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📝 Posted:
🚚 Summary of:
P0134
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1d5db71...a6eed55
💰 Funded by:
[Anonymous]
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Technical debt, part 5… and we only got TH05's stupidly optimized .PI functions this time?

As far as actual progress is concerned, that is. In maintenance news though, I was really hyped for the #include improvements I've mentioned in 📝 the last post. The result: A new x86real.h file, bundling all the declarations specific to the 16-bit x86 Real Mode in a smaller file than Turbo C++'s own DOS.H. After all, DOS is something else than the underlying CPU. And while it didn't speed up build times quite as much as I had hoped, it now clearly indicates the x86-specific parts of PC-98 Touhou code to future port authors.

After another couple of improvements to parameter declaration in ASM land, we get to TH05's .PI functions… and really, why did ZUN write all of them in ASM? Why (re)declare all the necessary structures and data in ASM land, when all these functions are merely one layer of abstraction above master.lib, which does all the actual work?
I get that ZUN might have wanted masked blitting to be faster, which is used for the fade-in effect seen during TH05's main menu animation and the ending artwork. But, uh… he knew how to modify master.lib. In fact, he did already modify the graph_pack_put_8() function used for rendering a single .PI image row, to ignore master.lib's VRAM clipping region. For this effect though, he first blits each row regularly to the invisible 400th row of VRAM, and then does an EGC-accelerated VRAM-to-VRAM blit of that row to its actual target position with the mask enabled. It would have been way more efficient to add another version of this function that takes a mask pattern. No amount of REP MOVSW is going to change the fact that two VRAM writes per line are slower than a single one. Not to mention that it doesn't justify writing every other .PI function in ASM to go along with it…
This is where we also find the most hilarious aspect about this: For most of ZUN's pointless micro-optimizations, you could have maybe made the argument that they do save some CPU cycles here and there, and therefore did something positive to the final, PC-98-exclusive result. But some of the hand-written ASM here doesn't even constitute a micro-optimization, because it's worse than what you would have got out of even Turbo C++ 4.0J with its 80386 optimization flags! :zunpet:

At least it was possible to "decompile" 6 out of the 10 functions here, making them easy to clean up for future modders and port authors. Could have been 7 functions if I also decided to "decompile" pi_free(), but all the C++ code is already surrounded by ASM, resulting in 2 ASM translation units and 2 C++ translation units. pi_free() would have needed a single translation unit by itself, which wasn't worth it, given that I would have had to spell out every single ASM instruction anyway.

void pascal pi_free(int slot)
{
	if(pi_buffers[slot]) {
		graph_pi_free(&pi_headers[slot], &pi_buffers[slot]);
		pi_buffers[slot] = NULL;
	}
}

There you go. What about this needed to be written in ASM?!?

The function calls between these small translation units even seemed to glitch out TASM and the linker in the end, leading to one CALL offset being weirdly shifted by 32 bytes. Usually, TLINK reports a fixup overflow error when this happens, but this time it didn't, for some reason? Mirroring the segment grouping in the affected translation unit did solve the problem, and I already knew this, but only thought of it after spending quite some RTFM time… during which I discovered the -lE switch, which enables TLINK to use the expanded dictionaries in Borland's .OBJ and .LIB files to speed up linking. That shaved off roughly another second from the build time of the complete ReC98 repository. The more you know… Binary blobs compiled with non-Borland tools would be the only reason not to use this flag.

So, even more slowdown with this 5th dedicated push, since we've still only repaid 41% of the technical debt in the SHARED segment so far. Next up: Part 6, which hopefully manages to decompile the FM and SSG channel animations in TH05's Music Room, and hopefully ends up being the final one of the slow ones.

