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📝 Posted:
🚚 Summary of:
P0280
Commits:
20bac82...87eed57
💰 Funded by:
Blue Bolt, JonathKane, [Anonymous]
🏷 Tags:

TH03 gameplay! 📝 It's been over two years. People have been investing some decent money with the intention of eventually getting netplay, so let's cover some more foundations around player movement… and quickly notice that there's almost no overlap between gameplay RE and netplay preparations? That makes for a fitting opportunity to think about what TH03 netplay would look like:

Implementing all of this into TH03 can be done in one, a few, or all of the following five ways, depending on what the backers prefer. Sorted from the most generic to the most specialized solution (and, coincidentally, from least to most total effort required):

  1. Generic PC-98 netcode for one or more emulators

    This is the most basic and puristic variant that implements generic netplay for PC-98 games in general by effectively providing remote control of the emulated keyboard and joypad. The emulator will be unaware of the game, and the game will be unaware of being netplayed, which makes this solution particularly interesting for the non-Touhou PC-98 scene, or competitive players who absolutely insist on using ZUN's original binaries and won't trust any of my modded game builds.
    Applied to TH03, this means that players would select the regular hot-seat 1P vs 2P mode and then initiate a match through a new menu in the emulator UI. The same UI must then provide an option to manually remap incoming key and button presses to the 2P controls (newly introducing remapping to the emulator if necessary), as well as blocking any non-2P keys. The host then sends an initial savestate to the guest to ensure an identical starting state, and starts synchronizing and rolling back inputs at VSync boundaries.

    This generic nature means that we don't get to include any of the TH03-specific rollback optimizations mentioned above, leading to the highest CPU and memory requirements out of all the variants. It sure is the easiest to implement though, as we get to freely use modern C++ WebRTC libraries that are designed to work with the network stack of the underlying OS.
    I can try to build this netcode as a generic library that can work with any PC-98 emulator, but it would ultimately be up to the respective upstream developers to integrate it into official releases. Therefore, expect this variant to require separate funding and custom builds for each individual emulator codebase that we'd like to support.

  2. Emulator-level netcode with optional game integration

    Takes the generic netcode developed in 1) and adds the possibility for the game to control it via a special interrupt API. This enables several improvements:

    • Online matches could be initiated through new options in TH03's main menu rather than the emulator's UI.
    • The game could communicate the memory region that should be backed up every frame, cutting down memory usage as described above.
    • The exchanged input data could use the game's internal format instead of keyboard or joypad inputs. This removes the need for key remapping at the emulator level and naturally prevents the inherent issue of remote control where players could mess with each other's controls.
    • The game could be aware of the rollbacks, allowing it to jump over its rendering code while processing the queue of remote inputs and thus gain some performance as explained above.
    • The game could add synchronization points that block gameplay until both players have reached them, preventing the rollback queue from growing infinitely. This solves the issue of 1) not having any inherent way of working around desyncs and the resulting growth of the rollback queue. As an example, if one of the two emulators in 1) took, say, 2 seconds longer to load the game due to a random CPU spike caused by some bloatware on their system, the two players would be out of sync by 2 seconds for the rest of the session, forcing the faster system to render 113 frames every time an input prediction turned out to be incorrect.
      Good places for synchronization points include the beginning of each round, the WARNING!! You are forced to evade / Your life is in peril popups that pause the game for a few frames anyway, and whenever the game is paused via the ESC key.
    • During such pauses, the game could then also block the resuming ESC key of the player who didn't pause the game.

  3. Native PC-98 Windows 9x netcode

    Equivalent in features to 2), but pulls the netcode from the emulator down into the PC-98 system itself. Just like Ju.N.Owen or Adonis, it would run as a separate 32-bit or 16-bit Windows application that somehow communicates with the game running in a DOS window. This removes the need for emulator-specific integration code and provides real-hardware support for that handful of real-hardware owners who have actually equipped their PC-98 with a network card such as the LGY-98.
    This specific card is also low-level-emulated by the 21/W fork of Neko Project, which would allow this type of netplay to be used with official builds of that specific emulator. DOSBox-X currently emulates the apparently hardware-compatible NE2000 card, but disables its emulation in PC-98 mode, most likely because its I/O ports clash with the typical peripherals of a PC-98 system.
    As this is just low-level emulation of a network device though, setting up this kind of networking in Neko Project 21/W requires you to install and configure both a TAP driver on the host system, and the whole Windows 9x network stack on the emulated PC-98. Thankfully, the setup is well-documented, and I did manage to get a working Internet connection inside an emulated Windows 95, but it's definitely not foolproof. A more specific guide or setup program would greatly help here.

