P0327
TH03 RE (Character-specific attack function pointers / Bullet dependencies / Bullet structure)
P0328
TH03 decompilation (Bullets, part 1)
P0329
TH03 decompilation (Bullets, part 2) / Twitter→Fediverse migration, part 1
💰 Funded by:
[Anonymous], Ember2528
🏷️ Tags:
Alright! I've been announcing a big look at TH03's in-game systems all throughout 2025, and I technically still made it before the end of the year. TH03's enemy, fireball, and explosion systems are a great fit for this occasion: They fulfill both of the netplay-relevant criteria I mentioned 📝 at the end of the previous blog post, but also unfortunately share the same structure and overload some of their fields with vastly different meanings, much like 📝 TH04's and TH05's custom entities. Hence, they will take rather long to untangle, which ensures that the resulting look will be appropriately big.
Until I noticed that explosions spawn bullets in a not-so-straightforward way that basically requires complete knowledge of the bullet system. What a great discovery to make 2½ pushes into development… Oh well, we have the budget, and bullets also happen to match our netplay-relevant criteria, so let's get those done first.
As usual, we'd also like to identify and name all character-specific functions in the ASM code so that we can immediately correlate certain interesting features of the bullet system with the characters and attacks that use them. In TH03, this is particularly worthwhile because it's all we need for a 100% complete overview of how bullets are used. Apart from the transferred pellets fired from exploding enemies outside of Gauge or Boss Attacks, every bullet pattern in the game is part of such a hardcoded and character-specific Extra, Gauge, or Boss Attack, since enemy scripts cannot fire bullets in this game.
This quick look also showed how ZUN implemented the 9 characters in a highly consistent manner. Gauge Attacks in particular follow a predictable convention:
The "Level 2" attack (available at 50% gauge and consuming 25% gauge) always fires 8×8 pellets.
The "Level 3" attack (available at 75% gauge and consuming 50% gauge) always fires 16×16 bullets.
The game only provides a single function pointer for each of the two levels, which gets called as part of game logic and before the game starts rendering the current frame. With no room for custom rendering calls, characters can only define these attacks as patterns that are made up of common entities.
The funny part in all of this: All characters follow these conventions, yet ZUN still architected TH03 as if they don't. Each of the two Gauge Attack levels gets a separate per-player function pointer, but every character just uses these two functions to call a single common function with a flag that indicates Level 2 or Level 3. This common function then follows a similar structure for all 9 characters as well. The same trend continues with the Boss Attacks, where we find 9 copies of the more or less unchanged update and rendering boilerplate… so yeah, ZUN basically copy-pasted the same code 9 times with minor variations.
And now we can be very hyped for the future of TH03 decompilation. Lots of duplicates of the same functionality means that I'll basically only have to decompile them once, which means that TH03 decompilation is very likely to progress very quickly in terms of absolute numbers once I get the basic gameplay systems done. And there's not a lot of that code left either: After this delivery, we're left with a mere 132 undecompiled foundational functions that are not related to any specific character. After the next delivery, that number will drop to 99. I'm expecting a return to the glorious days of 2020, where the 3 copies of TH01's foundational graphics code allowed me to decompile 10% of its entire code within 2½weeks. With 9 copies tripling that speed, we may even get to finish this game next year?
Onto bullets then! As you'd expect, TH03's bullet system is based on 📝 TH02's system we looked at earlier this year, which in turn was based on TH01's system. In some respects, it's a minor iteration of TH02's system adapted to the new features in TH03, but some of these new features also form the missing link between TH02 and 📝 TH04. The high-level overview:
Like most entities in TH03, bullets are stored in a single array that is shared between both players. Each bullet has a structure field that denotes which playfield it is moving on and constrained to.
The total bullet cap shared among both players is 320, slightly more than twice the 150-bullet cap we saw in TH02.
Just like in TH02, this system covers both 8×8 pellets and 16×16 sprite bullets. The former are once again hardcoded and rendered using the GRCG, while the latter are rendered by SPRITE16.
The system defines a default set of four adjacent 16×16 bullet sprites, starting at (64, 0) within 📝 SPRITE16's sprite area. These can be used in two ways:
Four animation frames for a single bullet type, animated at the maximum speed of 1 cel per frame. This is how they are used by most characters.
Alternatively, they can represent one non-animated bullet type and three trail sprites, as seen in Mima's and Chiyuri's Boss Attacks.
Patterns can override the default 16×16 sprites with an arbitrary other set of four adjacent sprites, but this feature is only used in Kana's Extra Attack.
Character
Sprites
Reimu
Mima
Marisa
Ellen
Kotohime
Kana
Rikako
Chiyuri
Yumemi
The SPRITE16 area of certain characters might contain other bullet-like sprites, but these are used by a different gameplay system than the one described in this post.
I've reduced the animation speed to 1/8 its original length because 18 ms would look very obnoxious in the context of a web page. Run webpmux -duration 18ms on the animated WebP files to restore the original speed.
And yes, Yumemi's sprite is animated very subtly. Click the animated sprites for the raw sprite sheet.
As we already found out 📝 in 2022, both 8×8 pellets and 16×16 bullets have the same "hitbox" – a single 2×2-pixel tile in the game's collision bitmap that gets compared against the 8×8 square surrounding the player's center.
Delay clouds are back after their absence in TH02. They are still limited to pellets, though.
The 📝 bullet template makes its debut in this game, replacing TH01's and TH02's spawn function parameters with a single piece of global data. This introduces the usual trade-offs with this sort of thing: Code size savings in patterns that spawn multiple groups with minor variations to their parameters, in exchange for the usual confusion that comes with widely mutated global state. As a result, code quality suffers greatly, especially when it comes to the derived transfer pellets fired within the bullet system itself. Sure, there are lots of patterns where retained state comes in handy, but local per-pattern template instances would have solved that as well.
This decline in code quality also extends to the rest of the logic code. Continuing his general trend of micro-optimizing based purely on vibes we've seen 📝 time and 📝 time again, ZUN wrote a significant part of TH03's bullet logic in ASM, especially in the update function. And once again, it's the same tragic conclusion: While TH04's and TH05's full-on ASM approach might later bring some measurable runtime benefits to bullet logic via self-modifying code and whatnot, TH03 is left with pretty much only the downsides of its partial ASM approach. If ZUN just wrote idiomatic C++ code without any optimization tricks and inlined just one function, the whole bullet update code would have been 87 lines of C++ shorter and exactly as large when compiled. And that's with all the redundant code still in place! TH02's not-great-but-passable implementation of bullets indeed marked the high point for the PC-98 series, and it only went downhill from there.
Three features of the bullet system deserve a deeper look:
Trail sprites
These work by remembering the last 6 positions of a bullet and rendering the sprites at the 2nd, 4th, and 6th position, respectively:
Obviously, this requires (6 ×
2 ×
2) =
24 additional bytes per bullet. Adding these to the regular bullet structure would waste
(24 × 320) = 7,680 bytes of conventional RAM, which would in no way be justified for a feature that ZUN used in a grand total of two patterns. For once, ZUN agreed, and instead provided a single ring buffer that can hold these 6 additional positions for up to 48 bullets. This allowed ZUN to reduce the per-bullet cost to 3 bytes: 1 byte for the has trail flag, and 2 bytes for a near pointer into the ring buffer. That's still two more bytes than absolutely needed, and the debloated branch will definitely free up these wasted 640 bytes for portability reasons alone.
This trail sprite cap of 48 seems a bit random at first. Unlike the regular bullet cap that the game enforces by just not spawning any new bullets if all 320 slots are occupied, the trail sprite cap is not enforced or even just checked in any way. Due to the circular nature of the buffer, the 49th simultaneously active bullet with a trail sprite will then share its position memory with the 1st trail sprite bullet, leading to one additional position memory update per frame and trail sprites appearing in wrong positions.
Thus, it's the game design's responsibility to make minimal use of trail sprites to avoid these glitches. On the surface, it certainly looks as if ZUN was careful here:
The cap happens to exactly match the 48 bullets fired as part of the ring group in Chiyuri's pattern, which is definitely the more bullet-intensive pattern of the two.
Both trail-using patterns are part of Boss Attacks, and only a single player's Boss Attack can be active at any given time.
The ring groups in Chiyuri's pattern move fast and are separated by a 96-frame delay, as captured in the video above. By the time Chiyuri spawns the next group, every bullet of the previous one should have long been removed due to flying past the edges of the playfield.
Mima fires her alternating 5- and 4-spreads at a much shorter interval, but that interval is still long enough to never leave more than 5 of these 9-bullet subpatterns on screen at once.
Until you test Chiyuri's pattern on the (📝 announced) Boss Attack level 1 and notice that the bullets move slow enough for 2) to no longer apply. The result:
Missing bullets on every group beyond the first, and even sporadic trail sprites at mixed-up X and Y coordinates. This nicely demonstrates how these trail sprites are not just cosmetic, but also take control of clipping and affect gameplay as a result. For obvious optical reasons, trail sprite bullets will only get removed after the 6th remembered position lies outside of the clipping area – i.e., 6 frames later than bullets without trail sprites. If the remembered positions are then shared with a second bullet, the game would also clip that bullet if the clipping condition of the first one is met – regardless of the fact that the second bullet's main sprite might be nowhere close to the boundaries of the playfield. This clipping then either happens on the same frame if the second bullet's slot number within the 320-element bullet array is higher than the slot number of the first one, or on the next frame if the second bullet's slot number is lower.
The mixed-up X and Y positions on frames 139 and 235 can also be explained by clipping. The update function processes the X and Y coordinates independently from each other: It starts with the horizontal clipping checks, updates the position memory for the X coordinate, and then repeats both steps for the Y coordinate, immediately removing the bullet and moving on to the next one if it failed the respective clipping check. If the vertical clipping checks fail in a situation where two bullets share the same position memory, you'll end up with a mismatched X/Y pair where X comes from a clipped bullet and Y comes from an active one… for a single frame, until the same clipping check is applied to the other bullet and removes it as well. Hence, this is the only "fixable" bug in the bullet system that won't affect gameplay, as the mixed-up positions are unrelated to the result of the clipping condition that ultimately removes both bullets.
It's rare for Chiyuri's Boss Attack to launch the same pattern multiple times in a row, and once the (announced) Boss Attack level is ≥3, bullets already move fast enough to prevent this quirk from happening. But it's definitely possible to run into it during regular gameplay.
For a clearer and more extreme demonstration of the resulting glitches, let's turn Mima's trail sprite pattern into a 64-ring:
Explaining every single quirk in this hypothetical video is left as an exercise to the reader.
Rings and other groups
If there's one aspect where TH03's bullet system shows its TH02 lineage most clearly, it's the set of predefined bullet groups. The 2-, 3-, 4-, and 5-spreads with fixed narrow, medium, and wide arc angles, as well as the multi-bullet groups with randomized angles and speeds, are not only available in TH03 once again, but reuse the exact same code from TH02.
Instead, TH03's main innovation can be found in its ring system. Rings can now have any number of bullets between 0 and 255, and are no longer limited to the first six powers of 2. This allowed ZUN to fine-tune most ring groups based on the Gauge or Boss Attack level, and to also just have a few static ring patterns with non-power-of-two bullet counts. Chiyuri's aforementioned 48-ring trail sprite pattern falls in this category, and the rotating 5-ring pattern seen in Kana's Boss Attack is another example.
And yes, storing the number of ring bullets in a regular uint8_t field now also allows patterns to spawn 0-rings. And sure enough, the bug that would later cause 📝 Kurumi's Divide Error crash in TH04 was actually introduced in TH03! The underlying code wasn't modified between the two games, which further proves that TH04's bullet system also traces back to TH03 and wasn't rewritten from scratch, at least concerning this aspect. TH03 just doesn't have any (known) way of triggering the bug in the unmodded original game.
Interestingly, TH02's ring system with predefined power-of-2 bullet counts is still part of TH03, and ZUN does use it for some ring groups in a few Boss Attack patterns. Did he do this because it's shorter than adding a second line of code that sets bullet_template.count? Did he deliberately need to preserve the previous value of bullet_template.count across groups? Or did he code these patterns at an earlier time in development when the arbitrary ring system didn't exist yet? Until I've decompiled every single bullet pattern in this game, we can only guess.
However, ZUN also removed two of TH02's group-related features from TH03:
The eight special motion types have been reduced to a single gravity type. While gravity is now a separate flag in the bullet structure and template that can now be applied to any group, this vast removal of options still severely limits the expressivity of bullet patterns in TH03. This means that every non-gravity bullet in the game moves at a constant velocity.
Gravity is also exclusively used by Kana, in both her Extra attack with the
alternative 16×16 bullet sprites as well as in one certain pattern of her Boss Attack, which demonstrates gravity in combination with a ring group.