📝 Posted:
🚚 Summary of:
P0113, P0114
Commits:
150d2c6...6204fdd, 6204fdd...967bb8b
💰 Funded by:
Lmocinemod
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Alright, tooling and technical debt. Shouldn't be really much to talk about… oh, wait, this is still ReC98 :tannedcirno:

For the tooling part, I finished up the remaining ergonomics and error handling for the 📝 sprite converter that Jonathan Campbell contributed two months ago. While I familiarized myself with the tool, I've actually ran into some unreported errors myself, so this was sort of important to me. Still got no command-line help in there, but the error messages can now do that job probably even better, since we would have had to write them anyway.

So, what's up with the technical debt then? Well, by now we've accumulated quite a number of 📝 ASM code slices that need to be either decompiled or clearly marked as undecompilable. Since we define those slices as "already reverse-engineered", that decision won't affect the numbers on the front page at all. But for a complete decompilation, we'd still have to do this someday. So, rather than incorporating this work into pushes that were purchased with the expectation of measurable progress in a certain area, let's take the "anything goes" pushes, and focus entirely on that during them.

The second code segment seemed like the best place to start with this, since it affects the largest number of games simultaneously. Starting with TH02, this segment contains a set of random "core" functions needed by the binary. Image formats, sounds, input, math, it's all there in some capacity. You could maybe call it all "libzun" or something like that? But for the time being, I simply went with the obvious name, seg2. Maybe I'll come up with something more convincing in the future.


Oh, but wait, why were we assembling all the previous undecompilable ASM translation units in the 16-bit build part? By moving those to the 32-bit part, we don't even need a 16-bit TASM in our list of dependencies, as long as our build process is not fully 16-bit.
And with that, ReC98 now also builds on Windows 95, and thus, every 32-bit Windows version. 🎉 Which is certainly the most user-visible improvement in all of these two pushes. :onricdennat:


Back in 2015, I already decompiled all of TH02's seg2 functions. As suggested by the Borland compiler, I tried to follow a "one translation unit per segment" layout, bundling the binary-specific contents via #include. In the end, it required two translation units – and that was even after manually inserting the original padding bytes via #pragma codestring… yuck. But it worked, compiled, and kept the linker's job (and, by extension, segmentation worries) to a minimum. And as long as it all matched the original binaries, it still counted as a valid reconstruction of ZUN's code. :zunpet:

However, that idea ultimately falls apart once TH03 starts mixing undecompilable ASM code inbetween C functions. Now, we officially have no choice but to use multiple C and ASM translation units, with maybe only just one or two #includes in them…

…or we finally start reconstructing the actual seg2 library, turning every sequence of related functions into its own translation unit. This way, we can simply reuse the once-compiled .OBJ files for all the binaries those functions appear in, without requiring that additional layer of translation units mirroring the original segmentation.
The best example for this is TH03's almost undecompilable function that generates a lookup table for horizontally flipping 8 1bpp pixels. It's part of every binary since TH03, but only used in that game. With the previous approach, we would have had to add 9 C translation units, which would all have just #included that one file. Now, we simply put the .OBJ file into the correct place on the linker command line, as soon as we can.

💡 And suddenly, the linker just inserts the correct padding bytes itself.

The most immediate gains there also happened to come from TH03. Which is also where we did get some tiny RE% and PI% gains out of this after all, by reverse-engineering some of its sprite blitting setup code. Sure, I should have done even more RE here, to also cover those 5 functions at the end of code segment #2 in TH03's MAIN.EXE that were in front of a number of library functions I already covered in this push. But let's leave that to an actual RE push 😛


All in all though, I was just getting started with this; the real gains in terms of removed ASM files are still to come. But in the meantime, the funding situation has become even better in terms of allowing me to focus on things nobody asked for. 🙂 So here's a slightly better idea: Instead of spending two more pushes on this, let's shoot for TH05 MAINE.EXE position independence next. If I manage to get it done, we'll have a 100% position-independent TH05 by the time -Tom- finishes his MAIN.EXE PI demo, rather than the 94% we'd get from just MAIN.EXE. That's bound to make a much better impression on all the people who will then (re-)discover the project.