    And that's not the end of the drawbacks:

    • Netplay would depend on the PC-98 versions of Windows 9x, requiring players to acquire and install another OS on the emulated system.
    • Porting libdatachannel (and especially the required transport encryption) to Windows 95 will probably involve a bit of effort as well.
    • As would actually finding a way to access V86 mode memory from a 32-bit or 16-bit Windows process.
    • Correctly setting up TH03 to run within Windows 95 to begin with can be rather tricky. The GDC clock speed check needs to be either patched out or overridden using mode-setting tools, Windows needs to be blocked from accessing the FM chip, and even then, MAIN.EXE might still immediately crash during the first frame and leave all of VRAM corrupted:
      Screenshot of the TH03 crash on a Windows 95 system emulated in Neko Project 21/W ver0.86 rev92β3
      This is probably a bug in the latest ver0.86 rev92β3 version of Neko Project 21/W; I got it to work fine on real hardware. 📝 StormySpace did run on the same emulated Windows 95 system without any issues, though. Regardless, it's still worth mentioning as a symbol of everything that can go wrong.
    • A matchmaking server would be much more of a requirement than in any of the emulator variants. Players are unlikely to run their favorite chat client on the same PC-98 system, and the signaling codes are way too unwieldy to type them in manually. (Then again, IRC is always an option, and the people who would fund this variant are probably the exact same people who are already running IRC clients on their PC-98.)

  4. Native PC-98 DOS netcode

    Conceptually the same as 3), but going yet another level deeper, replacing the Windows 9x network stack with a DOS-based one. This might look even more intimidating and error-prone, but after I got ping and even Telnet working, I was pleasantly surprised at it's much simpler it is when compared to the Windows variant. The whole stack consists of just one LGY-98 hardware information tool, a LGY-98 packet driver TSR, and a TSR that implements TCP/IP/UDP/DNS/ICMP and is configured with a plaintext file. I don't have any deep experience with these protocols, so I was quite surprised that you can implement all of them in a single 40 KiB binary. Installed as TSRs, the entire stack takes up an acceptable 82 KiB of conventional memory, leaving more than enough space for the game itself. And since both of the TSRs are open-source, we can even legally bundle them with the future modified game binaries.
    However, all the emulation and matchmaking issues from the Windows 9x approach remain, along with the following issues:

    • Porting libdatachannel and the required transport encryption to the TEEN stack seems even more time-consuming than a Windows 95 port.
    • The TEEN stack has no UI for specifying the system's or gateway's IP addresses outside of its plaintext configuration file. This provides a nice opportunity for adding a new Internet settings menu with great error feedback to the game itself. Great for UX, but it's another thing I'd have to write.
    • Due to the memory requirements of rollback, the netcode should better run as a TSR in Protected Mode, adding yet another technology I'd have to learn about.
    • The LGY-98 is not the only network card for the PC-98. Others might have more complicated DOS drivers that might not work as seamlessly with the TEEN stack, or have no preserved DOS drivers at all. Heck, the most time-consuming part of the DOS setup was finding the correct download link for the LGY-98 packet driver, as the one link that appears in a lot of places only throws an access denied error these days. If you're interested in funding this variant and are using a non-LGY-98 card on real hardware, make sure you get general Internet working on DOS first.
  5. Porting the game first

    As always, this is the premium option. If the entire game already runs as a standalone executable on a modern system, we can just put all the netcode into the same binary and have the most seamless integration possible.

That leaves us with these prerequisites:

Once we've reached any of these prerequisites, I'll set up a separate campaign funding method that runs parallel to the cap. As netplay is one of those big features where incremental progress makes little sense and we can expect wide community support for the idea, I'll go for a more classic crowdfunding model with a fixed goal for the minimum feature set and stretch goals for optional quality-of-life features. Since I've still got two other big projects waiting to be finished, I'd like to at least complete the Shuusou Gyoku Linux port before I start working on TH03 netplay, even if we manage to hit any of the funding goals before that.


