Oh, it's 2024 already and I didn't even have a delivery for December or January? Yeah… I can only repeat what I said at the end of November, although the finish line is actually in sight now. With 10 pushes across 4 repositories and a blog post that has already reached a word count of 9,240, the Shuusou Gyoku SC-88Pro BGM release is going to break 📝 both the push record set by TH01 Sariel two years ago, and 📝 the blog post length record set by the last Shuusou Gyoku delivery. Until that's done though, let's clear some more PC-98 Touhou pushes out of the backlog, and continue the preparation work for the non-ASCII translation project starting later this year.
But first, we got another free bugfix according to my policy! 📝 Back in April 2022 when I researched the Divide Error crash that can occur in TH04's Stage 4 Marisa fight, I proposed and implemented four possible workarounds and let the community pick one of them for the generally recommended small bugfix mod. I still pushed the others onto individual branches in case the gameplay community ever wants to look more closely into them and maybe pick a different one… except that I accidentally pushed the wrong code for the warp workaround, probably because I got confused with the second warp variant I developed later on.
Fortunately, I still had the intended code for both variants lying around, and used the occasion to merge the current master branch into all of these mod branches. Thanks to wyatt8740 for spotting and reporting this oversight!
As the final piece of code shared in largely identical form between 4 of the 5 games, the Music Rooms were the biggest remaining piece of low-hanging fruit that guaranteed big finalization% gains for comparatively little effort. They seemed to be especially easy because I already decompiled TH02's Music Room together with the rest of that game's OP.EXE back in early 2015, when this project focused on just raw decompilation with little to no research. 9 years of increased standards later though, it turns out that I missed a lot of details, and ended up renaming most variables and functions. Combined with larger-than-expected changes in later games and the usual quality level of ZUN's menu code, this ended up taking noticeably longer than the single push I expected.
The undoubtedly most interesting part about this screen is the animation in the background, with the spinning and falling polygons cutting into a single-color background to reveal a spacey image below. However, the only background image loaded in the Music Room is OP3.PI (TH02/TH03) or MUSIC3.PI (TH04/TH05), which looks like this in a .PI viewer or when converted into another image format with the usual tools:
That is definitely the color that appears on top of the polygons, but where is the spacey background? If there is no other .PI file where it could come from, it has to be somewhere in that same file, right?
And indeed: This effect is another bitplane/color palette trick, exactly like the 📝 three falling stars in the background of TH04's Stage 5. If we set every bit on the first bitplane and thus change any of the resulting even hardware palette color indices to odd ones, we reveal a full second 8-color sub-image hiding in the same .PI file:
On a high level, the first bitplane therefore acts as a stencil buffer that selects between the blank and spacey sub-image for every pixel. The important part here, however, is that the first bitplane of the blank sub-images does not consist entirely of 0 bits, but does have 1 bits at the pixels that represent the caption that's supposed to be overlaid on top of the animation. Since there now are some pixels that should always be taken from the spacey sub-image regardless of whether they're covered by a polygon, the game can no longer just clear the first bitplane at the start of every frame. Instead, it has to keep a separate copy of the first bitplane's original state (called nopoly_B in the code), captured right after it blitted the .PI image to VRAM. Turns out that this copy also comes in quite handy with the text, but more on that later.
Then, the game simply draws polygons onto only the reblitted first bitplane to conditionally set the respective bits. ZUN used master.lib's grcg_polygon_c() function for this, which means that we can entirely thank the uncredited master.lib developers for this iconic animation – if they hadn't included such a function, the Music Rooms would most certainly look completely different.
This is where we get to complete the series on the PC-98 GRCG chip with the last remaining four bits of its mode register. So far, we only needed the highest bit (0x80) to either activate or deactivate it, and the bit below (0x40) to choose between the 📝 RMW and 📝 TCR/📝 TDW modes. But you can also use the lowest four bits to restrict the GRCG's operations to any subset of the four bitplanes, leaving the other ones untouched:
This could be used for some unusual effects when writing to two or three of the four planes, but it seems rather pointless for this specific case at first. If we only want to write to a single plane, why not just do so directly, without the GRCG? Using that chip only involves more hardware and is therefore slower by definition, and the blitting code would be the same, right?
This is another one of these questions that would be interesting to benchmark one day, but in this case, the reason is purely practical: All of master.lib's polygon drawing functions expect the GRCG to be running in RMW mode. They write their pixels as bitmasks where 1 and 0 represent pixels that should or should not change, and leave it to the GRCG to combine these masks with its tile register and OR the result into the bitplanes instead of doing so themselves. Since GRCG writes are done via MOV instructions, not using the GRCG would turn these bitmasks into actual dot patterns, overwriting any previous contents of each VRAM byte that gets modified.