One of the rare patterns that arguably looks prettier on Easy, where the slower bullet speeds leave more room for the gravity effect to accelerate the fall.
The auto-stacking system was removed without any direct replacement. With TH03's more 📝 numeric method of defining difficulty, ZUN no longer needed this quick mechanism to 📝 distinguish Easy and Normal from Hard and Lunatic. This was one of the better changes between the two games though; the auto-stacking system added a quite annoying asterisk to the documentation of the random groups that is no longer needed in TH03.
Manually creating stacks is obviously still possible by spawning separate versions of the same group with gradually reduced speed. This might be considered another practical advantage of the global bullet template, since you only need to mutate a single field before calling bullets_add() again. But really, nothing justifies global data.
Transferred pellets
This is the final gameplay feature that deserves its own section. Let's follow the pellet's X coordinate on its way from the spawn point to its destination on the other playfield:
ZUN calculates the destination coordinate on the target playfield as a random Q12.4 X coordinate between 0 and 288.
This subpixel coordinate is translated to screen space, adding either 16 for the left playfield or 336 for the right one. ZUN does this using the regular pixel-space conversion function that is typically used to calculate blitting coordinates, losing subpixel precision in the process and forming a very minor quirk.
The pellet's movement angle is calculated in screen space, aiming a screen-space version of the pellet's origin point at the coordinate from 2).
The screen-space pixel coordinate from 2) is translated back to a Q12.4 subpixel coordinate on the pellet's originating playfield. The result will deliberately lie outside the boundaries of this playfield: For a pellet flying from left to right, it will be between 320 and 608, while it will be between -320 and -32 for a pellet flying from right to left.
The pellet then flies to this out-of-bounds coordinate while internally staying on the playfield it originated on. This means that neither the update nor the rendering code can clip the pellet at the borders of its originating playfield. Once it flew past the border, it only visually appears on the other playfield because that's what the out-of-bounds X coordinate translates to when the renderer converts it to screen space.
Once the pellet's X coordinate has approached or flown past this relative target coordinate from its respective movement direction, the pellet is removed and respawned as a delay cloud.
This shows that the 32-pixel border between the two playfields is not just visual, but an actual part of the simulated game world. We can visualize this by removing the black cells on the text layer:
Also, we need to clear these 32 border pixels in VRAM on every frame to nicely visualize just these pellet transfers. TH03 obviously doesn't do that for performance reasons and lets partially clipped sprites accumulate below the border, 📝 just like the other shmups do.
This video also demonstrates another minor quirk: Transferred pellets are aimed at a random center Y coordinate between 0 and 16, but the subsequent delay cloud is always spawned at center_y = 2.0.
Speaking of, there's also a lot to cover in…
TH03's bullet renderer
And at first, it looks pretty good! TH03 retains the best idea from TH02 and batches rendering into three passes:
16×16 bullets, rendered normally via SPRITE16
32×32 delay clouds, rendered via SPRITE16's monochrome mode
8×8 pellets, rendered from hardcoded sprites via the GRCG
The second pass is skipped if the first pass didn't detect at least a single active delay cloud. However, this skip can only remove 320 out of the 960 iterations over the entire bullet array, every frame. Combine that with the most unlucky allocation of registers, and the resulting instructions end up wasting a low 5-digit number of CPU cycles per frame on a 486 in the worst case of no bullets being active. Same game that wrote large parts of its bullet update function in ASM, by the way.
While that number is still an order of magnitude away from causing significant performance problems, this issue became serious enough in TH04 for ZUN to introduce a display list for at least pellets that would cut down the number of iterations.
And then, we look at…
Pellet rendering
… and are greeted by the single strangest set of hardcoded sprites across all of PC-98 Touhou so far. TH03's pellets are not only the first time we see a doubly-preshifted sprite sheet, but 2 of the 16 variants for the transfer pellet sprites are also shifted incorrectly:
You can see this bug all over the video above, for example in frame 97, 105, 107, 109, 111…
The doubly-preshifted nature of this sprite sheet, on the other hand, raises a whole lot of PC-98 blitting performance questions. This only possibly makes sense as an attempt at optimizing away the unaligned 16-bit VRAM writes you'd naturally run into when shifting an 8-wide sprite to cover two bytes.
Let's look at a regular 8-wide pellet sprite that was singly-preshifted to 16 pixels/bits. If we want to blit such a sprite to a left X position of 12 with the minimum amount of instructions, we would perform a single 2-byte write to VRAM address 0x0001, which itself is not divisible by 2:
On most 16-bit architectures, unaligned memory writes like these are either slower than aligned writes or entirely unsupported. The x86 MOV and MOVS instructions fall into the first category, so it makes sense to think that the GRCG might add a performance penalty of its own on top of the already higher latency of these instructions.
The natural workaround, then, is to add a second set of preshifted sprites to cover the remaining 8 possible start bit positions within a 16-pixel VRAM word. This would expand pellet sprites to a total width of 23 pixels. Understandably, ZUN also wanted to optimize for the low instruction counts, so he had to round up the physical width of the sprite to 32 pixels. Then, every preshifted variant could be blitted with a single MOVSD instruction:
But does this actually matter for the PC-98 and the GRCG? Are unaligned writes actually slow enough to justify writing 2× as much sprite data per frame and hardcoding 4× as many bytes? Unfortunately, I don't know of any hardware-level documentation about the GRCG that would conclusively answer this question. All the usual books and text files are disappointingly surface-level and only document the same programmer interfaces over and over, and hardware researchers are still waiting for EGC and GRCG die shots to even get started.
There are a few signs that this might be a good idea:
Any VRAM-reading EGC operation must use aligned 16-bit accesses, which probably has a deeper reason that goes beyond the size of its internal shift register. And since you activate the EGC by first activating the GRCG in TDW mode…
Neko Project spends the same number of clock cycles on both 8- and 16-bit GRCG writes. The absence of a dedicated 32-bit write handler suggests that real hardware breaks down 32-bit writes into two 16-bit writes, implying that we don't also have to worry about 32-bit alignment of our single MOVSD instruction.
Shouldn't byte access be a given? Clearly, this would only deserve special mention if it wasn't because the previous contents of this book heavily implied some sort of 16-bit nature and I just missed it.
But without documentation or benchmarks, none of this means anything.
This is also why I haven't yet explored this whole field of optimizing VRAM writes for alignment. It would always involve branching to alignment-respecting code similar to how master.lib does it, but code like this is at odds with the more tangible goal of minimizing instruction counts in the generic case. Not to mention that we'll once again have to test this across every PC-98 hardware generation and possibly even GRCG revision if we ever go down to that level of optimization…
But even if alignment matters, ZUN's unconditional MOVSD instructions approach still appears to be slower on average. Consider the optimal 56.25% of cases where the sprite does lie within a single 16-bit word:
8 start positions within the first byte + 1 start position on the second byte = 9/16 = 56.25%. The 9th variant for (x % 16) == 8 wouldn't be part of a regular singly-preshifted sprite sheet where the renderer blits the (x % 8)th = 0th variant. But it would definitely be worth adding if alignment does matter at all.
Keep in mind that we still use the GRCG here, and that it will also have to perform its fast-but-not-entirely-free four-plane Read-Modify-Write operation for the empty sprite bytes 3 and 4. Unconditional 32-bit writes would only be worth it if the GRCG somehow optimizes away empty writes at the microarchitecture level. That assumption is even more of a stretch, because 📝 why would master.lib even check for emptiness if that were true?
In the end, doubly-preshifted sprites slow down 56.25% of all blitting operations in a dubious attempt to speed up the other 43.75%. Unaligned 16-bit writes would have to be really slow to justify this approach – and judging from the fact that TH04 went back to single-byte preshifting, this is not the case. Maybe I'll write a benchmark for this someday, but honestly, this is the least interesting PC-98 benchmark question I've encountered so far. There are slowdown issues at 📝 our performance target of 66 MHz in Neko Project, but pellet sprite alignment is unlikely to significantly contribute to those.
16×16 bullets are simply rendered using standard SPRITE16 calls, nothing special there. That only leaves…
Pellet delay clouds
Just like the 48×48📝 hit circle, these 32×32 sprites are rendered using SPRITE16's single-color render-path, which uses the EGC's GRCG-equivalent mode. Last year, I took a very brief look at this mode and wondered whether this was actually faster than just using the GRCG. 1½ years and 📝 one benchmark won by the EGC later, it certainly seems so, especially since we want to blit these to unaligned X positions. The EGC's hardware-accelerated pixel shifting seems highly preferable once sprite widths exceed 24 pixels and you can't fit a row of pixels in a 32-bit register anymore.
Stepping through SPRITE16 reveals that this GRCG-equivalent mode matches the GRCG even in how it doesn't read monochrome sprite data from VRAM, but from SPRITE16's 1bpp alpha mask buffer in conventional RAM.
But that only raises the question of why you'd want to use SPRITE16 over the raw EGC. It makes sense why SPRITE16 would have this feature; flashing existing sprites in a single color every once in a while is a useful thing to have in a game-focused rendering API. But using this feature for sprites that are only rendered in this monochrome mode just wastes the VRAM that these sprites occupy in SPRITE16's sprite area. You still blit such a sprite by passing a byte offset into the sprite area, which then gets interpreted as an offset into SPRITE16's alpha mask buffer.
If SPRITE16 had a function for directly blitting from a pointer to 1bpp data, ZUN could have freed up quite a bit of VRAM and maybe even added more sprites for character-specific attacks. Conceptually, it makes sense why SPRITE16 would restrict itself to a single sprite source, but it is quite an unfortunate omission, I'd say.
13,568 pixels, to be exact. And yeah, you could technically overwrite the affected portions of VRAM after generating alpha masks via INT 42h, AH=01h. But since SPRITE16 only stores one such alpha mask buffer, you still couldn't reuse this space for other SPRITE16 sprites.
And that was the last PC-98 Touhou bullet system we were still missing! But at a little over 2 pushes, I have to find something else to do to round out the third one… wait, what about that one incident?
Migrating away from Twitter
On November 6, Twitter was hit by an automated ban wave that suspended all accounts that were using the OldTweetDeck extension. After Twitter discontinued the official free TweetDeck frontend on 2023-08-17, I quickly switched to OldTweetDeck – not just because it was free, but because it supported multiple accounts and was simply more performant than X's own premium offering at the time. In return, I gladly paid my €10 a month to dimden instead, who deserved it much more for continuously updating OldTweetDeck to all of Twitter's API changes over the years. It's very impressive how he kept it running for 2⅓ years without any such critical issues and still keeps maintaining it to this day.
Aside from Touhou Patch Center and all of my accounts, the ban wave affected enough people that Twitter decided to gradually revert it a day later. But without any public postmortem or excuse, this feels more like an act of gratitude that we shouldn't take for granted.
Ever since Elon took over, the Internet has been full of sensationalist doomposts about Twitter's imminent downfall any moment now OMG. For the longest time, I could ignore all these pundits because nothing of what they were complaining about was affecting my little corner. But sudden account suspensions are an existential threat to my business, and finally provided the first actual technical and non-political argument to get my data off Twitter in the medium term. I've put too much effort into all of the content there to let it be exclusively controlled by any one company.
Hilariously, things only got worse from there. Until two days ago, Twitter's data download option was inaccessible due to an infinite redirection bug. Call it malice or incompetence, but leaving such an issue unfixed for weeks is a definite sign of a platform in decline. Thus, I had to run the import on an older archive I happened to request on 2023-07-02.
And then I looked inside that archive and noticed that it was missing at least three key pieces of data that Twitter demonstrably stores for my account:
Poll options
Alt text for images. (Also known as the actually most annoying and time-consuming part of every tweet if you actually want to properly explain an image with all its context and implications. AI won't help with that as long as its context window doesn't span every piece of knowledge related to this project. 🤷)
The original version of each uploaded image, which they do have for a fact because it's shown in the /status view. The archive only contains the processed versions shown in the timeline, which were resized to at most 1200 pixels along their larger dimension and which may or may not have been converted to JPEG based on rules I didn't bother to reverse-engineer.