For the first time in a long while, the actual content of this push can be listed fairly quickly. I've now RE'd:

It's also the third TH03 gameplay push in a row that features inappropriate ASM code in places that really, really didn't need any. As usual, the code is worse than what Turbo C++ 4.0J would generate for idiomatic C code, and the surrounding code remains full of untapped and quick optimization opportunities anyway. This time, the biggest joke is the sprite offset calculation in the hit circle rendering code:

_BX = (circle->age - 1);
_BX >>= 2;
_BX *= 2;
uint16_t sprite_offset_in_sprite16_area = (0x1910 + _BX + _BX + _BX);
A multiplication with 6 would have compiled into a single IMUL instruction. This compiles into 4 MOVs, one IMUL (with 2), and two ADDs. :zunpet: This surely must have been left in on purpose for us to laugh about it one day?

But while we've all come to expect the usual share of ZUN bloat by now, this is also the first push without either a ZUN bug or a landmine since I started using these terms! 🎉 It does contain a single ZUN quirk though, which can also be found in the hit circles. This animation comes in two types with different caps: 12 animation slots across both playfields for the enemy circles shown in alternating bright/dark yellow colors, whereas the white animation for the player characters has a cap of… 1? P2 takes precedence over P1 because its update code always runs last, which explains what happens when both players get hit within the 16 frames of the animation:

If they both get hit on the exact same frame, the animation for P1 never plays, as P2 takes precedence.
If the other player gets hit within 16 frames of an active white circle animation, the animation is reinitialized for the other player as there's only a single slot to hold it. Is this supposed to telegraph that the other player got hit without them having to look over to the other playfield? After all, they're drawn on top of most other entities, but below the player. :onricdennat:
SPRITE16 uses the PC-98's EGC to draw these single-color sprites. If the EGC is already set up, it can be set into a GRCG-equivalent RMW mode using the pattern/read plane register (0x4A2) and foreground color register (0x4A6), together with setting the mode register (0x4A4) to 0x0CAC. Unlike the typical blitting operations that involve its 16-dot pattern register, the EGC even supports 8- or 32-bit writes in this mode, just like the GRCG. 📝 As expected for EGC features beyond the most ordinary ones though, T98-Next simply sets every written pixel to black on a 32-bit write. :tannedcirno: Comparing the actual performance of such writes to the GRCG would be 📝 yet another interesting question to benchmark.

Next up: I think it's time for ReC98's build system to reach its final form. For almost 5 years, I've been using an unreleased sane build system on a parallel private branch that was just missing some final polish and bugfixes. Meanwhile, the public repo is still using the project's initial Makefile that, 📝 as typical for Makefiles, is so unreliable that BUILD16B.BAT force-rebuilds everything by default anyway. While my build system has scaled decently over the years, something even better happened in the meantime: MS-DOS Player, a DOS emulator exclusively meant for seamless integration of CLI programs into the Windows console, has been forked and enhanced enough to finally run Turbo C++ 4.0J at an acceptable speed. So let's remove DOSBox from the equation, merge the 32-bit and 16-bit build steps into a single 32-bit one, set all of this up in a user-friendly way, and maybe squeeze even more performance out of MS-DOS Player specifically for this use case.

📝 Posted:
🚚 Summary of:
P0223, P0224, P0225
Commits:
139746c...371292d, 371292d...8118e61, 8118e61...4f85326
💰 Funded by:
rosenrose, Blue Bolt, Splashman, -Tom-, Yanga, Enderwolf, 32th System
🏷 Tags:

More than three months without any reverse-engineering progress! It's been way too long. Coincidentally, we're at least back with a surprising 1.25% of overall RE, achieved within just 3 pushes. The ending script system is not only more or less the same in TH04 and TH05, but actually originated in TH03, where it's also used for the cutscenes before stages 8 and 9. This means that it was one of the final pieces of code shared between three of the four remaining games, which I got to decompile at roughly 3× the usual speed, or ⅓ of the price.
The only other bargains of this nature remain in OP.EXE. The Music Room is largely equivalent in all three remaining games as well, and the sound device selection, ZUN Soft logo screens, and main/option menus are the same in TH04 and TH05. A lot of that code is in the "technically RE'd but not yet decompiled" ASM form though, so it would shift Finalized% more significantly than RE%. Therefore, make sure to order the new Finalization option rather than Reverse-engineering if you want to make number go up.