Technically, you'd only have to replace a few MOV instructions with OR to build a non-GRCG version of such a function, but why would you do that if you haven't measured polygon drawing to be an actual bottleneck.
As far as complexity is concerned though, the worst part is the implicit logic that allows all this text to show up on top of the polygons in the first place. If every single piece of text is only rendered a single time, how can it appear on top of the polygons if those are drawn every frame?
Depending on the game (because of course it's game-specific), the answer involves either the individual bits of the text color index or the actual contents of the palette:
Colors 0 or 1 can't be used, because those don't include any of the bits that can stay constant between frames.
If the lowest bit of a palette color index has no effect on the displayed color, text drawn in either of the two colors won't be visually affected by the polygon animation and will always appear on top. TH04 and TH05 rely on this property with their colors 2/3, 4/5, and 6/7 being identical, but this would work in TH02 and TH03 as well.
But this doesn't apply to TH02 and TH03's palettes, so how do they do it? The secret: They simply include all text pixels in nopoly_B. This allows text to use any color with an odd palette index – the lowest bit then won't be affected by the polygons ORed into the first bitplane, and the other bitplanes remain unchanged.
TH04 is a curious case. Ostensibly, it seems to remove support for odd text colors, probably because the new 10-frame fade-in animation on the comment text would require at least the comment area in VRAM to be captured into nopoly_B on every one of the 10 frames. However, the initial pixels of the tracklist are still included in nopoly_B, which would allow those to still use any odd color in this game. ZUN only removed those from nopoly_B in TH05, where it had to be changed because that game lets you scroll and browse through multiple tracklists.
Finally, here's a list of all the smaller details that turn the Music Rooms into such a mess:
Due to the polygon animation, the Music Room is one of the few double-buffered menus in PC-98 Touhou, rendering to both VRAM pages on alternate frames instead of using the other page to store a background image. Unfortunately though, this doesn't actually translate to tearing-free rendering because ZUN's initial implementation for TH02 mixed up the order of the required operations. You're supposed to first wait for the GDC's VSync interrupt and then, within the display's vertical blanking interval, write to the relevant I/O ports to flip the accessed and shown pages. Doing it the other way around and flipping as soon as you're finished with the last draw call of a frame means that you'll very likely hit a point where the (real or emulated) electron beam is still traveling across the screen. This ensures that there will be a tearing line somewhere on the screen on all but the fastest PC-98 models that can render an entire frame of the Music Room completely within the vertical blanking interval, causing the very issue that double-buffering was supposed to prevent.
ZUN only fixed this landmine in TH05.
The polygons have a fixed vertex count and radius depending on their index, everything else is randomized. They are also never reinitialized while OP.EXE is running – if you leave the Music Room and reenter it, they will continue animating from the same position.
TH02 and TH04 don't handle it at all, causing held keys to be processed again after about a second.
TH03 and TH05 correctly work around the quirk, at the usual cost of a 614.4 µs delay per frame. Except that the delay is actually twice as long in frames in which a previously held key is released, because this code is a mess.
But even in 2024, DOSBox-X is the only emulator that actually replicates this detail of real hardware. On anything else, keyboard input will behave as ZUN intended it to. At least I've now mentioned this once for every game, and can just link back to this blog post for the other menus we still have to go through, in case their game-specific behavior matches this one.
TH02 is the only game that
separately lists the stage and boss themes of the main game, rather than following the in-game order of appearance,
continues playing the selected track when leaving the Music Room,
always loads both MIDI and PMD versions, regardless of the currently selected mode, and
does not stop the currently playing track before loading the new one into the PMD and MMD drivers.
The combination of 2) and 3) allows you to leave the Music Room and change the music mode in the Option menu to listen to the same track in the other version, without the game changing back to the title screen theme. 4), however, might cause the PMD and MMD drivers to play garbage for a short while if the music data is loaded from a slow storage device that takes longer than a single period of the OPN timer to fill the driver's song buffer. Probably not worth mentioning anymore though, now that people no longer try fitting PC-98 Touhou games on floppy disks.
Exactly 40 (TH02/TH03) / 38 (TH04/TH05) visible bytes per line,
padded with 2 bytes that can hold a CR/LF newline sequence for easier editing.
Every track starts with a title line that mostly just duplicates the names from the hardcoded tracklist,
followed by a fixed 19 (TH02/TH03/TH04) / 9 (TH05) comment lines.
