⮜ Blog

⮜ List of tags

Showing all posts tagged
,
and

📝 Posted:
🚚 Summary of:
P0135, P0136
Commits:
a6eed55...252c13d, 252c13d...07bfcf2
💰 Funded by:
[Anonymous]
🏷 Tags:

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" :onricdennat: 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. :tannedcirno: 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!

📝 Posted:
🚚 Summary of:
P0119
Commits:
cbf14eb...453dd3c
💰 Funded by:
[Anonymous], -Tom-
🏷 Tags:

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…