  1. General overview
  2. Game-specific differences
  3. Command reference
  4. Thoughts about translation support

So, cutscenes. On the surface, the .TXT files look simple enough: You directly write the text that should appear on the screen into the file without any special markup, and add commands to define visuals, music, and other effects at any place within the script. Let's start with the basics of how text is rendered, which are the same in all three games:


Superficially, the list of game-specific differences doesn't look too long, and can be summarized in a rather short table:

:th03: TH03 :th04: TH04 :th05: TH05
Script size limit 65536 bytes (heap-allocated) 8192 bytes (statically allocated)
Delay between every 2 bytes of text 1 frame by default, customizable via \v None
Text delay when holding ESC Varying speed-up factor None
Visibility of new text Immediately typed onto the screen Rendered onto invisible VRAM page, faded in on wait commands
Visibility of old text Unblitted when starting a new box Left on screen until crossfaded out with new text
Key binding for advancing the script Any key ⏎ Return, Shot, or ESC
Animation while waiting for an advance key None ⏎⃣, past right edge of current row
Inexplicable delays None 1 frame before changing pictures and after rendering new text boxes
Additional delay per interpreter loop 614.4 µs None 614.4 µs
The 614.4 µs correspond to the necessary delay for working around the repeated key up and key down events sent by PC-98 keyboards when holding down a key. While the absence of this delay significantly speeds up TH04's interpreter, it's also the reason why that game will stop recognizing a held ESC key after a few seconds, requiring you to press it again.

It's when you get into the implementation that the combined three systems reveal themselves as a giant mess, with more like 56 differences between the games. :zunpet: Every single new weird line of code opened up another can of worms, which ultimately made all of this end up with 24 pieces of bloat and 14 bugs. The worst of these should be quite interesting for the general PC-98 homebrew developers among my audience:


That brings us to the individual script commands… and yes, I'm going to document every single one of them. Some of their interactions and edge cases are not clear at all from just looking at the code.

Almost all commands are preceded by… well, a 0x5C lead byte. :thonk: Which raises the question of whether we should document it as an ASCII-encoded \ backslash, or a Shift-JIS-encoded ¥ yen sign. From a gaijin perspective, it seems obvious that it's a backslash, as it's consistently displayed as one in most of the editors you would actually use nowadays. But interestingly, iconv -f shift-jis -t utf-8 does convert any 0x5C lead bytes to actual ¥ U+00A5 YEN SIGN code points :tannedcirno:.
Ultimately, the distinction comes down to the font. There are fonts that still render 0x5C as ¥, but mainly do so out of an obvious concern about backward compatibility to JIS X 0201, where this mapping originated. Unsurprisingly, this group includes MS Gothic/Mincho, the old Japanese fonts from Windows 3.1, but even Meiryo and Yu Gothic/Mincho, Microsoft's modern Japanese fonts. Meanwhile, pretty much every other modern font, and freely licensed ones in particular, render this code point as \, even if you set your editor to Shift-JIS. And while ZUN most definitely saw it as a ¥, documenting this code point as \ is less ambiguous in the long run. It can only possibly correspond to one specific code point in either Shift-JIS or UTF-8, and will remain correct even if we later mod the cutscene system to support full-blown Unicode.

Now we've only got to clarify the parameter syntax, and then we can look at the big table of commands:

