point
format.
So, here we have the first two pushes with an explicit focus on position
independence… and they start out looking barely different from regular
reverse-engineering? They even already deduplicate a bunch of item-related
code, which was simple enough that it required little additional work?
Because the actual work, once again, was in comparing uth05win's
interpretations and naming choices with the original PC-98 code? So that
we only ended up removing a handful of memory references there?
(Oh well, you can mod item drops now!)
So, continuing to interpret PI as a mere by-product of reverse-engineering
might ultimately drive up the total PI cost quite a bit. But alright then,
let's systematically clear out some false positives by looking at
master.lib function calls instead… and suddenly we get the PI progress we
were looking for, nicely spread out over all games since TH02. That kinda
makes it sound like useless work, only done because it's dictated by some
counting algorithm on a website. But decompilation will want to convert
all of these values to decimal anyway. We're merely doing that right now,
across all games.
Then again, it doesn't actually make any game more
position-independent, and only proves how position-independent it already
was. So I'm really wondering right now whether I should just rush
actual position independence by simply identifying structures and
their sizes, and not bother with members or false positives until that's
done. That would certainly get the job done for TH04 and TH05 in just a
few more pushes, but then leave all the proving work (and the road
to 100% PI on the front page) to reverse-engineering.
I don't know. Would it be worth it to have a game that's "maybe
fully position-independent", only for there to maybe be rare edge
cases where it isn't?
Or maybe, continuing to strike a balance between identifying false
positives (fast) and reverse-engineering structures (slow) will continue
to work out like it did now, and make us end up close to the current
estimate, which was attractive enough to sell out the crowdfunding for the
first time… 🤔
Please give feedback! If possible, by Friday evening UTC+1, before I start
working on the next PI push, this time with a focus on TH04.
Deathbombs confirmed, in both TH04 and TH05! On the surface, it's the same
8-frame window as in
most Windows games, but due to the slightly lower PC-98 frame rate of
56.4 Hz, it's actually slightly more lenient in TH04 and TH05.
The last function in front of the TH05 shot type control functions marks
the player's previous position in VRAM to be redrawn. But as it turns out,
"player" not only means "the player's option satellites on shot levels ≥
2", but also "the explosion animation if you lose a life", which required
reverse-engineering both things, ultimately leading to the confirmation of
deathbombs.
It actually was kind of surprising that we then had reverse-engineered
everything related to rendering all three things mentioned above,
and could also cover the player rendering function right now. Luckily,
TH05 didn't decide to also micro-optimize that function into
un-decompilability; in fact, it wasn't changed at all from TH04. Unlike
the one invalidation function whose decompilation would have
actually been the goal here…
But now, we've finally gotten to where we wanted to… and only got 2
outstanding decompilation pushes left. Time to get the website ready for
hosting an actual crowdfunding campaign, I'd say – It'll make a better
impression if people can still see things being delivered after the big
announcement.
Boss explosions! And… urgh, I really also had to wade through that overly complicated HUD rendering code. Even though I had to pick -Tom-'s 7th push here as well, the worst of that is still to come. TH04 and TH05 exclusively store the current and high score internally as unpacked little-endian BCD, with some pretty dense ASM code involving the venerable x86 BCD instructions to update it.
So, what's actually the goal here. Since I was given no priorities , I still haven't had to (potentially) waste time researching whether we really can decompile from anywhere else inside a segment other than backwards from the end. So, the most efficient place for decompilation right now still is the end of TH05's main_01_TEXT segment. With maybe 1 or 2 more reverse-engineering commits, we'd have everything for an efficient decompilation up to sub_123AD. And that mass of code just happens to include all the shot type control functions, and makes up 3,007 instructions in total, or 12% of the entire remaining unknown code in MAIN.EXE.
So, the most reasonable thing would be to actually put some of the upcoming decompilation pushes towards reverse-engineering that missing part. I don't think that's a bad deal since it will allow us to mod TH05 shot types in C sooner, but zorg and qp might disagree
Next up: thcrap TL notes, followed by finally finishing GhostPhanom's old ReC98 future-proofing pushes. I really don't want to decompile without a proper build system.
So, let's continue with player shots! …eh, or maybe not directly, since they involve two other structure types in TH05, which we'd have to cover first. One of them is a different sort of sprite, and since I like me some context in my reverse-engineering, let's disable every other sprite type first to figure out what it is.
One of those other sprite types were the little sparks flying away from killed stage enemies, midbosses, and grazed bullets; easy enough to also RE right now. Turns out they use the same 8 hardcoded 8×8 sprites in TH02, TH04, and TH05. Except that it's actually 64 16×8 sprites, because ZUN wanted to pre-shift them for all 8 possible start pixels within a planar VRAM byte (rather than, like, just writing a few instructions to shift them programmatically), leading to them taking up 1,024 bytes rather than just 64.
Oh, and the thing I wanted to RE *actually* was the decay animation whenever a shot hits something. Not too complex either, especially since it's exclusive to TH05.
And since there was some time left and I actually have to pick some of the next RE places strategically to best prepare for the upcoming 17 decompilation pushes, here's two more function pointers for good measure.
Let's start this stretch with a pretty simple entity type, the growing and shrinking circles shown during bomb animations and around bosses in TH04 and TH05. Which can be drawn in varying colors… wait, what's all this inlined and duplicated GRCG mode and color setting code? Let's move that out into macros too, it takes up too much space when grepping for constants, and will raise a "wait, what was that I/O port doing again" question for most people reading the code again after a few months.
🎉 With this push, we've also hit a milestone! Less than 200,000 unknown x86 instructions remain until we've completely reverse-engineered all of PC-98 Touhou.