In TH04 and TH05, lines can start with a semicolon (;) to prevent them from being rendered. This is purely a performance hint, and is visually equivalent to filling the line with spaces.
All in all, the quality of the code is even slightly below the already poor standard for PC-98 Touhou: More VRAM page copies than necessary, conditional logic that is nested way too deeply, a distinct avoidance of state in favor of loops within loops, and – of course – a couple of gotos to jump around as needed.
In TH05, this gets so bad with the scrolling and game-changing tracklist that it all gives birth to a wonderfully obscure inconsistency: When pressing both ⬆️/⬇️ and ⬅️/➡️ at the same time, the game first processes the vertical input and then the horizontal one in the next frame, making it appear as if the latter takes precedence. Except when the cursor is highlighting the first (⬆️ ) or 12th (⬇️ ) element of the list, and said list element is not the first track (⬆️ ) or the quit option (⬇️ ), in which case the horizontal input is ignored.
And that's all the Music Rooms! The OP.EXE binaries of TH04 and especially TH05 are now very close to being 100% RE'd, with only the respective High Score menus and TH04's title animation still missing. As for actual completion though, the finalization% metric is more relevant as it also includes the ZUN Soft logo, which I RE'd on paper but haven't decompiled. I'm 📝 still hoping that this will be the final piece of code I decompile for these two games, and that no one pays to get it done earlier…
For the rest of the second push, there was a specific goal I wanted to reach for the remaining anything budget, which was blocked by a few functions at the beginning of TH04's and TH05's MAINE.EXE. In another anticlimactic development, this involved yet another way too early decompilation of a main() function…
Generally, this main() function just calls the top-level functions of all other ending-related screens in sequence, but it also handles the TH04-exclusive congratulating All Clear images within itself. After a 1CC, these are an additional reward on top of the Good Ending, showing the player character wearing a different outfit depending on the selected difficulty. On Easy Mode, however, the Good Ending is unattainable because the game always ends after Stage 5 with a Bad Ending, but ZUN still chose to show the EASY ALL CLEAR!! image in this case, regardless of how many continues you used.
While this might seem inconsistent with the other difficulties, it is consistent within Easy Mode itself, as the enforced Bad Ending after Stage 5 also doesn't distinguish between the number of continues. Also, Try to Normal Rank!! could very well be ZUN's roundabout way of implying "because this is how you avoid the Bad Ending".
With that out of the way, I was finally able to separate the VRAM text renderer of TH04 and TH05 into its own assembly unit, 📝 finishing the technical debt repayment project that I couldn't complete in 2021 due to assembly-time code segment label arithmetic in the data segment. This now allows me to translate this undecompilable self-modifying mess of ASM into C++ for the non-ASCII translation project, and thus unify the text renderers of all games and enhance them with support for Unicode characters loaded from a bitmap font. As the final finalized function in the SHARED segment, it also allowed me to remove 143 lines of particularly ugly segmentation workarounds 🙌
The remaining 1/6th of the second push provided the perfect occasion for some light TH02 PI work. The global boss position and damage variables represented some equally low-hanging fruit, being easily identified global variables that aren't part of a larger structure in this game. In an interesting twist, TH02 is the only game that uses an increasing damage value to track boss health rather than decreasing HP, and also doesn't internally distinguish between bosses and midbosses as far as these variables are concerned. Obviously, there's quite a bit of state left to be RE'd, not least because Marisa is doing her own thing with a bunch of redundant copies of her position, but that was too complex to figure out right now.
Also doing their own thing are the Five Magic Stones, which need five positions rather than a single one. Since they don't move, the game doesn't have to keep 📝 separate position variables for both VRAM pages, and can handle their positions in a much simpler way that made for a nice final commit.
And for the first time in a long while, I quite like what ZUN did there!
Not only are their positions stored in an array that is indexed with a consistent ID for every stone, but these IDs also follow the order you fight the stones in: The two inner ones use 0 and 1, the two outer ones use 2 and 3, and the one in the center uses 4. This might look like an odd choice at first because it doesn't match their horizontal order on the playfield. But then you notice that ZUN uses this property in the respective phase control functions to iterate over only the subrange of active stones, and you realize how brilliant it actually is.
This seems like a really basic thing to get excited about, especially since the rest of their data layout sure isn't perfect. Splitting each piece of state and even the individual X and Y coordinates into separate 5-element arrays is still counter-productive because the game ends up paying more memory and CPU cycles to recalculate the element offsets over and over again than this would have ever saved in cache misses on a 486. But that's a minor issue that could be fixed with a few regex replacements, not a misdesigned architecture that would require a full rewrite to clean it up. Compared to the hardcoded and bloated mess that was 📝 YuugenMagan's five eyes, this is definitely an improvement worthy of the good-code tag. The first actual one in two years, and a welcome change after the Music Room!