:th03: :th04: :th05: \@ Clears both VRAM pages by filling them with VRAM color 0.
🐞 In TH03 and TH04, this command does not update the internal text area background used for unblitting. This bug effectively restricts usage of this command to either the beginning of a script (before the first background image is shown) or its end (after no more new text boxes are started). See the image below for an example of using it anywhere else.
:th03: :th04: :th05: \b2 Sets the font weight to a value between 0 (raw font ROM glyphs) to 3 (very thicc). Specifying any other value has no effect.
:th04: :th05: 🐞 In TH04 and TH05, \b3 leads to glitched pixels when rendering half-width glyphs due to a bug in the newly micro-optimized ASM version of 📝 graph_putsa_fx(); see the image below for an example.
In these games, the parameter also directly corresponds to the graph_putsa_fx() effect function, removing the sanity check that was present in TH03. In exchange, you can also access the four dissolve masks for the bold font (\b2) by specifying a parameter between 4 (fewest pixels) to 7 (most pixels). Demo video below.
:th03: :th04: :th05: \c15 Changes the text color to VRAM color 15.
:th05: \c=,15 Adds a color map entry: If is the first code point inside the name area on a new line, the text color is automatically set to 15. Up to 8 such entries can be registered before overflowing the statically allocated buffer.
🐞 The comma is assumed to be present even if the color parameter is omitted.
:th03: :th04: :th05: \e0 Plays the sound effect with the given ID.
:th03: :th04: :th05: \f (no-op)
:th03: :th04: :th05: \fi1
\fo1
Calls master.lib's palette_black_in() or palette_black_out() to play a hardware palette fade animation from or to black, spending roughly 1 frame on each of the 16 fade steps.
:th03: :th04: :th05: \fm1 Fades out BGM volume via PMD's AH=02h interrupt call, in a non-blocking way. The fade speed can range from 1 (slowest) to 127 (fastest).
Values from 128 to 255 technically correspond to AH=02h's fade-in feature, which can't be used from cutscene scripts because it requires BGM volume to first be lowered via AH=19h, and there is no command to do that.
:th03: :th04: :th05: \g8 Plays a blocking 8-frame screen shake animation.
:th03: :th04: \ga0 Shows the gaiji with the given ID from 0 to 255 at the current cursor position. Even in TH03, gaiji always ignore the text delay interval configured with \v.
:th05: @3 TH05's replacement for the \ga command from TH03 and TH04. The default ID of 3 corresponds to the ♫ gaiji. Not to be confused with \@, which starts with a backslash, unlike this command.
:th05: @h Shows the 🎔 gaiji.
:th05: @t Shows the 💦 gaiji.
:th05: @! Shows the ! gaiji.
:th05: @? Shows the ? gaiji.
:th05: @!! Shows the ‼ gaiji.
:th05: @!? Shows the ⁉ gaiji.
:th03: :th04: :th05: \k0 Waits 0 frames (0 = forever) for an advance key to be pressed before continuing script execution. Before waiting, TH05 crossfades in any new text that was previously rendered to the invisible VRAM page…
🐞 …but TH04 doesn't, leaving the text invisible during the wait time. As a workaround, \vp1 can be used before \k to immediately display that text without a fade-in animation.
:th03: :th04: :th05: \m$ Stops the currently playing BGM.
:th03: :th04: :th05: \m* Restarts playback of the currently loaded BGM from the beginning.
:th03: :th04: :th05: \m,filename Stops the currently playing BGM, loads a new one from the given file, and starts playback.
:th03: :th04: :th05: \n Starts a new line at the leftmost X coordinate of the box, i.e., the start of the name area. This is how scripts can "change" the name of the currently speaking character, or use the entire 480×64 pixels without being restricted to the non-name area.
Note that automatic line breaks already move the cursor into a new line. Using this command at the "end" of a line with the maximum number of 30 full-width glyphs would therefore start a second new line and leave the previously started line empty.
If this command moved the cursor into the 5th line of a box, \s is executed afterward, with any of \n's parameters passed to \s.
:th03: :th04: :th05: \p (no-op)
:th03: :th04: :th05: \p- Deallocates the loaded .PI image.
:th03: :th04: :th05: \p,filename Loads the .PI image with the given file into the single .PI slot available to cutscenes. TH04 and TH05 automatically deallocate any previous image, 🐞 TH03 would leak memory without a manual prior call to \p-.
:th03: :th04: :th05: \pp Sets the hardware palette to the one of the loaded .PI image.
:th03: :th04: :th05: \p@ Sets the loaded .PI image as the full-screen 640×400 background image and overwrites both VRAM pages with its pixels, retaining the current hardware palette.
:th03: :th04: :th05: \p= Runs \pp followed by \p@.
:th03: :th04: :th05: \s0
\s-
Ends a text box and starts a new one. Fades in any text rendered to the invisible VRAM page, then waits 0 frames (0 = forever) for an advance key to be pressed. Afterward, the new text box is started with the cursor moved to the top-left corner of the name area.
