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.
🎉 After almost 3 years, TH04 finally caught up to TH05 and is now 100%
position-independent as well! 🎉
For a refresher on what this means and does not mean, check the
announcements from back in 2019 and 2020 when we chased the goal for TH05's
📝 OP.EXE and
📝 the rest of the game. These also feature
some demo videos that show off the kind of mods you were able to efficiently
code back then. With the occasional reverse-engineering attention it
received over the years, TH04's code should now be slightly easier to work
with than TH05's was back in the day. Although not by much – TH04 has
remained relatively unpopular among backers, and only received more than the
funded attention because it shares most of its core code with the more
popular TH05. Which, coincidentally, ended up becoming
📝 the reason for getting this done now.
Not that it matters a lot. Ever since we reached 100% PI for TH05, community
and backer interest in position independence has dropped to near zero. We
just didn't end up seeing the expected large amount of community-made mods
that PI was meant to facilitate, and even the
📝 100% decompilation of TH01 changed nothing
about that. But that's OK; after all, I do appreciate the business of
continually getting commissioned for all the
📝 large-scale mods. Not focusing on PI is
also the correct choice for everyone who likes reading these blog posts, as
it often means that I can't go that much into detail due to cutting corners
and piling up technical debt left and right.
Surprisingly, this only took 1.25 pushes, almost twice as fast as expected.
As that's closer to 1 push than it is to 2, I'm OK with releasing it like
this – especially since it was originally meant to come out three days ago.
🍋 Unfortunately, it was delayed thanks to surprising
website bugs and a certain piece of code that was way more difficult to
document than it was to decompile… The next push will have slightly less
content in exchange, though.
📝 P0240 and P0241 already covered the final
remaining structures, so I only needed to do some superficial RE to prove
the remaining numeric literals as either constants or memory addresses. For
example, I initially thought I'd have to decompile the dissolve animations
in the staff roll, but I only needed to identify a single function pointer
type to prove all false positives as screen coordinates there. Now, the TH04
staff roll would be another fast and cheap decompilation, similar to the
custom entity types of TH04. (And TH05 as well!)
The one piece of code I did have to decompile was Stage 4's carpet
lighting animation, thanks to hex literals that were way too complicated to
leave in ASM. And this one probably takes the crown for TH04's worst set of
landmines and bloat that still somehow results in no observable bugs or
quirks.
This animation starts at frame 1664, roughly 29.5 seconds into the stage,
and quickly turns the stage background into a repeated row of dark-red plaid
carpet tiles by moving out from the center of the playfield towards the
edges. Afterward, the animation repeats with a brighter set of tiles that is
then used for the rest of the stage. As I explained
📝 a while ago in the context of TH02, the
stage tile and map formats in PC-98 Touhou can't express animations, so all
of this needed to be hardcoded in the binary.
And ZUN did start out making the right decision by only using fully-lit
carpet tiles for all tile sections defined in ST03.MAP. This
way, the animation can simply disable itself after it completed, letting the
rest of the stage render normally and use new tile sections that are only
defined for the final light level. This means that the "initial" dark
version of the carpet is as much a result of hardcoded tile manipulation as
the animation itself.
But then, ZUN proceeded to implement it all by directly manipulating the
ring buffer of on-screen tiles. This is the lowest level before the tiles
are rendered, and rather detached from the defined content of the
📝 .MAP tile sections. Which leads to a whole
lot of problems:
If you decide to do this kind of tile ring modification, it should ideally
happen at a very specific point: after scrolling in new tiles into
the ring buffer, but before blitting any scrolled or invalidated
tiles to VRAM based on the ring buffer. Which is not where ZUN chose to put
it, as he placed the call to the stage-specific render function after both
of those operations. By the time the function is
called, the tile renderer has already blitted a few lines of the fully-lit
carpet tiles from the defined .MAP tile section, matching the scroll speed.
Fortunately, these are hidden behind the black TRAM cells above and below
the playfield…
Still, the code needs to get rid of them before they would become visible.
ZUN uses the regular tile invalidation function for this, which will only
cause actual redraws on the next frame. Again, the tile rendering call has
already happened by the time the Stage 4-specific rendering function gets
called.