These three pieces of data alone yielded a whopping 5% of overall TH02 PI in just 1/6th of a push, bringing that game comfortably over the 60% PI mark. MAINE.EXE is guaranteed to reach 100% PI before I start working on the non-ASCII translations, but at this rate, it might even be realistic to go for 100% PI on MAIN.EXE as well? Or at least technical position independence, without the false positives.
Next up: Shuusou Gyoku SC-88Pro BGM. It's going to be wild.
And once again, the Shuusou Gyoku task was too complex to be satisfyingly solved within a single month. Even just finding provably correct loop sections in both the original and arranged MIDI files required some rather involved detection algorithms. I could have just defined what sounded like correct loops, but the results of these algorithms were quite surprising indeed. Turns out that not even Seihou is safe from ZUN quirks, and some tracks technically loop much later than you'd think they do, or don't loop at all. And since I then wanted to put these MIDI loops back into the game to ensure perfect synchronization between the recordings and MIDI versions, I ended up rewriting basically all the MIDI code in a cross-platform way. This rewrite also uncovered a pbg bug that has traveled from Shuusou Gyoku into Windows Touhou, where it survived until ZUN ultimately removed all MIDI code in TH11 (!)…
Fortunately, the backlog still had enough general PC-98 Touhou funds that I could spend on picking some soon-important low-hanging fruit, giving me something to deliver for the end of the month after all. TH04 and TH05 use almost identical code for their main/option menus, so decompiling it would make number go up quite significantly and the associated blog post won't be that long…
Wait, what's this, a bug report from touhou-memories concerning the website?
Tab switchers tended to break on certain Firefox versions, and
video playback didn't work on Microsoft Edge at all?
Those are definitely some high-priority bugs that demand immediate attention.
The tab switcher issue was easily fixed by replacing the previous z-index trickery with a more robust solution involving the hidden attribute. The second one, however, is much more aggravating, because video playback on Edge has been broken ever since I 📝 switched the preferred video codec to AV1.
This goes so far beyond not supporting a specific codec. Usually, unsupported codecs aren't supposed to be an issue: As soon as you start using the HTML <video> tag, you'll learn that not every browser supports all codecs. And so you set up an encoding pipeline to serve each video in a mix of new and ancient formats, put the <source> tag of the most preferred codec first, and rest assured that browsers will fall back on the best-supported option as necessary. Except that Edge doesn't even try, and insists on staying on a non-playing AV1 video. 🙄
The codecs parameter for the <source> type attribute was the first potential solution I came across. Specifying the video codec down to the finest encoding details right in the HTML markup sounds like a good idea, similar to specifying sizes of images and videos to prevent layout reflows on long pages during the initial page load. So why was this the first time I heard of this feature? The fact that there isn't a simple ffprobe -show_html_codecs_string command to retrieve this string might already give a clue about how useful it is in practice. Instead, you have to manually piece the string together by grepping your way through all of a video's metadata…
…and then it still doesn't change anything about Edge's behavior, even when also specifying the string for the VP9 and VP8 sources. Calling the infamously ridiculous HTMLMediaElement.canPlayType() method with a representative parameter of "video/webm; codecs=av01.1.04M.08.0.000.01.13.00.0" explains why: Both the AV1-supporting Chrome and Edge return "probably", but only the former can actually play this format. 🤦
But wait, there is an AV1 video extension in the Microsoft Store that would add support to any unspecified favorite video app. Except that it stopped working inside Edge as of version 116. And even if it did: If you can't query the presence of this extension via JavaScript, it might as well not exist at all.
Not to mention that the favorite video app part is obviously a lie as a lot of widely preferred Windows video apps are bundled with their own codecs, and have probably long supported AV1.
In the end, there's no way around the utter desperation move of removing the AV1 <source> for Edge users. Serving each video in two other formats means that we can at least do something here – try visiting the GitHub release page of the P0234-1 TH01 Anniversary Edition build in Edge and you also don't get to see anything, because that video uses AV1 and GitHub understandably doesn't re-encode every uploaded video into a variety of old formats.
Just for comparison, I tried both that page and the ReC98 blog on an old Android 6 phone from 2014, and even that phone picked and played the AV1 videos with the latest available Chrome and Firefox versions. This was the phone whose available Firefox version didn't support VP9 in 2019, which was my initial reason for adding the VP8 versions. Looks like it's finally time to drop those… 🤔 Maybe in the far future once I start running out of space on this server.