That's a rather selective interpretation of Art. 20 GDPR. If the argument is that you can just scrape that data out of the HTML yourself, why are they even bothering with sending me anything more than a nested list of tweet IDs, then? 🤨 Someone with more time and care could probably turn this into a lawsuit…
Presenting all media in its original quality is one of the more important reasons for moving to a self-hosted service as far as I'm concerned, especially since mainstream media conversion pipelines are infamous for destroying pixel art. So I went through my hard drives and replaced Twitter's images with the original versions of all 167 non-retweeted images I had uploaded to Twitter until July 2023. The videos also desperately needed to be replaced with their original AV1 versions; Twitter's enforced x264 YUV420P format has been the single worst implementation detail of that entire platform…
You can backdate posts by modifying their creation time, but Bluesky's crawlers will also record the indexed time when they first saw each post on the network. Unfortunately, the bsky.app frontend that everyone uses will then present this indexed time as a post's main timestamp, demoting your intended creation time to an archival time that Bluesky can't confirm the authenticity of:
The PDS database schema does track an indexedAt timestamp in addition to the createdAt timestamp you specify during the import, but indexedAt might as well not exist because it doesn't seem to be used anywhere.
There is a PR that would slightly improve the UI in this case, but it's been languishing unmerged throughout most of 2025. Probably because it has to be merged by the same people who came up with the current UI in the first place, and who prioritized resilience against pranks and disinformation campaigns.
But even if the UI is fixed, these imports would spam the timeline of everyone who follows the existing Bluesky account that we obviously want to import into.
Figuring out and confirming that first issue required remote debugging of the PDS server written in Node.js. Visual Studio Code's LSP quickly ran up against my server's low amount of RAM, which forced me to upgrade my server just to efficiently navigate through the source code…
Typical Node.js criticisms aside, the architecture of the PDS server is quite bizarre. A whole lot of the apparent API surface is never directly called, but generically proxied to some other node in the AT Protocol network at the byte level. If you log into your PDS via bsky.app, it seems as if the AppView calls API endpoints like /xrpc/app.bsky.unspecced.getPostThreadV2 on your PDS, but good luck meaningfully intercepting any of these requests, or even just getting your debugger to break on them.
Together with lots of bulky API schema descriptions in the form of lexicons, all this XRPC code makes up a big proportion of the code in the @atproto/pds package. But for… what exactly? Why would the PDS server need a thick layer of type safety and validation for payloads it doesn't look at, and that the relays will have to verify anyway? Why do they install all this dead code that will confuse most people who are trying to understand this system?
In the end, we just can't thoroughly backdate our imported posts because the crawl timestamps are set by the relays, whose code we have no control over. Now, I could ignore all these issues and still upload some sort of full archive to the platform that now houses 1/6 of my following, but this just doesn't match the quality I expect from the canonical, definitive source of my short-form news posts. Edit (2026-03-16): And things look 📝 even worse once you take a closer look at their video processing pipeline and the hoops you have to jump through to get your data out of the AT Protocol network…
Trying Mastodon
That leaves the Fediverse as the only remaining alternative for a service where people can still follow, like, and repost my content using relatively commonly used clients. Among the various ActivityPub implementations, Misskey is particularly popular among the Japanese Touhou community, but I've only heard bad things about its resource usage. Mastodon isn't the most lightweight option either – as aptly implied by its name – but you can make the argument that it's become the default option across the Fediverse over the years. Thus, there'll be at least a slight chance that people will be familiar with the web UI of what I'm about to self-host.
Too bad that I didn't even get through the first page of the setup guide before being stumped by obscure asset precompilation errors that apparently no one else has ever faced. In a way, it's commendable that a project would exclusively explain a bare-metal from-source setup in the Docker-dominated DevOps seascape of 2025. But why would you want to do this for a project that requires servers to be infested with npm and Postgres and a bleeding-edge self-compiled version of Ruby and several -dev packages for C dependencies of certain Ruby gems? Unsurprisingly, Japanese Python behaves just like Dutch Ruby in how the community effectively treats every minor version as a major version because there are no adults left in the room to put all the children and Ph.Ds in their place…
Fortunately, ActivityPub is relatively simple to implement and there are plenty of existing servers that are better suited to the kind of PR channel I'm actually looking for. After a very quick search, I settled on…
GoToSocial
…which immediately impresses in pretty much every single area:
After the two previous bloatfests, it's very refreshing to see a single binary next to a bunch of static assets. Sure, 87.4 MiB is certainly way more bulky than necessary, but still much smaller than either of our two competitors.
The documentation is extremely well-organized and polished, especially for a project that's on version 0.20.2.
I can write Markdown in posts!
WebP and AV1? Just work too, without any attempt to convert the main image or video that gets attached to a post. Sure, the thumbnailer does convert images, but that's way less critical…
…and you can effectively bypass it by passing some five-digit size to media-thumb-max-pixels.
The whole thing works exactly like a lightweight server should work: A single binary serving posts from a SQLite database and media attachments from static files lying next to it. With easy access to every piece of data, fixing typos and import errors after the fact is trivial. Applying these might need a server restart for caching reasons, but they're immediately reflected in whatever app is accessing the data.
Drawbacks? The database schema is highly redundant, poster image conversion for videos results in weirdly green images for every one of my AV1 source files, and the paginated timeline view could use just a few more navigation options and customizability. Other seemingly missing features like posting and search are handled by third-party clients like the very admirable Pinafore. And except for the first issue, these are all relatively minor, and I might even fix them myself one day. That's how you get new contributors to your free software project.
And just in case you ever want to import a Twitter archive onto a GoToSocial instance, here is the no-nonsense importer I used:
So if you've got an account on Misskey, Mastodon, or another ActivityPub server, please follow @rec98@nmlgc.net. I'll keep posting everything to both Twitter and Bluesky for the time being, but will no longer advertise either of them. If they ever go down, I'll make no attempt at restoring them.
And that was 2025! It surely brought lots of words, breaking even last year's record by an additional 37% of blog post content. 😮 Here's to 2026 bringing more of the actual reverse-engineering we've been sorely lacking with all the modding and porting projects over the past few years. And with at least four TH03 gameplay pushes queued up, things are already looking quite promising…
Next up: Enemies! Formation scripts! Fireballs! Explosions! Combos, or at least the first part of them! And a slightly more common glitch that players have been wondering about for many years…
P0304
TH02 RE (Stage / (mid)boss variables) + Decompilation (Bullets, part 1/2)
P0305
TH02 decompilation (Bullets, part 2/2 + Sparks, part 1/2)
P0306
TH02 decompilation (Player, part 1/2: Update/render functions + Miss animation) + Random TH04/TH05 finalization
💰 Funded by:
Yanga, iruleatgames, nrook, [Anonymous]
🏷️ Tags:
Sometimes, the gameplay community will come up with the most outlandish theories before they even begin to consider the idea that certain safespots might not be intentional and only work by accident to begin with. Want more details? Read on…
So, TH02's bullet system! At a high level, it marks an interesting transitional point: It's still very much based on TH01's design with its predefined static or aimed spreads, but also introduces a few features that would later return in TH04 and TH05. By transplanting the TH01 system into a double-buffered environment, ZUN eliminated the 📝 worst📝 unblitting-related parts that plagued TH01, ending up with the simplest and cleanest implementation of bullets I've seen so far. That's not to say it's good-code – far from it – but it also hasn't reached the messy levels that TH04 and especially TH05 would bring later. Of course, there's still TH03's system left to be done until I can say for sure, but TH02's is a pretty strong contender.
The more detailed overview of the system:
TH02 introduces the distinction between the white 8×8 pellets and the 16×16 sprite bullets that TH04 and TH05 would later expand upon.
The game has a single cap of 150 that is shared among both 8×8 and 16×16 bullets, unlike TH04 and TH05 where the cap is split for optimization reasons.
In 封魔録.TXT, ZUN claims that TH02 could even compete with DoDonPachi in terms of bullet amounts:
怒首領蜂もびっくりな判定の小ささ、弾の量。
Can it really, though? DoDonPachi spawns decidedly more bullets than TH02 throughout all of the game, and this pattern definitely exceeds 150 bullets. Hence, we can immediately debunk this claim as marketing hyperbole rather than a factual statement about the game. It would be nice to have a specific bullet cap number for DoDonPachi as well, but I can't find a decompilation project or annotated disassembly. Nor for any other CAVE game either, for that matter… 👀
TH01's decay and delay cloud effects were removed for TH02. Slightly unfortunate as it leaves bullets completely without any sprite effect, but hey, less code surface to mess up!
All bullets lose 0.625 pixels of per-frame speed on Easy and gain an extra 0.75 pixels of per-frame speed on Lunatic. Each bullet is clamped to a minimum speed of at least 1 pixel per frame; on Easy, the game also filters every second bullet that would have been slower. This mechanism mainly kicks in with the blob enemies at minimum rank during Stage 4.
TH02 sticks with the fixed 2-, 3-, 4-, and 5-way spreads that TH01 introduced, but adds a third delta angle variant on top of TH01's two "narrow" and "wide" ones. 2-spreads even get a fourth "ultrawide" angle, which Evil Eye Σ uses in the pellet corridor pattern during its last phase.
TH02 also adds predefined 4-, 8-, 16-, and 32-ring groups, all of which are used by bosses.
The game does not yet offer predefined stack groups, but has an auto-stacking system that automatically turns every spawned group into a potential 2-stack on Hard and Lunatic. This system forms the main way in which these difficulties differ from the easier ones, and is exactly why going from Normal to Hard roughly doubles the number of bullets fired. On Hard, the second bullet in each stack moves at half the speed of the primary bullet, while Lunatic adds another 0.5 pixels per frame onto that halved speed.
The game also has a function to apply a further multiplier on top of the difficulty-specific stack count, but only uses it to temporarily disable stacking during three patterns, one of them used by the Five Magic Stones and two of them used by Mima.
Just like all other games, TH02 offers a variety of special bullet motion types. For some reason, ZUN limited these to single 16×16 bullets in TH02; they are not supported for either 8×8 pellets or any of the multi-pellet groups. There is no technical reason for this, so ZUN likely did this as a deliberate game design choice. The upside is that you as a player can be certain that every 8×8 pellet moves in a straight line, which may or may not help reading patterns.
Chase bullets adjust their X/Y velocity by a configurable amount on every frame relative to the player's location. These are exclusively used by the 呪 bullets fired by the Stage 2 midboss.
Homing bullets work in a very similar way, re-aiming at the player more properly for a customizable number of frames after a bullet was spawned. These are completely unused.
Decelerating bullets reduce their speed to 0 by halving their velocity every 8 frames, and then turn and repeat this process a fixed number of times. In TH02, this movement type is only used in a symmetric green-ball pattern used by the eastern and western Magic Stones, but it would become really popular later on, showing up in 6 of TH04's midboss and/or boss patterns and 9 of TH05's.
Gravity bullets add a customizable acceleration factor to their Y position on every frame. Another movement type exclusive to a single green-ball pattern by the northern Magic Stone, and interestingly special-cased to bypass any difficulty- or rank-based speed tuning.
Drift bullets either add a remote-controlled angle and speed delta value to a bullet's angle and speed on every frame, or use that remote-controlled angle to chase toward the player using the same algorithm as the 呪 bullets. These two types are criminally underutilized and could have created some widely inventive patterns that you wouldn't have expected out of the first PC-98 Touhou shmup. Instead, they're only used for two of Marisa's rotating star patterns.
And finally, of course, we have bullets that bounce and flip their direction near the edge of the playfield. In this game, the bounce edges actually lie 8 pixels inside the playfield:The velocity flip only happens on the frame in which a bullet enters the red bounce margin zone. So, faster bullets might still travel a good deal toward the actual edge of the playfield before getting flipped.
This type is not only used by Meira's and Evil Eye Σ's red and purple billiard ball bullets, but also by some star bullet patterns during the Mima fight.
Pellet rendering is batched! For the first time, ZUN preserves the GRCG state for successively blitted pellets, avoiding the extra >168 cycles per pellet that master.lib's grcg_setcolor() and grcg_off() would cost on a 486. The caveat, however, lies in the words successively blitted. Without an architectural split between pellets and sprite bullets, the rendering code ends up looking like this:
While this definitely is suboptimal once you start mixing the two size types, it's not too bad in context. The actual bullet scripts in TH02 mostly stick to one of the two sprite types, and once the script switches from one to the other, the old and new bullets will occupy mostly contiguous areas of the bullet array anyway. The game doesn't actually mix 8×8 and 16×16 bullets within the same pattern until literally the last pattern of Mima's second form.
The four other ZUN quirks in the system are all related to clipping and aim point calculations. ZUN tries very hard to use constants that are supposed to work for both 8×8 and 16×16 bullets, but they never perfectly fit either of the two.
To find out where all these bullet types are used, I of course had to label all the individual pattern functions and assign them to their (mid)boss owners. As a side effect, we now also know the preferred boss decompilation order for this game!
Marisa
Mima
Evil Eye Σ
Meira
Rika
5 Magic Stones
Quite a satisfying order, if I may say so myself – burning off the big fireworks right in the beginning, getting slightly more unexciting later on, but then ending on arguably the best Touhou character ever conceived.