But wait, this game also flips VRAM pages between frames to provide a
tear-free gameplay experience. This means that the intended redraw of the
new tiles actually hits the wrong VRAM page.
And sure, the code does attempt to invalidate these newly blitted lines
every frame – but only relative to the current VRAM Y coordinate that
represents the top of the hardware-scrolled screen. Once we're back on the
original VRAM page on the next frame, the lines we initially set out to
remove could have already scrolled past that point, making it impossible to
ever catch up with them in this way.
The only real "solution": Defining the height of the tile invalidation
rectangle at 3× the scroll speed, which ensures that each invalidation call
covers 3 frames worth of newly scrolled-in lines. This is not intuitive at
all, and requires an understanding of everything I have just written to even
arrive at this conclusion. Needless to say that ZUN didn't comprehend it
either, and just hardcoded an invalidation height that happened to be enough
for the small scroll speeds defined in ST03.STD for the first
30 seconds of the stage.
The effect must consistently modify the tile ring buffer to "fix" any new
tiles, overriding them with the intended light level. During the animation,
the code not only needs to set the old light level for any tiles that are
still waiting to be replaced, but also the new light level for any tiles
that were replaced – and ZUN forgot the second part. As a result, newly scrolled-in tiles within the already animated
area will "remain" untouched at light level 2 if the scroll speed is fast
enough during the transition from light level 0 to 1.
All that means that we only have to raise the scroll speed for the effect to
fall apart. Let's try, say, 4 pixels per frame rather than the original
0.25:
All of this could have been so much simpler and actually stable if ZUN
applied the tile changes directly onto the .MAP. This is a much more
intuitive way of expressing what is supposed to happen to the map, and would
have reduced the code to the actually necessary tile changes for the first
frame and each individual frame of the animation. It would have still
required a way to force these changes into the tile ring buffer, but ZUN
could have just used his existing full-playfield redraw functions for that.
In any case, there would have been no need for any per-frame tile
fixing and redrawing. The CPU cycles saved this way could have then maybe
been put towards writing the tile-replacing part of the animation in C++
rather than ASM…
Wow, that was an unreasonable amount of research into a feature that
superficially works fine, just because its decompiled code didn't make
sense. To end on a more positive note, here are
some minor new discoveries that might actually matter to someone:
The laser part of Marisa's Illusion Laser shot type always does 3
points of damage per frame, regardless of the player's power level. Its
hitbox also remains identical on all power levels, no matter how wide the
laser appears on screen. The strength difference between the levels purely
comes from the number of frames the laser stays active before a fixed
non-damaging 32-frame cooldown time:
Power level
Frames per cycle (including 32-frame cooldown)
2
64
3
72
4
88
5
104
6
128
7
144
8
168
9
192
The decay animation for player shots is faster in TH05 (12 frames) than in
TH04 (16 frames).
In the first phase of her Stage 6 fight, Yuuka moves along one of two
randomly chosen hardcoded paths, defined as a set of 5 movement angles.
After reaching the final point and firing a danmaku pattern, she teleports
back to her initial position to repeat the path one more time before the
phase times out.
Similarly, TH04's Stage 3 midboss also goes through 12 fixed movement angles
before flying off the playfield.
The formulas for calculating the skill rating on both TH04's and TH05's
final verdict screen are going to be very long and complicated.
Next up: ¾ of a push filled with random boilerplate, finalization, and TH01
code cleanup work, while I finish the preparations for Shuusou Gyoku's
OpenGL backend. This month, everything should finally work out as intended:
I'll complete both tasks in parallel, ship the former to free up the cap,
and then ship the latter once its 5th push is fully funded.
🎉 TH05 is finally fully position-independent! 🎉 To celebrate this
milestone, -Tom- coded a little demo, which we recorded on
both an emulator and on real PC-98 hardware:
You can now freely add or remove both data and code anywhere in TH05, by
editing the ReC98 codebase, 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.
By extension, this also means that it's now theoretically possible
to use a different compiler on the source code. But:
What does this not mean?