Removing the <source> tags can be done in one of two places:
server-side, detecting Edge via the User-Agent header, or
I went with 2) because more dynamic server-side code would only move us further away from static site generation, which would make a lot of sense as the next evolutionary step in the architecture of this website. The client-side solution is much simpler too, and we can defer the deletion until a user actually hovers over a specific video.
And while we're at it, let's also add a popup complaining about this whole state of affairs. Edge is heavily marketed inside Windows as "the modern browser recommended by Microsoft", and you sure wouldn't expect low-quality chroma-subsampled VP9 from such a tagline. With such a level of anti-support for AV1, Edge users deserve to know exactly what's going on, especially since this post also explains what they will encounter on other websites.
Alright, where was I? For TH01, the main menu was the last thing I decompiled before the 100% finalization mark, so it's rather anticlimactic to already cover the TH04/TH05 one now, with both of the games still being very far away from 100%, just because people will soon want to translate the description text in the bottom-right corner of the screen. But then again, the ZUN Soft logo animation would make for an even nicer final piece of decompiled code, especially since the bouncing-ball logo from TH01, TH02, and TH03 was the very first decompilation I did, all the way back in 2015.
The code quality of ZUN's VRAM-based menus has barely increased between TH01 and TH05. Both the top-level and option menu still need to know the bounding rectangle of the other one to unblit the right pixels when switching between the two. And since ZUN sure loved hardcoded and copy-pasted numbers in the PC-98 days, the coordinates both tend to be excessively large, and excessively wrong. Luckily, each menu item comes with its own correct unblitting rectangle, which avoids any graphical glitches that would otherwise occur.
As for actual observable quirks and bugs, these menus only contain one of each, and both are exclusive to TH04:
Quitting out of the Music Room moves the cursor to the Start option. In TH05, it stays on Music Room.
Changing the S.E. mode seems to do nothing within TH04's menus, and would only take effect if you also change the Music mode afterward, or launch into the game.
Now that 100% finalization of their OP.EXE binaries is within reach, all this bloat made me think about the viability of a 📝 single-executable build for TH04's and TH05's debloated and anniversary versions. It would be really nice to have such a build ready before I start working on the non-ASCII translations – not just because they will be based on the anniversary branch by default, but also because it would significantly help their development if there are 4 fewer executables to worry about.
However, it's not as simple for these games as it was for TH01. The unique code in their OP.EXE and MAINE.EXE binaries is much larger than Borland's easily removed C++ exception handler, so I'd have to remove a lot more bloat to keep the resulting single binary at or below the size of the original MAIN.EXE. But I'm sure going to try.
Speaking of code that can be debloated for great effect: The second push of this delivery focused on the first-launch sound setup menu, whose BGM and sound effect submenus are almost complete code duplicates of each other. The debloated branch could easily remove more than half of the code in there, yielding another ≈800 bytes in case we need them.
If hex-editing MIKO.CFG is more convenient for you than deleting that file, you can set its first byte to FF to re-trigger this menu. Decompiling this screen was not only relevant now because it contains text rendered with font ROM glyphs and it would help dig our way towards more important strings in the data segment, but also because of its visual style. I can imagine many potential mods that might want to use the same backgrounds and box graphics for their menus.
With the two submenus being shown in a fixed sequence, there's not a lot of room for the code to do anything wrong, and it's even more identical between the two games than the main menu already was. Thankfully, ZUN just reblits the respective options in the new color when moving the cursor, with no 📝 palette tricks. TH04's background image only uses 7 colors, so he could have easily reserved 3 colors for that. In exchange, the TH05 image gets to use the full 16 colors with no change to the code.
Rounding out this delivery, we also got TH05's rolling Yin-Yang Orb animation before the title screen… and it's just more bloat and landmines on a smaller scale that might be noticeable on slower PC-98 models. In total, there are three unnecessary inter-page copies of the entire VRAM that can easily insert lag frames, and two minor page-switching landmines that can potentially lead to tearing on the first frame of the roll or fade animation. Clearly, ZUN did not have smoothness or code quality in mind there, as evidenced by the fact that this animation simply displays 8 .PI files in sequence. But hey, a short animation like this is 📝 another perfectly appropriate place for a quick-and-dirty solution if you develop with a deadline.