Each of these decompilations will be preceded by the stage's respective midboss. This includes the Extra Stage – you might not think that this stage has a midboss, but it technically does, in the form of this combination of patterns:
Lasting exactly these 420 frames.
There's nothing in TH02's code that mandates midbosses to have sprite-like entities or even something like an HP bar. Instead, the code-level definition of a midboss is all about these properties:
It assigns control functions to the same function pointers that the other stages use for their midbosses.
These functions are activated at a fixed, specific point throughout the stage.
Regular stage enemy spawns are deactivated until these control functions signal completion.
If a pattern manipulates stage tiles, it can only be part of a boss or midboss with custom C code, as this is not supported for regular stage enemy scripts.
Stage 5, on the other hand, indeed doesn't have anything that can be interpreted as a midboss.
Finally, and probably most importantly, hitboxes! The raw decompilation of TH02's bullet collision detection code looks like this:
However, if you aren't deeply familiar with the sizes of all involved sprites, these top-left positions slightly obscure the actual position of the hitbox. That top-left point might also not be where you think it is:
It's the red point.
So let's transform these checks to a more useful comparison of the respective center points against each other, and also fix that inconsistency of the right coordinates being compared with < instead of <= like the other values:
Now also revealing the horizontal asymmetry that ZUN's code was sneakily hiding.
TH02 has only 5 different bullet shapes and no directional or vector bullets, so we can exactly visualize all of them:
📝 As📝 usual, a bullet sprite has to be fully surrounded by the blue box for a hit to be registered.
Yup. Quite asymmetric indeed, and probably surprising no one.
While experimenting with the various hardcoded group types, I stumbled over a quite surprising quirk that you might have already noticed in the spread showcase video further above. For some reason, none of these spreads are perfectly symmetric, what the…?
By the time the bullets have reached the bottom of the playfield, the inaccuracy has compounded so much that the right lane ends up 6 pixels closer to the player's center position than the left lane. Depending on which of the two lanes actually gets the correct angle, this either means that the left lane is moving too far (2️⃣) or that the right lane is not moving far enough (3️⃣).
This is very weird because the angles that go into the velocity calculations are demonstrably correct. You'd therefore get this asymmetry for not only the hardcoded spreads, but also for code that does its own angle calculations and spawns each bullet manually. It's not something that can arise from the other known issue of 📝 Q12.4 quantization either, because that would affect all parts of a pattern equally.
Instead, the inaccuracy originates in the conversion from the polar coordinates of angles and speeds into the per-frame X/Y pixel velocities that the game uses for actual movement. The integer math algorithm that ZUN uses here is pretty much the single most fundamental piece of code shared by all 5 games:
// Using 📝 typical 8-bit angles.
int16_t polar_x(int16_t center, int16_t radius, uint8_t angle)
{
// Ensure that the multiplication below doesn't overflow
int32_t radius32 = radius;
// Get the cosine value from master.lib's lookup table, which scales the
// real-number range of [-1; +1] to the integer range of [-256; +256].
int16_t cosine = CosTable8[angle];
// The multiplication will include master.lib's 256× scaling factor, so
// divide the result to bring it within the intended radius.
return (((radius * cosine) >> 8) + center);
}
This exact algorithm is even recommended in the master.lib manual.
The pattern above uses TH02's medium delta angle for 2-spreads and moves at a Q12.4 subpixel speed of 2.5, which corresponds to a radius of 40 in the context of polar coordinate calculation. Let's step through it:
Angle
Cosine
Multiplied
In hex
Shift result
In decimal
In Q12.4
(0x40 - 6)
38
1520
000005F0
00000005
5
0.3125
(0x40 + 6)
-38
-1520
FFFFFA10
FFFFFFFA
-6
-0.3750
Whoa, talk about getting a basic lesson about how computers work! PC-98 Touhou has just taught us that signedness-preserving arithmetic bitshifts are not equivalent to the apparently corresponding division by a power of two, because the typical two's complement representation of negative numbers causes the result to effectively get rounded away from zero rather than toward zero like the corresponding positive value. In our example, this means that the right lane is correct and moves at the angle we passed in, while the left lane moves 1/16 pixels per frame further to the left than intended. Since we're talking about the most basic piece of trigonometry code here, this inaccuracy also applies to every other entity in PC-98 Touhou that moves left relative to its origin point – and/or up, because Y coordinates are calculated analogously. Imagine that… it's been 10 years since I decompiled the first variant of this function, and I'm only now noticing how fundamentally broken it is.
It's understandable why master.lib's manual recommends bitshifts instead of the more correct division here. On a 486, a single 32-bit IDIV takes a whopping >33 cycles, and it would have been even slower on the 286 systems that master.lib is geared toward. But there's no need to go that far: By simply rounding up negative numbers, we can emulate the rounding behavior of regular division while still using a bitshift:
int16_t polar_x(int16_t center, int16_t radius, uint8_t angle)
{
int32_t ret = (static_cast<int32_t>(radius) * CosTable8[angle]);
+ if(ret < 0) {
+ // Round the multiplication result so that the shift below will yield a number
+ // that's 1 closer to 0, thus rounding toward zero rather than away from zero as
+ // bitshifts with negative numbers would usually do. This ensures that we return
+ // the same absolute value after the bitshift that we would return if [ret] were
+ // positive, thus repairing certain broken symmetries in PC-98 Touhou.
+ ret += 255;
+ }
return ((ret >> 8) + center);
}
You could also do this in a branchless way, which is coincidentally very close to what current Clang would generate if you just wrote a regular division by 256. This branchless way does seem slightly slower on a 486 though, as it adds a constant >8 cycles worth of instructions. The branching implementation only adds >4 cycles for positive numbers and >3 for negative ones.
But that would be deep quirk-fixing territory. uth05win just uses floating-point math for this transformation, exchanging master.lib's 8-bit lookup tables for the C library's regular sin() and cos() functions, but bypassing the issue like this also forms the single biggest source of porting inaccuracy. Can't really win here… 🤷
Now it will be interesting to see whether ZUN worked around this inaccuracy in certain places by using slightly lower left- or up-pointing angles…
Alright, but aren't we still missing the single biggest quirk about bullets in TH02? What's with Reimu's hitbox misaligning when dying? I can't release a blog post about TH02's bullet system without solving the single most infamous bullet-related mystery that this game has to offer. So, time to start a third push for looking at all the player movement, rendering, and death sequence code…
If you remember the code above, there is no way that a hitbox defined using hardcoded numbers can ever shift in response to anything. Any so-called hitbox misalignment would therefore be a player position misalignment, which sounds even harder to believe. And sure enough, after decompiling all of it, there's nothing of that sort to be found in the player code either.
If we take player position misalignment literally, we're only left with one other place where it could possibly somehow come from: the strange vertical shaking you can observe right in the first few frames of most stages. So let's visualize the hitbox and… nope, the shaking is purely a scrolling bug, nothing about it changes the internal player position used for collision detection.
So, uh, what are people even talking about? It doesn't help that noone cites any source for this claim and just presents it as a natural and seemingly self-evident fact, as if it was the most obvious and most easily verified property about the game.
Thankfully though, there have been two relativelyrecent videos about the issue, but both of them only showcase the supposed hitbox shifting in relation to a specific safespot at the end of the Extra Stage midboss. So is that what's been going on here? The community taking the game's behavior in just a single instance of collision detection within a single stage, and extending it to a general claim about the game as a whole?
But indeed, the described behavior cleanly reproduces every time. Enter the spot with 2 remaining lives and you survive, but enter with 1 remaining life and you die:
Whatever this is about, it's not due to a difference in hitboxes because Reimu's position demonstrably stays identical. But if we switch between these two videos, we can easily spot that it's the patterns that are different! With 1 life left, the pattern moves at an ever so slightly slower speed, which apparently adds up to a life-or-death difference at that specific spot.
And that's what the supposed hitbox shifting ultimately boils down to: The natural impact of rank on patterns, adjusting bullet speed with a factor of ((playperf + 48) / 48) times 1/16 pixels. And nothing else.
Let's visualize the hitbox and also track one of the bullets:
If we look at the respective frames in the playperf = +2 case, we see that the bullet misses the hitbox by either one or two pixels on three successive frames:
That's not a safespot, that's Reimu barely surviving only thanks to rounding.
So, for once, this is not a quirk, and doesn't even qualify as a "funny ZUN code moment" if you ask me. This is the game working exactly as designed, and it's the players who are instead making wild assumptions about safespots that only hold when the rank system plugs very specific numbers into the game's fixed-point math.
If anything, you could make the stronger case that this safespot should not work under any circumstance. If the game tested the whole parallelogram covered by a bullet's trajectory between two successive frames instead of just looking at a bullet's current position, it would consistently detect this collision regardless of rank. But even the later games don't go to these lengths.
By testing with parallelograms, the game would not only look at the distinct bullet positions in green, but also detect that the bullet traveled through the position highlighted in cyan, which does lie fully within the hitbox.
Amusingly, if you die twice before this pattern and reach a rank of -2, bullet speed drops enough for the safespot to work again:
It's even the same bullet that fails to hit Reimu, although coming in 5 frames later.
If you're now sad because you liked the idea of ZUN deliberately putting hitbox-shifting code into the game, you don't have to be! You might have already noticed it in the 1-life videos above, but TH02 does have one funny but inconsequential instance of death-induced player position shifting. In the 19 frames between the end of the animation and Reimu respawning at the bottom of the playfield, ZUN just adds 4 pixels to Reimu's Y position. You don't really notice it because the game doesn't render Reimu's sprite during these frames, but this modified position still partakes in collision detection, causing bullets to be removed accordingly.
Hilariously, ZUN was well aware that this shift could move the player's Y position beyond the bottom of the playfield, and thus cause sparks to be spawned at Y coordinates larger than 400. So he just… wrapped these spark spawn coordinates back into the visible range of VRAM, thus moving them to the top of the playfield…
The off-center spawn point of these sparks was the only actual bug in this delivery, by the way.
To round out the third push, I took some of the Anything budget towards finalizing random bits of previously RE'd TH04 and TH05 code that wouldn't add anything more to this blog post. These posts aren't really meant to be a reference – that's the job of the code, the actual primary source of the facts discussed here – but people have still started to use them as such. So it makes sense to try focusing them a bit more in the future, and not bundle all too many topics into a single one.
This finalization work was mostly centered on some tile rendering and .STD file loading boilerplate, but it also covered some of TH05's unfortunately undecompilable HUD number display code. The irony is that it's actually quite good ASM code that makes smart register choices and uses secondary side effects of certain instructions in a way that's clever but not overly incomprehensible. Too bad that these optimizations have no right to exist in logic code that is called way less than once per frame…
Next up: An unexpected quick return to the Shuusou Gyoku Linux port, as Arch Linux is bullying us onto SDL 3 faster than I would have liked.
P0240
TH04 PI/RE (Stage 5 star rendering + Stage 6 Yuuka checkerboard + Custom entity structures, part 1/2)
P0241
TH04 PI/RE (Custom entity structures, part 2/2 + Thick laser structure + PI false positives + .STD loading)
💰 Funded by:
JonathKane, Blue Bolt, [Anonymous]
🏷️ Tags:
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…)
Turns out I was not quite done with the TH01 Anniversary Edition yet.
You might have noticed some white streaks at the beginning of Sariel's
second form, which are in fact a bug that I accidentally added to the
initial release.
These can be traced back to a quirk
I wasn't aware of, and hadn't documented so far. When defeating Sariel's
first form during a pattern that spawns pellets, it's likely for the second
form to start with additional pellets that resemble the previous pattern,
but come out of seemingly nowhere. This shouldn't really happen if you look
at the code: Nothing outside the typical pattern code spawns new pellets,
and all existing ones are reset before the form transition…
Except if they're currently showing the 10-frame delay cloud
animation , activated for all pellets during the symmetrical radial 2-ring
pattern in Phase 2 and left activated for the rest of the fight. These
pellets will continue their animation after the transition to the second
form, and turn into regular pellets you have to dodge once their animation
completed.
By itself, this is just one more quirk to keep in mind during refactoring.
It only turned into a bug in the Anniversary Edition because the game tracks
the number of living pellets in a separate counter variable. After resetting
all pellets, this counter is simply set to 0, regardless of any delay cloud
pellets that may still be alive, and it's merely incremented or decremented
when pellets are spawned or leave the playfield.
In the original game, this counter is only used as an optimization to skip
spawning new pellets once the cap is reached. But with batched
EGC-accelerated unblitting, it also makes sense to skip the rather costly
setup and shutdown of the EGC if no pellets are active anyway. Except if the
counter you use to check for that case can be 0 even if there are
pellets alive, which consequently don't get unblitted…
There is an optimal fix though: Instead of unconditionally resetting the
living pellet counter to 0, we decrement it for every pellet that
does get reset. This preserves the quirk and gives us a
consistently correct counter, allowing us to still skip every unnecessary
loop over the pellet array.