\s- skips the wait time and starts the new box immediately.
:th03: :th04: :th05: \t100 Sets palette brightness via master.lib's palette_settone() to any value from 0 (fully black) to 200 (fully white). 100 corresponds to the palette's original colors. Preceded by a 1-frame delay unless ESC is held.
:th03: \v1 Sets the number of frames to wait between every 2 bytes of rendered text.
:th04: Sets the number of frames to spend on each of the 4 fade steps when crossfading between old and new text. The game-specific default value is also used before the first use of this command.
:th05: \v2
:th03: :th04: :th05: \vp0 Shows VRAM page 0. Completely useless in TH03 (this game always synchronizes both VRAM pages at a command boundary), only of dubious use in TH04 (for working around a bug in \k), and the games always return to their intended shown page before every blitting operation anyway. A debloated mod of this game would just remove this command, as it exposes an implementation detail that script authors should not need to worry about. None of the original scripts use it anyway.
:th03: :th04: :th05: \w64
  • \w and \wk wait for the given number of frames
  • \wm and \wmk wait until PMD has played back the current BGM for the total number of measures, including loops, given in the first parameter, and fall back on calling \w and \wk with the second parameter as the frame number if BGM is disabled.
    🐞 Neither PMD nor MMD reset the internal measure when stopping playback. If no BGM is playing and the previous BGM hasn't been played back for at least the given number of measures, this command will deadlock.
Since both TH04 and TH05 fade in any new text from the invisible VRAM page, these commands can be used to simulate TH03's typing effect in those games. Demo video below.
Contrary to \k and \s, specifying 0 frames would simply remove any frame delay instead of waiting forever.
The TH03-exclusive k variants allow the delay to be interrupted if ⏎ Return or Shot are held down. TH04 and TH05 recognize the k as well, but removed its functionality.
All of these commands have no effect if ESC is held.
\wm64,64
:th03: \wk64
\wmk64,64
:th03: :th04: :th05: \wi1
\wo1
Calls master.lib's palette_white_in() or palette_white_out() to play a hardware palette fade animation from or to white, spending roughly 1 frame on each of the 16 fade steps.
:th03: :th04: :th05: \=4 Immediately displays the given quarter of the loaded .PI image in the picture area, with no fade effect. Any value ≥ 4 resets the picture area to black.
:th03: :th04: :th05: \==4,1 Crossfades the picture area between its current content and quarter #4 of the loaded .PI image, spending 1 frame on each of the 4 fade steps unless ESC is held. Any value ≥ 4 is replaced with quarter #0.
:th03: :th04: :th05: \$ Stops script execution. Must be called at the end of each file; otherwise, execution continues into whatever lies after the script buffer in memory.
TH05 automatically deallocates the loaded .PI image, TH03 and TH04 require a separate manual call to \p- to not leak its memory.
Bold values signify the default if the parameter is omitted; \c is therefore equivalent to \c15.
Using the \@ command in the middle of a TH03 or TH04 cutscene script
The \@ bug. Yes, the ¥ is fake. It was easier to GIMP it than to reword the sentences so that the backslashes landed on the second byte of a 2-byte half-width character pair. :onricdennat:
Cutscene font weights in TH03Cutscene font weights in TH05, demonstrating the <code>\b3</code> bug that also affects TH04Cutscene font weights in TH03, rendered at a hypothetical unaligned X positionCutscene font weights in TH05, rendered at a hypothetical unaligned X position
The font weights and effects available through \b, including the glitch with \b3 in TH04 and TH05.
Font weight 3 is technically not rendered correctly in TH03 either; if you compare 1️⃣ with 4️⃣, you notice a single missing column of pixels at the left side of each glyph, which would extend into the previous VRAM byte. Ironically, the TH04/TH05 version is more correct in this regard: For half-width glyphs, it preserves any further pixel columns generated by the weight functions in the high byte of the 16-dot glyph variable. Unlike TH03, which still cuts them off when rendering text to unaligned X positions (3️⃣), TH04 and TH05 do bit-rotate them towards their correct place (4️⃣). It's only at byte-aligned X positions (2️⃣) where they remain at their internally calculated place, and appear on screen as these glitched pixel columns, 15 pixels away from the glyph they belong to. It's easy to blame bugs like these on micro-optimized ASM code, but in this instance, you really can't argue against it if the original C++ version was equally incorrect.
Combining \b and s- into a partial dissolve animation. The speed can be controlled with \v.
Simulating TH03's typing effect in TH04 and TH05 via \w. Even prettier in TH05 where we also get an additional fade animation after the box ends.