And that's 1.30% of all PC-98 Touhou code finalized in two pushes! We're slowly running out of these big shared pieces of ASM code…
I've been neglecting TH03's OP.EXE quite a bit since it simply doesn't contain any translatable plaintext outside the Music Room. All menu labels are gaiji, and even the character selection menu displays its monochrome character names using the 4-plane sprites from CHNAME.BFT. Splitting off half of its data into a separate .ASM file was more akin to getting out a jackhammer to free up the room in front of the third remaining Music Room, but now we're there, and I can decompile all three of them in a natural way, with all referenced data.
Next up, therefore: Doing just that, securing another important piece of text for the upcoming non-ASCII translations and delivering another big piece of easily finalized code. I'm going to work full-time on ReC98 for almost all of December, and delivering that and the Shuusou Gyoku SC-88Pro recording BGM back-to-back should free up about half of the slightly higher cap for this month.
Alright, no more big code maintenance tasks that absolutely need to be
done right now. Time to really focus on parts 6 and 7 of repaying
technical debt, right? Except that we don't get to speed up just yet, as
TH05's barely decompilable PMD file loading function is rather…
complicated.
Fun fact: Whenever I see an unusual sequence of x86 instructions in PC-98
Touhou, I first consult the disassembly of Wolfenstein 3D. That game was
originally compiled with the quite similar Borland C++ 3.0, so it's quite
helpful to compare its ASM to the
officially released source
code. If I find the instructions in question, they mostly come from
that game's ASM code, leading to the amusing realization that "even John
Carmack was unable to get these instructions out of this compiler"
This time though, Wolfenstein 3D did point me
to Borland's intrinsics for common C functions like memcpy()
and strchr(), available via #pragma intrinsic.
Bu~t those unfortunately still generate worse code than what ZUN
micro-optimized here. Commenting how these sequences of instructions
should look in C is unfortunately all I could do here.
The conditional branches in this function did compile quite nicely
though, clarifying the control flow, and clearly exposing a ZUN
bug: TH05's snd_load() will hang in an infinite loop when
trying to load a non-existing -86 BGM file (with a .M2
extension) if the corresponding -26 BGM file (with a .M
extension) doesn't exist either.
Unsurprisingly, the PMD channel monitoring code in TH05's Music Room
remains undecompilable outside the two most "high-level" initialization
and rendering functions. And it's not because there's data in the
middle of the code segment – that would have actually been possible with
some #pragmas to ensure that the data and code segments have
the same name. As soon as the SI and DI registers are referenced
anywhere, Turbo C++ insists on emitting prolog code to save these
on the stack at the beginning of the function, and epilog code to restore
them from there before returning.
Found that out in
September 2019, and confirmed that there's no way around it. All the
small helper functions here are quite simply too optimized, throwing away
any concern for such safety measures. 🤷
Oh well, the two functions that were decompilable at least indicate
that I do try.
Within that same 6th push though, we've finally reached the one function
in TH05 that was blocking further progress in TH04, allowing that game
to finally catch up with the others in terms of separated translation
units. Feels good to finally delete more of those .ASM files we've
decompiled a while ago… finally!
But since that was just getting started, the most satisfying development
in both of these pushes actually came from some more experiments with
macros and inline functions for near-ASM code. By adding
"unused" dummy parameters for all relevant registers, the exact input
registers are made more explicit, which might help future port authors who
then maybe wouldn't have to look them up in an x86 instruction
reference quite as often. At its best, this even allows us to
declare certain functions with the __fastcall convention and
express their parameter lists as regular C, with no additional
pseudo-registers or macros required.
As for output registers, Turbo C++'s code generation turns out to be even
more amazing than previously thought when it comes to returning
pseudo-registers from inline functions. A nice example for
how this can improve readability can be found in this piece of TH02 code
for polling the PC-98 keyboard state using a BIOS interrupt:
inline uint8_t keygroup_sense(uint8_t group) {
_AL = group;
_AH = 0x04;
geninterrupt(0x18);
// This turns the output register of this BIOS call into the return value
// of this function. Surprisingly enough, this does *not* naively generate
// the `MOV AL, AH` instruction you might expect here!
return _AH;
}
void input_sense(void)
{
// As a result, this assignment becomes `_AH = _AH`, which Turbo C++
// never emits as such, giving us only the three instructions we need.
_AH = keygroup_sense(8);
// Whereas this one gives us the one additional `MOV BH, AH` instruction
// we'd expect, and nothing more.
_BH = keygroup_sense(7);
// And now it's obvious what both of these registers contain, from just
// the assignments above.
if(_BH & K7_ARROW_UP || _AH & K8_NUM_8) {
key_det |= INPUT_UP;
}
// […]
}
I love it. No inline assembly, as close to idiomatic C code as something
like this is going to get, yet still compiling into the minimum possible
number of x86 instructions on even a 1994 compiler. This is how I keep
this project interesting for myself during chores like these.