Cutting out the lengthy defeat animation makes it easier to see where the
additional pellets come from.
Cutting out the lengthy defeat animation makes it easier to see where the
additional pellets come from. Also, note how regular unblitting resumes
once the first pellet gets clipped at the top of the playfield – the
living pellet counter then gets decremented to -1, and who uses
<= rather than == on a seemingly unsigned
counter, right?
Cutting out the lengthy defeat animation makes it easier to see where the
additional pellets come from.
Ultimately, this was a harmless bug that didn't affect gameplay, but it's
still something that players would have probably reported a few more times.
So here's a free bugfix:
P0229
TH01 debloating (Single-executable build, part 1/2)
P0230
TH01 debloating (Single-executable build, part 2/2)
P0231
Research (Spawning TSRs from C)
P0232
Portability (PC-98 platform layer, part 1)
P0233
Research (Performance of various PC-98 blitting approaches)
P0234
TH01 Anniversary Edition (Removing interlaced pellet rendering + Merging previous fixes)
💰 Funded by:
Ember2528, [Anonymous]
🏷️ Tags:
128 commits! Who would have thought that the ideal first release of the TH01
Anniversary Edition would involve so much maintenance, and raise so many
research questions? It's almost as if the real work only starts after
the 100% finalization mark… Once again, I had to steal some funding from the
reserved JIS trail word pushes to cover everything I liked to research,
which means that the next towards the
anything goal will repay this debt. Luckily, this doesn't affect any
immediate plans, as I'll be spending March with tasks that are already fully
funded.
So, how did this end up so massive? The list of things I originally set out
to do was pretty short:
Build entire game into single executable
Fix rendering issues in the one or two most important parts of the game
for a good initial impression
But even the first point already started with tons of little cleanup
commits. A part of them can definitely be blamed on the rush to hit the 100%
decompilation mark before the 25th anniversary last August.
However, all the structural changes that I can't commit to
master reveal how much of a mess the TH01 codebase actually
is.
Merging the executables is mainly difficult because of all the
inconsistencies between REIIDEN.EXE and FUUIN.EXE.
The worst parts can be found in the REYHI*.DAT format code and
the High Score menu, but the little things are just as annoying, like how
the current score is an unsigned variable in
REIIDEN.EXE, but a signed one in FUUIN.EXE.
If it takes me this long and this many
commits just to sort out all of these issues, it's no wonder that the only
thing I've seen being done with this codebase since TH01's 100%
decompilation was a single porting attempt that ended in a rather quick
ragequit.
So why are we merging the executables in preparation for the Anniversary
Edition, and not waiting with it until we start doing ports?
Distributing and updating one executable is cleaner than doing the same
with three, especially as long as installation will still involve manually
dropping the new binary into the game directory.
The Anniversary Edition won't be the only fork binary. We are already
going to start out with a separate DEBLOAT.EXE that contains
only the bloat removal changes without any bug fixes, and spaztron64
will probably redo his seizure-less edition. We don't want to clutter
the game directory with three binaries for each of these fork builds, and we
especially don't want to remember things like oh, but this fork
only modifies REIIDEN.EXE…
All forks should run side-by-side with the original game. During the
time I was maintaining thcrap, I've had countless bug reports of people
assuming that thcrap was
responsible for bugs that were present in the original game, and the
same is certain to happen with the Anniversary Edition. Separate binaries
will make it easier for everyone to check where these bugs came from.
Also, I'd like to make a point about how bloated the original
three-executable structure really is, since I've heard people defending it
as neat software architecture. Really, even in Real Mode where you typically
want to use as little of the 640 KiB of conventional memory as possible, you
don't want to split your game up like this.
The game actually is so bloated that the combined binary ended up
smaller than the original REIIDEN.EXE. If all you see are the
file sizes of the original three executables, this might look like a
pretty impressive feat. Like, how can we possibly get 407,812
bytes into less than 238,612 bytes, without using compression?
If you've ever looked at the linker map though, it's not at all surprising.
Excluding the aforementioned inconsistencies that are hard to quantify,
OP.EXE and FUUIN.EXE only feature 5,767 and 6,475
bytes of unique code and data, respectively. All other code in these
binaries is already part of REIIDEN.EXE, with more than half of
the size coming from the Borland C++ runtime. The single worst offender here
is the C++ exception handler that Borland forces
onto every non-.COM binary by default, which alone adds 20,512 bytes
even if your binary doesn't use C++ exceptions.
On a more hilarious note, this
single line is responsible for pulling another unnecessary 14,242 bytes
into OP.EXE and FUUIN.EXE. This floating-point
multiplication is completely unnecessary in this context because all
possible parameters are integers, but it's enough for Turbo C++ and TLINK to
pull in the entire x87 FPU emulation machinery. These two binaries don't
even draw lines, but since this function is part of the general
graphics code translation unit and contains other functions that these
binaries do need, TLINK links in the entire thing. Maybe, multiple
executables aren't the best choice either if you use a linker that can't do
dead code elimination…
Since the 📝 Orb's physics do turn the entire
precision of a double variable into gameplay effects, it's not
feasible to ever get rid of all FPU code in TH01. The exception handler,
however, can
be removed, which easily brings the combined binary below the size of
the original REIIDEN.EXE. Compiling all code with a single set
of compiler optimization flags, including the more x86-friendly
pascal calling convention, then gets us a few more KB on top.
As does, of course, removing unused code: The only remaining purpose of
features such as 📝 resident palettes is to
potentially make porting more difficult for anyone who doesn't immediately
realize that nothing in the game uses these functions.
Technically, all unused code would be bloat, but for now, I'm keeping
the parts that may tell stories about the game's development history (such
as unused effects or the 📝 mouse cursor), or
that might help with debugging. Even with that in mind, I've only scratched
the surface when it comes to bloat removal, and the binary is only going to
get smaller from here. A lot smaller.
If only we now could start MDRV98 from this new combined binary, we wouldn't
need a second batch file either…
Which brings us to the first big research question of this delivery. Using
the C spawn() function works fine on this compiler, so
spawn("MDRV98.COM") would be all we need to do, right? Except
that the game crashes very soon after that subprocess returned.
So it's not going to be that easy if the spawned process is a TSR.
But why should this be a problem? Let's take a look at the DOS heap, and how
DOS lays out processes in conventional memory if we launch the game
regularly through GAME.BAT:
The batch file starts MDRV98 first, which will therefore end up below
the game in conventional memory. This is perfect for a TSR: The program can
resize itself arbitrarily before returning to DOS, and the rest of memory
will be left over for the game. If we assume such a layout, a DOS program
can implement a custom memory allocator in a very simple way, as it only has
to search for free memory in one direction – and this is exactly how Borland
implemented the C heap for functions like malloc() and
free(), and the C++ new and delete
operators.
But if we spawn MDRV98 after starting TH01, well…
MDRV98 will spawn in the next free memory location, allocate itself, return
to TH01… which suddenly finds its C heap blocked from growing. As a result,
the next big allocation will immediately fail with a rather misleading "out
of memory" error.
So, what can we do about this? Still in a bloat removal mindset, my gut
reaction was to just throw out Borland's C heap implementation, and replace
it with a very thin wrapper around the DOS heap as managed by INT 21h,
AH=48h/49h/4Ah. Like, why
did these DOS compilers even bother with a custom allocator in the first
place if DOS already comes with a perfectly fine native one? Using the
native allocator would completely erase the distinction between TSR memory
and game memory, and inherently allow the game to allocate beyond
MDRV98.
I did in fact implement this, and noticed even more benefits:
While DOS uses 16 bytes rather than Borland's 4 bytes for the control
structure of each memory block, this larger size automatically aligns all
allocations to 16-byte boundaries. Therefore, all allocation addresses would
fit into 16-bit segment-only pointers rather than needing 32-bit
far ones. On the Borland heap, the 4-byte header further limits
regular far pointers to 65,532 bytes, forcing you into
expensive huge pointers for bigger allocations.
Debuggers in DOS emulators typically have features to show and manage
the DOS heap. No need for custom debugging code.
You can change the memory placement
strategy to allocate from the top of conventional memory down to the
bottom. This is how the games allocate their resident structures.
Ultimately though, the drawbacks became too significant. Most of them are
related to the PC-98 Touhou games only ever creating a single DOS
process, even though they contain multiple executables.
Switching executables is done via exec(), which resizes a
program's main allocation to match the new binary and then overwrites the
old program image with the new one. If you've ever wondered why DOSBox-X
only ever shows OP as the active process name in the title bar,
you now know why. As far as DOS is concerned, it's still the same
OP.EXE process rooted at the same segment, and
exec() doesn't bother rewriting the name either. Most
importantly though, this is how REIIDEN.EXE can launch into
another REIIDEN.EXE process even if there are less than 238,612
bytes free when exec() is called, and without consuming more
memory for every successive binary.
For now, ANNIV.EXE still re-exec()s itself at
every point where the original game did, as ZUN's original code really
depends on being reinitialized at boss and scene boundaries. The resulting
accidental semi-hot reloading is also a useful property to retain
during development.
So why is the DOS heap a bad idea for regular game allocation after all?
Even DOS automatically releases all memory associated with a process
during its termination. But since we keep running the same process until the
player quits out of the main menu, we lose the C heap's implicit cleanup on
exec(), and have to manually free all memory ourselves.
Since the binary can be larger after hot reloading, we in fact have
to allocate all regular memory using the last fit strategy.
Otherwise, exec() fails to resize the program's main block for
the same reason that crashed the game on our initial attempt to
spawn("MDRV98.COM").
Just like Borland's heap implementation, the DOS heap stores its control
structures immediately before each allocation, forming a singly linked list.
But since the entire OS shares this single list, corruptions from heap
overflows also affect the whole system, and become much more disastrous.
Theoretically, it might be possible to recover from them by forcibly
releasing all blocks after the last correct one, or even by doing a
brute-force search for valid memory
control blocks, but in reality, DOS will likely just throw error code #7
(ERROR_ARENA_TRASHED) on the next memory management syscall,
forcing a reboot.
With a custom allocator, small corruptions remain isolated to the process.
They can be even further limited if the process adds some padding between
its last internal allocation and the end of the allocated DOS memory block;
Borland's heap sort of does this as well by always rounding up the DOS block
to a full KiB. All this might not make a difference in today's emulated and
single-tasked usage, but would have back then when software was still
developed inside IDEs running on the same system.
TH01's debug mode uses heapcheck() and
heapchecknode(), and reimplementing these on top of the DOS
heap is not trivial. On the contrary, it would be the most complicated part
of such a wrapper, by far.
I could release this DOS heap wrapper in unused form for another push if
anyone's interested, but for now, I'm pretty happy with not actually using
it in the games. Instead, let's stay with the Borland C heap, and find a way
to push MDRV98 to the very top of conventional RAM. Like this:
Which is much easier said than done. It would be nice if we could just use
the last fit allocation strategy here, but .COM executables always
receive all free memory by default anyway, which eliminates any difference
between the strategies.
But we can still change memory itself. So let's temporarily claim all
remaining free memory, minus the exact amount we need for MDRV98, for our
process. Then, the only remaining free space to spawn MDRV98 is at the exact
place where we want it to be:
Now we only need to know how much memory to not temporarily allocate. First,
we need to replicate the assumption that MDRV98's -M7
command-line parameter corresponds to a resident size of 23,552 bytes. This
is not as bad as it seems, because the -M parameter explicitly
has a KiB unit, and we can nicely abstract it away for the API.
The (env.) block though? Its minimum size equals the combined length
of all environment variables passed to the process, but its maximum size is…
not limited at all?! As in, DOS implementations can add and have
historically added more free space because some programs insisted on storing
their own new environment variables in this exact segment. DOSBox and
DOSBox-X follow this tradition by providing a configuration option for the
additional amount of environment space, with the latter adding 1024
additional bytes by default, y'know, just in case someone wants to compile
FreeDOS on a slow emulator. It's not even worth sending a bug report for
this specific case, because it's only a symptom of the fact that
unexpectedly large program environment blocks can and will happen, and are
to be expected in DOS land.