So yeah, that's the cutscene system. I'm dreading the moment I will have to deal with the other command interpreter in these games, i.e., the stage enemy system. Luckily, that one is completely disconnected from any other system, so I won't have to deal with it until we're close to finishing MAIN.EXE… that is, unless someone requests it before. And it won't involve text encodings or unblitting…


The cutscene system got me thinking in greater detail about how I would implement translations, being one of the main dependencies behind them. This goal has been on the order form for a while and could soon be implemented for these cutscenes, with 100% PI being right around the corner for the TH03 and TH04 cutscene executables.
Once we're there, the "Virgin" old-school way of static translation patching for Latin-script languages could be implemented fairly quickly:

  1. Establish basic UTF-8 parsing for less painful manual editing of the source files
  2. Procedurally generate glyphs for the few required additional letters based on existing font ROM glyphs. For example, we'd generate ä by painting two short lines on top of the font ROM's a glyph, or generate ¿ by vertically flipping the question mark. This way, the text retains a consistent look regardless of whether the translated game is run with an NEC or EPSON font ROM, or the hideous abomination that Neko Project II auto-generates if you don't provide either.
  3. (Optional) Change automatic line breaks to work on a per-word basis, rather than per-glyph

That's it – script editing and distribution would be handled by your local translation group. It might seem as if this would also work for Greek and Cyrillic scripts due to their presence in the PC-98 font ROM, but I'm not sure if I want to attempt procedurally shrinking these glyphs from 16×16 to 8×16… For any more thorough solution, we'd need to go for a more "Chad" kind of full-blown translation support:

  1. Implement text subdivisions at a sensible granularity while retaining automatic line and box breaks
  2. Compile translatable text into a Japanese→target language dictionary (I'm too old to develop any further translation systems that would overwrite modded source text with translations of the original text)
  3. Implement a custom Unicode font system (glyphs would be taken from GNU Unifont unless translators provide a different 8×16 font for their language)
  4. Combine the text compiler with the font compiler to only store needed glyphs as part of the translation's font file (dealing with a multi-MB font file would be rather ugly in a Real Mode game)
  5. Write a simple install/update/patch stacking tool that supports both .HDI and raw-file DOSBox-X scenarios (it's different enough from thcrap to warrant a separate tool – each patch stack would be statically compiled into a single package file in the game's directory)
  6. Add a nice language selection option to the main menu
  7. (Optional) Support proportional fonts

Which sounds more like a separate project to be commissioned from Touhou Patch Center's Open Collective funds, separate from the ReC98 cap. This way, we can make sure that the feature is completely implemented, and I can talk with every interested translator to make sure that their language works.
It's still cheaper overall to do this on PC-98 than to first port the games to a modern system and then translate them. On the other hand, most of the tasks in the Chad variant (3, 4, 5, and half of 2) purely deal with the difficulty of getting arbitrary Unicode characters to work natively in a PC-98 DOS game at all, and would be either unnecessary or trivial if we had already ported the game. Depending on where the patrons' interests lie, it may not be worth it. So let's see what all of you think about which way we should go, or whether it's worth doing at all. (Edit (2022-12-01): With Splashman's order towards the stage dialogue system, we've pretty much confirmed that it is.) Maybe we want to meet in the middle – using e.g. procedural glyph generation for dynamic translations to keep text rendering consistent with the rest of the PC-98 system, and just not support non-Latin-script languages in the beginning? In any case, I've added both options to the order form.
Edit (2023-07-28): Touhou Patch Center has agreed to fund a basic feature set somewhere between the Virgin and Chad level. Check the 📝 dedicated announcement blog post for more details and ideas, and to find out how you can support this goal!


Surprisingly, there was still a bit of RE work left in the third push after all of this, which I filled with some small rendering boilerplate. Since I also wanted to include TH02's playfield overlay functions, 1/15 of that last push went towards getting a TH02-exclusive function out of the way, which also ended up including that game in this delivery. :tannedcirno:
The other small function pointed out how TH05's Stage 5 midboss pops into the playfield quite suddenly, since its clipping test thinks it's only 32 pixels tall rather than 64:

Good chance that the pop-in might have been intended.
Edit (2023-06-30): Actually, it's a 📝 systematic consequence of ZUN having to work around the lack of clipping in master.lib's sprite functions.
There's even another quirk here: The white flash during its first frame is actually carried over from the previous midboss, which the game still considers as actively getting hit by the player shot that defeated it. It's the regular boilerplate code for rendering a midboss that resets the responsible damage variable, and that code doesn't run during the defeat explosion animation.

Next up: Staying with TH05 and looking at more of the pattern code of its boss fights. Given the remaining TH05 budget, it makes the most sense to continue in in-game order, with Sara and the Stage 2 midboss. If more money comes in towards this goal, I could alternatively go for the Mai & Yuki fight and immediately develop a pretty fix for the cheeto storage glitch. Also, there's a rather intricate pull request for direct ZMBV decoding on the website that I've still got to review…