We might have even reached peak
inline already?
And that's 65% of technical debt in the SHARED segment repaid
so far. Next up: Two more of these, which might already complete that
segment? Finally!
Turns out that TH04's player selection menu is exactly three times as
complicated as TH05's. Two screens for character and shot type rather than
one, and a way more intricate implementation for saving and restoring the
background behind the raised top and left edges of a character picture
when moving the cursor between Reimu and Marisa. TH04 decides to backup
precisely only the two 256×8 (top) and 8×244 (left) strips behind the
edges, indicated in red in the picture
below.
These take up just 4 KB of heap memory… but require custom blitting
functions, and expanding this explicitly hardcoded approach to TH05's 4
characters would have been pretty annoying. So, rather than, uh, not
explicitly hardcoding it all, ZUN decided to just be lazy with the backup
area in TH05, saving the entire 640×400 screen, and thus spending 128 KB
of heap memory on this rather simple selection shadow effect.
So, this really wasn't something to quickly get done during the first half
of a push, even after already having done TH05's equivalent of this menu.
But since life is very busy right now, I also used the occasion to start
addressing another code organization annoyance: master.lib's single master.h header file.
Now that ReC98 is trying to develop (or at least mimic) a more
type-safe C++ foundation to model the PC-98 hardware, a pure C header
(with counter-productive C++ extensions) is becoming increasingly
unidiomatic. By moving some of the original assumptions about function
parameters into the type system, we can also reduce the reliance on its
Japanese-only documentation without having to translate it
It's quite bloated, with at least 2800 lines of code that
currently are #included into the vast majority of files, not
counting master.h's recursively included C standard library
headers. PC-98 Touhou only makes direct use of a rather small fraction of
its contents.
And finally, all the DOS/V compatibility definitions are especially
useless in the context of ReC98. As I've noted
📝 time and
📝 time again, porting PC-98 Touhou to
IBM-compatible DOS won't be easy, and MASTER_DOSV won't be
helping much. Therefore, my upstream version of ReC98 will never include
all of master.lib. There's no point in lengthening compile times for
everyone by default, and those will be getting quite noticeable
after moving to a full 16-bit build process.
(Actually, what retro system ports should rather be doing: Get rid
of master.lib's original ASM code, replace it with
readable, modern
C++, and then simply convert the optimized assembly output of modern
compilers to your ISA of choice. Improving the landscape of such
assembly or object file converters would benefit everyone!)
So, time to start a new master.hpp header that would contain
just the declarations from master.h that PC-98 Touhou
actually needs, plus some semantic (yes, semantic) sugar. Comparing just
the old master.h to just the new master.hpp
after roughly 60% of the transition has been completed, we get median
build times of 319 ms for master.h, and 144 ms for
master.hpp on my (admittedly rather slow) DOSBox setup.
Nice!
As of this push, ReC98 consists of 107 translation units that have to be
compiled with Turbo C++ 4.0J. Fully rebuilding all of these currently
takes roughly 37.5 seconds in DOSBox. After the transition to
master.hpp is done, we could therefore shave some 10 to 15
seconds off this time, simply by switching header files. And that's just
the beginning, as this will also pave the way for further
#include optimizations. Life in this codebase will be great!
Unfortunately, there wasn't enough time to repay some of the actual
technical debt I was looking forward to, after all of this. Oh well, at
least we now also have nice identifiers for the three different boldface
options that are used when rendering text to VRAM, after procrastinating
that issue for almost 11 months. Next up, assuming the existing
subscriptions: More ridiculous decompilations of things that definitely
weren't originally written in C, and a big blocker in TH03's
MAIN.EXE.
So, TH05 OP.EXE. The first half of this push started out
nicely, with an easy decompilation of the entire player character
selection menu. Typical ZUN quality, with not much to say about it. While
the overall function structure is identical to its TH04 counterpart, the
two games only really share small snippets inside these functions, and do
need to be RE'd separately.
The high score viewing (not registration) menu would have been next.
Unfortunately, it calls one of the GENSOU.SCR loading
functions… which are all a complete mess that still needed to be sorted
out first. 5 distinct functions in 6 binaries, and of course TH05 also
micro-optimized its MAIN.EXE version to directly use the DOS
INT 21h file loading API instead of master.lib's wrappers.
Could have all been avoided with a single method on the score data
structure, taking a player character ID and a difficulty level as
parameters…
So, no score menu in this push then. Looking at the other end of the ASM
code though, we find the starting functions for the main game, the Extra
Stage, and the demo replays, which did fit perfectly to round out
this push.