So thanks to this cruel joke, it's technically impossible to achieve what we
want to do there. Hooray! The only thing we can kind of do here is an
educated guess: Sum up the length of all environment variables in our
environment block, compare that length against the allocated size of the
block, and assume that the MDRV98 process will get as much additional memory
as our process got. 🤷
The remaining hurdles came courtesy of some Borland C runtime implementation
details. You would think that the temporary reallocation could even be done
in pure C using the sbrk(), coreleft(), and
brk() functions, but all values passed to or returned from
these functions are inaccurate because they don't factor in the
aforementioned KiB padding to the underlying DOS memory block. So we have to
directly use the DOS syscalls after all. Which at least means that learning
about them wasn't completely useless…
The final issue is caused inside Borland's
spawn() implementation. The environment block for the
child process is built out of all the strings reachable from C's
environ pointer, which is what that FreeDOS build process
should have used. Coalescing them into a single buffer involves yet
another C heap allocation… and since we didn't report our DOS memory block
manipulation back to the C heap, the malloc() call might think
it needs to request more memory from DOS. This resets the DOS memory block
back to its intended level, undoing our manipulation right before the actual
INT 21h, AH=4Bh
EXEC syscall. Or in short:
Manipulate DOS heap ➜ spawn() call ➜_LoadProg() ➜ allocate and prepare environment block ➜ _spawn() ➜ DOS EXEC syscall
The obvious solution: Replace _LoadProg(), implement the
coalescing ourselves, and do it before the heap manipulation. Fortunately,
Borland's internal low-level _spawn() function is not
static, so we can call it ourselves whenever we want to:
Allocate and prepare environment block ➜ manipulate DOS heap ➜ _spawn() call ➜EXEC syscall
So yes, launching MDRV98 from C can be done, but it involves advanced
witchcraft and is completely ridiculous.
Launching external sound drivers from a batch file is the right way
of doing things.
Fortunately, you don't have to rely on this auto-launching feature. You can
still launch DEBLOAT.EXE or ANNIV.EXE from a batch
file that launched MDRV98.COM before, and the binaries will
detect this case and skip the attempt of launching MDRV98 from C. It's
unlikely that my heuristic will ever break, but I definitely recommend
replicating GAME.BAT just to be completely sure – especially
for user-friendly repacks that don't want to include the original game
anyway.
This is also why ANNIV.EXE doesn't launch
ZUNSOFT.COM: The "correct" and stable way to launch
ANNIV.EXE still involves a batch file, and I would say that
expecting people to remove ZUNSOFT.COM from that file is worse
than not playing the animation. It's certainly a debate we can have, though.
This deep dive into memory allocation revealed another previously
undocumented bug in the original game. The RLE decompression code for the
東方靈異.伝 packfile contains two heap overflows, which are
actually triggered by SinGyoku's BOSS1_3.BOS and Konngara's
BOSS8_1.BOS. They only do not immediately crash the game when
loading these bosses thanks to two implementation details of Borland's C
heap.
Obviously, this is a bug we should fix, but according to the definition of
bugs, that fix would be exclusive to the anniversary branch.
Isn't that too restrictive for something this critical? This code is
guaranteed to blow up with a different heap implementation, if only in a
Debug build. And besides, nobody would notice a fix
just by looking at the game's rendered output…
Looks like we have to introduce a fourth category of weird code, in addition
to the previous bloat, bug, and quirk categories, for
invisible internal issues like these. Let's call it landmine, and fix
them on the debloated branch as well. Thanks to
Clerish for the naming inspiration!
With this new category, the full definitions for all categories have become
quite extensive. Thus, they now live in CONTRIBUTING.md
inside the ReC98 repository.
With the new discoveries and the new landmine category, TH01 is now at 67
bugs and 20 landmines. And the solution for the landmine in question? Simplifying
the 61 lines of the original code down to 16. And yes, I'm including
comments in these numbers – if the interactions of the code are complex
enough to require multi-paragraph comments, these are a necessary and
valid part of the code.
While we're on the topic of weird code and its visible or invisible effects,
there's one thing you might be concerned about. With all the rearchitecting
and data shifting we're doing on the debloated branch, what
will happen to the 📝 negative glitch stages?
These are the result of a clearly observable bug that, by definition, must
not be fixed on the debloated branch. But given that the
observable layout of the glitch stages is defined by the memory
surrounding the scene stage variable, won't the
debloated branch inherently alter their appearance (= ⚠️
fanfiction ⚠️), or even remove them completely?
Well, yes, it will. But we can still preserve their layout by
hardcoding
the exact original data that the game would originally read, and even emulate
the original segment relocations and other pieces of global data.
Doing this is feasible thanks to the fact that there are only 4 glitch
stages. Unfortunately, the same can't be said for the timer values, which
are determined by an array lookup with the un-modulo'd stage ID. If we
wanted to preserve those as well, we'd have to bundle an exact copy of the
original REIIDEN.EXE data segment to preserve the values of all
32,768 negative stages you could possibly enter, together with a map
of all relocations in this segment. 😵 Which I've decided against for now,
since this has been going on for far too long already. Let's first see if
anyone ever actually complains about details like this…
Alright, time to start the anniversary branch by rendering
everything at its correct internal unaligned X position? Eh… maybe not quite
yet. If we just hacked all the necessary bit-shifting code into all the
format-specific blitting functions, we'd still retain all this largely
redundant, bad, and slow code, and would make no progress in terms of
portability. It'd be much better to first write a single generic blitter
that's decently optimized, but supports all kinds of sprites to make this
optimization actually worth something.
So, next research question: How would such a blitter look like? After I
learned during my
📝 first foray into cycle counting that port
I/O is slow on 486 CPUs, it became clear that TH04's
📝 GRCG batching for pellets was one of the
more useful optimizations that probably contributed a big deal towards
achieving the high bullet counts of that game. This leads to two
conclusions:
master.lib's super_*() sprite functions are slow, and not
worth looking at for inspiration. Even the 📝 tiny format reinitializes the GRCG on every color change, wasting 80
cycles.
Hence, our low-level blitting API should not even care about colors. It
should only concern itself with blitting a given 1bpp sprite to a single
VRAM segment. This way, it can work for both 4-plane sprites and
single-plane sprites, and just assume that the GRCG is active.
Maybe we should also start by not even doing these unaligned bit shifts
ourselves, and instead expect the call site to
📝 always deliver a byte-aligned sprite that is correctly preshifted,
if necessary? Some day, we definitely should measure how slow runtime
shifting would really be…
What we should do, however, are some further general optimizations that I
would have expected from master.lib: Unrolling the vertical
loop, and baking a single function for every sprite width to eliminate
the horizontal loop. We can then use the widest possible x86
MOV instruction for the lowest possible number of cycles per
row – for example, we'd blit a 56-wide sprite with three MOVs
(32-bit + 16-bit + 8-bit), and a 64-wide one with two 32-bit
MOVs.
Or maybe not? There's a lot of blitting code in both master.lib and PC-98
Touhou that checks for empty bytes within sprites to skip needlessly writing
them to VRAM:
Which goes against everything you seem to know about computers. We aren't
running on an 8-bit CPU here, so wouldn't it be faster to always write both
halves of a sprite in a single operation?
That's a single CPU instruction, compared to two instructions and two
branches. The only possible explanation for this would be that VRAM writes
are so slow on PC-98 that you'd want to avoid them at all costs, even
if that means additional branching on the CPU to do so. Or maybe that was
something you would want to do on certain models with slow VRAM, but not on
others?
So I wrote a benchmark to answer all these questions, and to compare my new
blitter against typical TH01 blitting code:
A not really representative run on DOSBox-X. Since the master.lib sprite
functions are also unbatched, I expect them to not be much faster than
the naive C implementation.
2023-03-05-blitperf.zip
And here are the real-hardware results I've got from the PC-9800
Central Discord server:
PC-286LS
PC-9801ES
PC-9821Cb/Cx
PC-9821Ap3
PC-9821An
PC-9821Nw133
PC-9821Ra20
80286, 12 MHz
i386SX, 16 MHz
486SX, 33 MHz
486DX4, 100 MHz
Pentium, 90 MHz
Pentium, 133 MHz
Pentium Pro, 200 MHz
1987
1989
1994
1994
1994
1997
1996
Unchecked
C
GRCG
36,85
38,42
26,02
26,87
3,98
4,13
2,08
2,16
1,81
1,87
0,86
0,89
1,25
1,25
MOVS
GRCG
15,22
16,87
9,33
10,19
1,22
1,37
0,44
0,44
MOV
GRCG
15,42
17,08
9,65
10,53
1,15
1,3
0,44
0,44
4-plane
37,23
43,97
29,2
32,96
4,44
5,01
4,39
4,67
5,11
5,32
5,61
5,74
6,63
6,64
Checking first
GRCG
17,49
19,15
10,84
11,72
1,27
1,44
1,04
1,07
0,54
0,54
4-plane
46,49
53,36
35,01
38,79
5,66
6,26
5,43
5,74
6,56
6,8
8,08
8,29
10,25
10,29
Checking second
GRCG
16,47
18,12
10,77
11,65
1,25
1,39
1,02
0,51
0,51
4-plane
43,41
50,26
33,79
37,82
5,22
5,81
5,14
5,43
6,18
6,4
7,57
7,77
9,58
9,62
Checking both
GRCG
16,14
18,03
10,84
11,71
1,33
1,49
1,01
0,49
0,49
4-plane
43,61
50,45
34,11
37,87
5,39
5,99
4,92
5,23
5,88
6,11
7,19
7,43
9,1
9,13
Amount of frames required to render 2000 16×8 pellet sprites on a variety of
PC-98 models, using the new generic blitter. Both preshifted (first column)
and runtime-shifted (second column) sprites were tested; empty columns
correspond to times faster than a single frame. Thanks to cuba200611,
Shoutmon, cybermind, and Digmac for running the tests!
The key takeaways:
Checking for empty bytes has never been a good idea.
Preshifting sprites made a slight difference on the 286. Starting with
the 386 though, that difference got smaller and smaller, until it completely
vanished on Pentium models. The memory tradeoff is especially not worth it
for 4-plane sprites, given that you would have to preshift each of the 4
planes and possibly even a fifth alpha plane. Ironically, ZUN only ever
preshifted monochrome single-bitplane sprites with a width of 8 pixels.
That's the smallest possible amount of memory a sprite can possibly take,
and where preshifting consequently has the smallest effect on performance.
Shifting 8-wide sprites on the fly literally takes a single ROL
or ROR instruction per row.
You might want to use MOVS instead of MOV when
targeting the 286 and 386, but the performance gains are barely worth the
resulting mess you would make out of your blitting code. On Pentium models,
there is no difference.
Use the GRCG whenever you have to render lots of things that share a
static 8×1 pattern.
These are the PC-98 models that the people who are willing to test your
newly written PC-98 code actually use.
Since this won't be the only piece of game-independent and explicitly
PC-98-specific custom code involved in this delivery, it makes sense to
start a
dedicated PC-98 platform layer. This code will gradually eliminate the
dependency on master.lib and replace it with better optimized and more
readable C++ code. The blitting benchmark, for example, is already
implemented completely without master.lib.
While this platform layer is mainly written to generate optimal code within
Turbo C++ 4.0J, it can also serve as general PC-98 documentation for
everyone who prefers code over machine-translating old Japanese books. Not
to mention the immediacy of having all actual relevant information in
one place, which might otherwise be pretty well hidden in these books, or
some obscure old text file. For example, did you know that uploading gaiji
via INT 18h might end up disabling the VSync interrupt trigger,
deadlocking the process on the next frame delay loop? This nuisance is not
replicated by any emulators, and it's quite frustrating to encounter it when
trying to run your code on real hardware. master.lib works around it by
simply hooking INT 18h and unconditionally reenabling the VSync
interrupt trigger after the original handler returns, and so does our
platform layer.
So, with the pellet draw calls batched and routed through the new renderer,
we should have gained enough free CPU cycles to disable
📝 interlaced pellet rendering without any
impact on frame rates?
Well, kinda. We do get 56.4 FPS, but only together with noticeable and
reproducible tearing in the top part of the playfield, suggesting exactly
why ZUN interlaced the rendering in the first place. 😕 So have we
already reached the limit of single-buffered PC-98 games here, or can we
still do something about it?
As it turns out, the main bottleneck actually lies in the pellet
unblitting code. Every EGC-"accelerated" unblitting call in TH01 is
as unbatched as the pellet blitting calls were, spending an additional 17
I/O port writes per call to completely set up and shut down the EGC, every
time. And since this is TH01, the two-instruction operation of changing the
active PC-98 VRAM page isn't inlined either, but instead done via a function
call to a faraway segment. On the 486, that's:
>341 cycles for EGC setup and teardown, plus
>72 cycles for each 16-pixel chunk to be unblitted.