Which is where we find an easter egg! 🥚 If you've ever looked into
怪綺談2.DAT, you might have noticed 6 .REC files
with replays for the Demo Play mode. However, the game only ever seems to
cycle between 4 replays. So what's in the other two, and why are they
40 KB instead of just 10 KB like the others? Turns out that they
combine into a full Extra Stage Clear replay with Mima, with 3 bombs and 1
death, obviously recorded by ZUN himself. The split into two files for the
stage (DEMO4.REC) and boss (DEMO5.REC) portion is
merely an attempt to limit the amount of simultaneously allocated heap
memory.
To watch this replay without modding the game, unlock the Extra Stage with
all 4 characters, then hold both the ⬅️ left and ➡️ right arrow keys in the
main menu while waiting for the usual demo replay.
I can't possibly be the first one to discover this, but I couldn't find
any other mention of it. Edit (2021-03-15): ZUN did in fact document this replay
in Section 6 of TH05's OMAKE.TXT, along with the exact method
to view it.
Thanks
to Popfan for the discovery!
Here's a recording of the whole replay:
Note how the boss dialogue is skipped. MAIN.EXE actually
contains no less than 6 if() branches just to distinguish
this overly long replay from the regular ones.
I'd really like to do the TH04 and TH05 main menus in parallel, since we
can expect a bit more shared code after all the initial differences.
Therefore, I'm going to put the next "anything" push towards covering the
TH04 version of those functions. Next up though, it's back to TH01, with
more redundant image format code…
Finally, after a long while, we've got two pushes with barely anything to
talk about! Continuing the road towards 100% PI for TH05, these were
exactly the two pushes that TH05 MAINE.EXE PI was estimated
to additionally cost, relative to TH04's. Consequently, they mostly went
to TH05's unique data structures in the ending cutscenes, the score name
registration menu, and the
staff roll.
A unique feature in there is TH05's support for automatic text color
changes in its ending scripts, based on the first full-width Shift-JIS
codepoint in a line. The \c=codepoint,color
commands at the top of the _ED??.TXT set up exactly this
codepoint→color mapping. As far as I can tell, TH05 is the only Touhou
game with a feature like this – even the Windows Touhou games went back to
manually spelling out each color change.
The orb particles in TH05's staff roll also try to be a bit unique by
using 32-bit X and Y subpixel variables for their current position. With
still just 4 fractional bits, I can't really tell yet whether the extended
range was actually necessary. Maybe due to how the "camera scrolling"
through "space" was implemented? All other entities were pretty much the
usual fare, though.
12.4, 4.4, and now a 28.4 fixed-point format… yup,
📝 C++ templates were
definitely the right choice.
At the end of its staff roll, TH05 not only displays
the usual performance
verdict, but then scrolls in the scores at the end of each stage
before switching to the high score menu. The simplest way to smoothly
scroll between two full screens on a PC-98 involves a separate bitmap…
which is exactly what TH05 does here, reserving 28,160 bytes of its global
data segment for just one overly large monochrome 320×704 bitmap where
both the screens are rendered to. That's… one benefit of splitting your
game into multiple executables, I guess?
Not sure if it's common knowledge that you can actually scroll back and
forth between the two screens with the Up and Down keys before moving to
the score menu. I surely didn't know that before. But it makes sense –
might as well get the most out of that memory.
The necessary groundwork for all of this may have actually made
TH04's (yes, TH04's) MAINE.EXE technically
position-independent. Didn't quite reach the same goal for TH05's – but
what we did reach is ⅔ of all PC-98 Touhou code now being
position-independent! Next up: Celebrating even more milestones, as
-Tom- is about to finish development on his TH05
MAIN.EXE PI demo…
🎉 TH04's and TH05's OP.EXE are now fully
position-independent! 🎉
What does this mean?
You can now add any data or code to the main menus of the two games, by
simply editing the ReC98 source, writing your mod in ASM or C/C++, and
recompiling the code. Since all absolute memory addresses have now been
converted to labels, this will work without causing any instability. See
the position independence section in the FAQ
for a more thorough explanation about why this was a problem.
What does this not mean?
The original ZUN code hasn't been completely reverse-engineered yet, let
alone decompiled. Pretty much all of that is still ASM, which might make
modding a bit inconvenient right now.
Since this push was otherwise pretty unremarkable, I made a video
demonstrating a few basic things you can do with this:
Now, what to do for the last outstanding Touhou Patch Center push?
Bullets, or resident structures?