This sums up to
>917 cycles of completely unnecessary work for every active pellet,
in the optimal 50% of cases where it lies on an even VRAM byte,
or
>1493 cycles if it lies on an odd VRAM byte, because ZUN's code
extends the unblitted rectangle to a gargantuan 32×8 pixels in this case
And this calculation even ignores the lack of small micro-optimizations that
could further optimize the blitting loop. Multiply that by the game's pellet
cap of 100, and we get a 6-digit number of wasted CPU cycles. On
paper, that's roughly 1/6 of the time we have for each
of our target 56.423 FPS on the game's target 33 MHz systems. Might not
sound all too critical, but the single-buffered nature of the game means
that we're effectively racing the beam on every frame. In turn, we have to
be even more serious about performance.
So, time to also add a batched EGC API to our PC-98 platform layer? Writing
our own EGC code presents a nice opportunity to finally look deeper into all
its registers and configuration options, and see what exactly we can do
about ZUN's enforced 16-pixel alignment.
To nobody's surprise, this alignment is completely unnecessary, and only
displays a lack of knowledge about the chip. While it is true that
the EGC wants VRAM to be exclusively addressed in 16-bit chunks at
16-bit-aligned addresses, it specifically provides
an address register (0x4AC) for shifting the horizontal
start offsets of the source and destination to any pixel within the
16 pixels of such a chunk, and
a bit length register (0x4AE) for specifying the total
width of pixels to be transferred, which also implies the correct end
offsets.
And it gets even better: After ⌈bitlength ÷ 16⌉ write
instructions, the EGC's internal shifter state automatically reinitializes
itself in preparation for blitting another row of pixels with the same
initially configured bit addresses and length. This is perfect for blitting
rectangles, as two I/O port writes before the start of your blitting loop
are enough to define your entire rectangle.
The manual nature of reading and writing in 16-pixel chunks does come with a
slight pitfall though. If the source bit address is larger than the
destination bit address, the first 16-bit read won't fill the EGC's internal
shift register with all pixels that should appear in the first 16-pixel
destination chunk. In this case, the EGC simply won't write anything and
leave the first chunk unchanged. In a
📝 regular blitting loop, however, you expect
that memory to be written and immediately move on to the next chunks within
the row. As a result, the actual blitting process for such a rectangle will
no longer be aligned to the configured address and bit length. The first row
of the rectangle will appear 16 pixels to the right of the destination
address, and the second one will start at bit offset 0 with pixels from the
rightmost byte of the first line, which weren't blitted and remained in the
tile register.
There is an easy solution though: Before the horizontal loop on each line of
the rectangle, simply read one additional 16-pixel chunk from the source
location to prefill the shift register. Thankfully, it's large enough to
also fit the second read of the then full 16 pixels, without dropping any
pixels along the way.
And that's how we get arbitrarily unaligned rectangle copies with the EGC!
Except for a small register allocation trick to use two-register addressing,
there's not much use in further optimizations, as the runtime of these
inter-page blit operations is dominated by the VRAM page switches anyway.
Except that T98-Next seems to disagree about the register prefilling issue:
Every other emulator agrees with real hardware in this regard, so we can
safely assume this to be a bug in T98-Next. Just in case this old emulator
with its last release from June 2010 still has any fans left nowadays… For
now though, even they can still enjoy the TH01 Anniversary Edition: The only
EGC copy algorithm that TH01 actually needs is the left one during the
single-buffered tests, which even that emulator gets right.
That only leaves
📝 my old offer of documenting the EGC raster ops,
and we've got the EGC figured out completely!
And that did in fact remove tearing from the pellet rendering function! For
the first time, we can now fight Elis, Kikuri, Sariel, and Konngara with a
doubled pellet frame rate:
Switchable videos like these can nicely provide evidence that these
changes have no effect on gameplay, making it easy to see that the Orb
still collides with all pellets on the same frames. Also, check out the
difference in remaining conventional memory (coreleft)…
With only pellets and no other animation on screen, this exact pattern
presents the optimal demonstration case for the new unblitter. But as you
can already tell from the invincibility sprites, we'd also need to route
every other kind of sprite through the same new code. This isn't all too
trivial: Most sprites are still rendered at byte-aligned positions, and
their blitting APIs hide that fact by taking a pixel position regardless.
This is why we can't just replace ZUN's original 16-pixel-aligned EGC
unblitting function with ours, and always have to replace both the blitter
and the unblitter on a per-sprite basis.
To completely remove all flickering, we'd also like to get rid of all the
sprite-specific unblit ➜ update ➜ render sequences, and instead
gather all unblitting code to the beginning of the game loop, before any
update and rendering calls. So yeah, it will take a long time to completely
get rid of all flickering. Until we're there, I recommend any backer to tell
me their favorite boss, so that I can focus on getting that one
rendered without any flickering. Remember that here at ReC98, we can have a
Touhou character popularity contest at any time during the year, whenever
the store is open!
In the meantime, the consistent use of 8×8 rectangles during pellet
unblitting does significantly reduce flickering across the entire game,
and shrinks certain holes that pellets tend to rip into lazily reblitted
sprites:
SinGyoku's "crossing pellets" pattern, shortly before completing
the transformation back to the sphere.
To round out the first release, I added all the other bug fixes to achieve
parity with my previously released patched REIIDEN.EXE builds:
I removed the 📝 shootout laser crash by
simply leaving the lasers on screen if a boss is defeated,
prevented the HP bar heap corruption bug in test or debug mode by not
letting it display negative HP in the first place, and
So here it is, the first build of TH01's Anniversary Edition:
2023-03-05-th01-anniv.zip Edit (2023-03-12): If you're playing on Neko Project and seeing more
flickering than in the original game, make sure you've checked the Screen
→ Disp vsync option.
Next up: The long overdue extended trip through the depths of TH02's
low-level code. From what I've seen of it so far, the work on this project
is finally going to become a bit more relaxing. Which is quite welcome
after, what, 6 months of stressful research-heavy work?
P0201
TH01 decompilation (SinGyoku, part 1/2: Preparation + sphere movement + patterns 1-2)
P0202
TH01 decompilation (SinGyoku, part 2/2: Patterns 3-6 + main function + Missiles, part 2/2 + YuugenMagan setup)
💰 Funded by:
Ember2528, Yanga, [Anonymous]
🏷️ Tags:
The positive:
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.
Two years after
📝 the first look at TH04's and TH05's bullets,
we finally get to finish their logic code by looking at the special motion
types. Bullets as a whole still aren't completely finished as the
rendering code is still waiting to be RE'd, but now we've got everything
about them that's required for decompiling the midboss and boss fights of
these games.
Just like the motion types of TH01's pellets, the ones we've got here really
are special enough to warrant an enum, despite all the
overlap in the "slow down and turn" and "bounce at certain edges of the
playfield" types. Sure, including them in the bitfield I proposed two years
ago would have allowed greater variety, but it wouldn't have saved any
memory. On the contrary: These types use a single global state variable for
the maximum turn count and delta speed, which a proper customizable
architecture would have to integrate into the bullet structure. Maybe it is
possible to stuff everything into the same amount of bytes, but not without
first completely rearchitecting the bullet structure and removing every
single piece of redundancy in there. Simply extending the system by adding a
new enum value for a new motion type would be way more
straightforward for modders.
Speaking about memory, TH05 already extends the bullet structure by 6 bytes
for the "exact linear movement" type exclusive to that game. This type is
particularly interesting for all the prospective PC-98 game developers out
there, as it nicely points out the precision limits of Q12.4 subpixels.
Regular bullet movement works by adding a Q12.4 velocity to a Q12.4 position
every frame, with the velocity typically being calculated only once on spawn
time from an 8-bit angle and a Q12.4 speed. Quantization errors from this
initial calculation can quickly compound over all the frames a bullet spends
moving across the playfield. If a bullet is only supposed to move on a
straight line though, there is a more precise way of calculating its
position: By storing the origin point, movement angle, and total distance
traveled, you can perform a full polar→Cartesian transformation every frame.
Out of the 10 danmaku patterns in TH05 that use this motion type, the
difference to regular bullet movement can be best seen in Louise's final
pattern:
Louise's final pattern in its original form, demonstrating
exact linear bullet movement. Note how each bullet spawns slightly
behind the delay cloud: ZUN simply forgot to shift the fixed origin
point along with it.The same pattern with standard bullet movement, corrupting
its intended appearance. No delay cloud-related oversights here though,
at least.
Not far away from the regular bullet code, we've also got the movement
function for the infamous curve / "cheeto" bullets. I would have almost
called them "cheetos" in the code as well, which surely fits more nicely
into 8.3 filenames than "curve bullets" does, but eh, trademarks…
As for hitboxes, we got a 16×16 one on the head node, and a 12×12 one on the
16 trail nodes. The latter simply store the position of the head node during
the last 16 frames, Snake style. But what you're all here for is probably
the turning and homing algorithm, right? Boiled down to its essence, it
works like this:
// [head] points to the controlled "head" part of a curve bullet entity.
// Angles are stored with 8 bits representing a full circle, providing free
// normalization on arithmetic overflow.
// The directions are ordered as you would expect:
// • 0x00: right (sin(0x00) = 0, cos(0x00) = +1)
// • 0x40: down (sin(0x40) = +1, cos(0x40) = 0)
// • 0x80: left (sin(0x80) = 0, cos(0x80) = -1)
// • 0xC0: up (sin(0xC0) = -1, cos(0xC0) = 0)
uint8_t angle_delta = (head->angle - player_angle_from(
head->pos.cur.x, head->pos.cur.y
));
// Stop turning if the player is 1/128ths of a circle away from this bullet
const uint8_t SNAP = 0x02;
// Else, turn either clockwise or counterclockwise by 1/256th of a circle,
// depending on what would reach the player the fastest.
if((angle_delta > SNAP) && (angle_delta < static_cast<uint8_t>(-SNAP))) {
angle_delta = (angle_delta >= 0x80) ? -0x01 : +0x01;
}
head_p->angle -= angle_delta;
5 lines of code, and not all too difficult to follow once you are familiar
with 8-bit angles… unlike what ZUN actually wrote. Which is 26 lines,
and includes an unused "friction" variable that is never set to any value
that makes a difference in the formula. uth05win
correctly saw through that all and simplified this code to something
equivalent to my explanation. Redoing that work certainly wasted a bit of my
time, and means that I now definitely need to spend another push on RE'ing
all the shared boss functions before I can start with Shinki.
So while a curve bullet's speed does get faster over time, its
angular velocity is always limited to 1/256th of a
circle per frame. This reveals the optimal strategy for dodging them:
Maximize this delta angle by staying as close to 180° away from their
current direction as possible, and let their acceleration do the rest.
At least that's the theory for dodging a single one. As a danmaku
designer, you can now of course place other bullets at these technically
optimal places to prevent a curve bullet pattern from being cheesed like
that. I certainly didn't record the video above in a single take either…
After another bunch of boring entity spawn and update functions, the
playfield shaking feature turned out as the most notable (and tricky) one to
round out these two pushes. It's actually implemented quite well in how it
simply "un-shakes" the screen by just marking every stage tile to be
redrawn. In the context of all the other tile invalidation that can take
place during a frame, that's definitely more performant than
📝 doing another EGC-accelerated memmove().
Due to these two games being double-buffered via page flipping, this
invalidation only really needs to happen for the frame after the next
one though. The immediately next frame will show the regular, un-shaken
playfield on the other VRAM page first, except during the multi-frame
shake animation when defeating a midboss, where it will also appear shifted
in a different direction… 😵 Yeah, no wonder why ZUN just always invalidates
all stage tiles for the next two frames after every shaking animation, which
is guaranteed to handle both sporadic single-frame shakes and continuous
ones. So close to good-code here.
Finally, this delivery was delayed a bit because -Tom-
requested his round-up amount to be limited to the cap in the future. Since
that makes it kind of hard to explain on a static page how much money he
will exactly provide, I now properly modeled these discounts in the website
code. The exact round-up amount is now included in both the pre-purchase
breakdown, as well as the cap bar on the main page.
With that in place, the system is now also set up for round-up offers from
other patrons. If you'd also like to support certain goals in this way, with
any amount of money, now's the time for getting in touch with me about that.
Known contributors only, though! 😛
Next up: The final bunch of shared boring boss functions. Which certainly
will give me a break from all the maintenance and research work, and speed
up delivery progress again… right?
P0165
TH01 decompilation (Missiles, part 1/2 + large boss sprites, part 1/3)
P0166
TH01 decompilation (Large boss sprites, part 2/3)
P0167
TH01 decompilation (Large boss sprites, part 3/3 + Stage initialization + Defeat animation + Route selection)
💰 Funded by:
Ember2528
🏷️ Tags:
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.
P0160
TH01 decompilation (Pellet speed modification + HUD, part 3 (Stage timer) + Particle system)
P0161
Research (Turbo C++ 4.0J's jump optimization bug after SCOPY@)
💰 Funded by:
Yanga, [Anonymous]
🏷️ Tags:
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.
…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 😛
P0109
TH04/TH05 decompilation (Boss movement / Bullet group tuning)
💰 Funded by:
[Anonymous], Blue Bolt
🏷️ Tags:
Back to TH05! Thanks to the good funding situation, I can strike a nice
balance between getting TH05 position-independent as quickly as possible,
and properly reverse-engineering some missing important parts of the game.
Once 100% PI will get the attention of modders, the code will then be in
better shape, and a bit more usable than if I just rushed that goal.
By now, I'm apparently also pretty spoiled by TH01's immediate
decompilability, after having worked on that game for so long.
Reverse-engineering in ASM land is pretty annoying, after all,
since it basically boils down to meticulously editing a piece of ASM into
something I can confidently call "reverse-engineered". Most of the
time, simply decompiling that piece of code would take just a little bit
longer, but be massively more useful. So, I immediately tried decompiling
with TH05… and it just worked, at every place I tried!? Whatever the issue
was that made 📝 segment splitting so
annoying at my first attempt, I seem to have completely solved it in the
meantime. 🤷 So yeah, backers can now request pretty much any part of TH04
and TH05 to be decompiled immediately, with no additional segment
splitting cost.
(Protip for everyone interested in starting their own ReC project: Just
declare one segment per function, right from the start, then group them
together to restore the original code segmentation…)
Except that TH05 then just throws more of its infamous micro-optimized and
undecompilable ASM at you. 🙄 This push covered the function that adjusts
the bullet group template based on rank and the selected difficulty,
called every time such a group is configured. Which, just like pretty
much all of TH05's bullet spawning code, is one of those undecompilable
functions. If C allowed labels of other functions as goto
targets, it might have been decompilable into something useful to
modders… maybe. But like this, there's no point in even trying.
This is such a terrible idea from a software architecture point of view, I
can't even. Because now, you suddenly have to mirror your C++
declarations in ASM land, and keep them in sync with each other. I'm
always happy when I get to delete an ASM declaration from the codebase
once I've decompiled all the instances where it was referenced. But for
TH05, we now have to keep those declarations around forever. 😕 And all
that for a performance increase you probably couldn't even measure. Oh
well, pulling off Galaxy Brain-level ASM optimizations is kind of
fun if you don't have portability plans… I guess?
If I started a full fangame mod of a PC-98 Touhou game, I'd base it on
TH04 rather than TH05, and backport selected features from TH05 as
needed. Just because it was released later doesn't make it better, and
this is by far not the only one of ZUN's micro-optimizations that just
went way too far.
Dropping down to ASM also makes it easier to introduce weird quirks.
Decompiled, one of TH05's tuning conditions for
stack
groups on Easy Mode would look something like:
case BP_STACK:
// […]
if(spread_angle_delta >= 2) {
stack_bullet_count--;
}
The fields of the bullet group template aren't typically reset when
setting up a new group. So, spread_angle_delta in the context
of a stack group effectively refers to "the delta angle of the last
spread group that was fired before this stack – whenever that was".
uth05win also spotted this quirk, considered it a bug, and wrote
fanfiction by changing spread_angle_delta to
stack_bullet_count.
As usual for functions that occur in more than one game, I also decompiled
the TH04 bullet group tuning function, and it's perfectly sane, with no
such quirks.
In the more PI-focused parts of this push, we got the TH05-exclusive
smooth boss movement functions, for flying randomly or towards a given
point. Pretty unspectacular for the most part, but we've got yet another
uth05win inconsistency in the latter one. Once the Y coordinate gets close
enough to the target point, it actually speeds up twice as much as the
X coordinate would, whereas uth05win used the same speedup factors for
both. This might make uth05win a couple of frames slower in all boss
fights from Stage 3 on. Hard to measure though – and boss movement partly
depends on RNG anyway.
Next up: Shinki's background animations – which are actually the single
biggest source of position dependence left in TH05.
P0099
TH01 decompilation (Pellets, part 1)
P0100
TH01 decompilation (Pellets, part 2)
P0101
TH01 decompilation (Pellets, part 3)
P0102
TH01 decompilation (Pellets, part 4)
💰 Funded by:
Ember2528, Yanga
🏷️ Tags:
Well, make that three days. Trying to figure out all the details behind
the sprite flickering was absolutely dreadful…
It started out easy enough, though. Unsurprisingly, TH01 had a quite
limited pellet system compared to TH04 and TH05:
The cap is 100, rather than 240 in TH04 or 180 in TH05.
Only 6 special motion functions (with one of them broken and unused)
instead of 10. This is where you find the code that generates SinGyoku's
chase pellets, Kikuri's small spinning multi-pellet circles, and
Konngara's rain pellets that bounce down from the top of the playfield.
A tiny selection of preconfigured multi-pellet groups. Rather than
TH04's and TH05's freely configurable n-way spreads, stacks, and rings,
TH01 only provides abstractions for 2-, 3-, 4-, and 5- way spreads (yup,
no 6-way or beyond), with a fixed narrow or wide angle between the
individual pellets. The resulting pellets are also hardcoded to linear
motion, and can't use the special motion functions. Maybe not the best
code, but still kind of cute, since the generated groups do follow a
clear logic.
As expected from TH01, the code comes with its fair share of smaller,
insignificant ZUN bugs and oversights. As you would also expect
though, the sprite flickering points to the biggest and most consequential
flaw in all of this.
Apparently, it started with ZUN getting the impression that it's only
possible to use the PC-98 EGC for fast blitting of all 4 bitplanes in one
CPU instruction if you blit 16 horizontal pixels (= 2 bytes) at a time.
Consequently, he only wrote one function for EGC-accelerated sprite
unblitting, which can only operate on a "grid" of 16×1 tiles in VRAM. But
wait, pellets are not only just 8×8, but can also be placed at any
unaligned X position…
… yet the game still insists on using this 16-dot-aligned function to
unblit pellets, forcing itself into using a super sloppy 16×8 rectangle
for the job. 🤦 ZUN then tried to mitigate the resulting flickering in two
hilarious ways that just make it worse:
An… "interlaced rendering" mode? This one's activated for all Stage 15
and 20 fights, and separates pellets into two halves that are rendered on
alternating frames. Collision detection with the Yin-Yang Orb and the
player is only done for the visible half, but collision detection with
player shots is still done for all pellets every frame, as are
motion updates – so that pellets don't end up moving half as fast as they
should.
So yeah, your eyes weren't deceiving you. The game does effectively
drop its perceived frame rate in the Elis, Kikuri, Sariel, and Konngara
fights, and it does so deliberately.
📝 Just like player shots, pellets
are also unblitted, moved, and rendered in a single function.
Thanks to the 16×8 rectangle, there's now the (completely unnecessary)
possibility of accidentally unblitting parts of a sprite that was
previously drawn into the 8 pixels right of a pellet. And this
is where ZUN went full and went "oh, I
know, let's test the entire 16 pixels, and in case we got an entity
there, we simply make the pellet invisible for this frame! Then
we don't even have to unblit it later!"
Except that this is only done for the first 3 elements of the player
shot array…?! Which don't even necessarily have to contain the 3 shots
fired last. It's not done for the player sprite, the Orb, or, heck,
other pellets that come earlier in the pellet array. (At least
we avoided going 𝑂(𝑛²) there?)
Actually, and I'm only realizing this now as I type this blog post:
This test is done even if the shots at those array elements aren't
active. So, pellets tend to be made invisible based on comparisons
with garbage data.
And then you notice that the player shot
unblit/move/render function is actually only ever called from the
pellet unblit/move/render function on the one global instance
of the player shot manager class, after pellets were unblitted. So, we
end up with a sequence of
which means that we can't ever unblit a previously rendered shot
with a pellet. Sure, as terrible as this one function call is from
a software architecture perspective, it was enough to fix this issue.
Yet we don't even get the intended positive effect, and walk away with
pellets that are made temporarily invisible for no reason at all. So,
uh, maybe it all just was an attempt at increasing the
ramerate on lower spec PC-98 models?
Yup, that's it, we've found the most stupid piece of code in this game,
period. It'll be hard to top this.
I'm confident that it's possible to turn TH01 into a well-written, fluid
PC-98 game, with no flickering, and no perceived lag, once it's
position-independent. With some more in-depth knowledge and documentation
on the EGC (remember, there's still
📝 this one TH03 push waiting to be funded),
you might even be able to continue using that piece of blitter hardware.
And no, you certainly won't need ASM micro-optimizations – just a bit of
knowledge about which optimizations Turbo C++ does on its own, and what
you'd have to improve in your own code. It'd be very hard to write
worse code than what you find in TH01 itself.
(Godbolt for Turbo C++ 4.0J when?
Seriously though, that would 📝 also be a
great project for outside contributors!)
Oh well. In contrast to TH04 and TH05, where 4 pushes only covered all the
involved data types, they were enough to completely cover all of
the pellet code in TH01. Everything's already decompiled, and we never
have to look at it again. 😌 And with that, TH01 has also gone from by far
the least RE'd to the most RE'd game within ReC98, in just half a year! 🎉
Still, that was enough TH01 game logic for a while.
Next up: Making up for the delay with some
more relaxing and easy pieces of TH01 code, that hopefully make just a
bit more sense than all this garbage. More image formats, mainly.
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.
P0072
TH04/TH05 PI (Bullet structure)
P0073
TH04/TH05 RE (32×32 + monochrome 16×16 sprite rendering)
P0074
TH04/TH05 RE (Bullet sprites)
P0075
TH04/TH05 RE (Bullet group types, spawn types, and templates)
Long time no see! And this is exactly why I've been procrastinating
bullets while there was still meaningful progress to be had in other parts
of TH04 and TH05: There was bound to be quite some complexity in this most
central piece of game logic, and so I couldn't possibly get to a
satisfying understanding in just one push.
Or in two, because their rendering involves another bunch of
micro-optimized functions adapted from master.lib.
Or in three, because we'd like to actually name all the bullet sprites,
since there are a number of sprite ID-related conditional branches. And
so, I was refining things I supposedly RE'd in the the commits from the
first push until the very end of the fourth.
When we talk about "bullets" in TH04 and TH05, we mean just two things:
the white 8×8 pellets, with a cap of 240 in TH04 and 180 in TH05, and any
16×16 sprites from MIKO16.BFT, with a cap of 200 in TH04 and
220 in TH05. These are by far the most common types of… err, "things the
player can collide with", and so ZUN provides a whole bunch of pre-made
motion, animation, and
n-way spread / ring / stack group options for those, which can be
selected by simply setting a few fields in the bullet template. All the
other "non-bullets" have to be fired and controlled individually.
Which is nothing new, since uth05win covered this part pretty accurately –
I don't think anyone could just make up these structure member
overloads. The interesting insights here all come from applying this
research to TH04, and figuring out its differences compared to TH05. The
most notable one there is in the default groups: TH05 allows you to add
a stack
to any single bullet, n-way spread or ring, but TH04 only lets you create
stacks separately from n-way spreads and rings, and thus gets by with
fewer fields in its bullet template structure. On the other hand, TH04 has
a separate "n-way spread with random angles, yet still aimed at the
player" group? Which seems to be unused, at least as far as
midbosses and bosses are concerned; can't say anything about stage enemies
yet.
In fact, TH05's larger bullet template structure illustrates that these
distinct group types actually are a rather redundant piece of
over-engineering. You can perfectly indicate any permutation of the basic
groups through just the stack bullet count (1 = no stack), spread bullet
count (1 = no spread), and spread delta angle (0 = ring instead of
spread). Add a 4-flag bitfield to cover the rest (aim to player, randomize
angle, randomize speed, force single bullet regardless of difficulty or
rank), and the result would be less redundant and even slightly
more capable.
Even those 4 pushes didn't quite finish all of the bullet-related types,
stopping just shy of the most trivial and consistent enum that defines
special movement. This also left us in a
📝 TH03-like situation, in which we're still
a bit away from actually converting all this research into actual RE%. Oh
well, at least this got us way past 50% in overall position independence.
On to the second half! 🎉
For the next push though, we'll first have a quick detour to the remaining
C code of all the ZUN.COM binaries. Now that the
📝 TH04 and TH05 resident structures no
longer block those, -Tom- has requested TH05's
RES_KSO.COM to be covered in one of his outstanding pushes.
And since 32th System
recently RE'd TH03's resident structure, it makes sense to also review and
merge that, before decompiling all three remaining RES_*.COM
binaries in hopefully a single push. It might even get done faster than
that, in which case I'll then review and merge some more of
WindowsTiger's
research.