The original ZUN code hasn't been completely reverse-engineered yet, let
alone decompiled. As the final PC-98 Touhou game, TH05 also happens to
have the largest amount of actual ZUN-written ASM that can't ever
be decompiled within ReC98's constraints of a legit source code
reconstruction. But a lot of the originally-in-C code is also still in
ASM, which might make modding a bit inconvenient right now. And while I
have decompiled a bunch of functions, I selected them largely
because they would help with PI (as requested by the backers), and not
because they are particularly relevant to typical modding interests.
As a result, the code might also be a bit confusingly organized. There's
quite a conflict between various goals there: On the one hand, I'd like to
only have a single instance of every function shared with earlier games,
as well as reduce ZUN's code duplication within a single game. On the
other hand, this leads to quite a lot of code being scattered all over the
place and then #include-pasted back together, except for the
places where
📝 this doesn't work, and you'd have to use multiple translation units anyway…
I'm only beginning to figure out the best structure here, and some more
reverse-engineering attention surely won't hurt.
Also, keep in mind that the code still targets x86 Real Mode. To work
effectively in this codebase, you'd need some familiarity with
memory
segmentation, and how to express it all in code. This tends to make
even regular C++ development about an order of magnitude harder,
especially once you want to interface with the remaining ASM code. That
part made -Tom- struggle quite a bit with implementing his
custom scripting language for the demo above. For now, he built that demo
on quite a limited foundation – which is why he also chose to release
neither the build nor the source publically for the time being.
So yeah, you're definitely going to need the TASM and Borland C++ manuals
there.
tl;dr: We now know everything about this game's data, but not quite
as much about this game's code.
So, how long until source ports become a realistic project?
You probably want to wait for 100% RE, which is when everything
that can be decompiled has been decompiled.
Unless your target system is 16-bit Windows, in which case you could
theoretically start right away. 📝 Again,
this would be the ideal first system to port PC-98 Touhou to: It would
require all the generic portability work to remove the dependency on PC-98
hardware, thus paving the way for a subsequent port to modern systems,
yet you could still just drop in any undecompiled ASM.
Porting to IBM-compatible DOS would only be a harder and less universally
useful version of that. You'd then simply exchange one architecture, with
its idiosyncrasies and limits, for another, with its own set of
idiosyncrasies and limits. (Unless, of course, you already happen to be
intimately familiar with that architecture.) The fact that master.lib
provides DOS/V support would have only mattered if ZUN consistently used
it to abstract away PC-98 hardware at every single place in the code,
which is definitely not the case.
The list of actually interesting findings in this push is,
📝 again, very short. Probably the most
notable discovery: The low-level part of the code that renders Marisa's
laser from her TH04 Illusion Laser shot type is still present in
TH05. Insert wild mass guessing about potential beta version shot types…
Oh, and did you know that the order of background images in the Extra
Stage staff roll differs by character?
Next up: Finally driving up the RE% bar again, by decompiling some TH05
main menu code.
Wouldn't it be a bit disappointing to have TH05 completely
position-independent, but have it still require hex-editing of the
original ZUN.COM to mod its gaiji characters? As in, these
custom "text" glyphs, available to the PC-98 text RAM:
Especially since we now even have a sprite converter… the lack of which
was exactly 📝 what made rebuilding ZUN.COM not that worthwhile before.
So, before the big release, let's get all the remaining
ZUN.COM sub-binaries of TH04 and TH05 dumped into .ASM files,
and re-assembled and linked during the build process.
This is also the moment in which Egor's 2018
reimplementation of O. Morikawa's comcstm finally gets
to shine. Back then, I considered it too early to even bother with
ZUN.COM and reimplementing the .COM wrapper that ZUN
originally used to bundle multiple smaller executables into that single
binary. But now that the time is right, it is nice to have that
code, as it allowed me to get these rebuilds done in half a push.
Otherwise, it would have surely required one or two dedicated ones.
Since we like correctness here, newly dumped ZUN code means that it also
has to be included in the RE%
baseline calculation. This is why TH04's and TH05's overall RE% bars
have gone back a tiny bit… in case you remember how they previously looked
like After all, I would like to figure
out where all that memory allocated during TH04's and TH05's memory check
is freed, if at all.
Alright, one half of a push left… Y'know, getting rid of those last few PI
false positives is actually one of the most annoying chores in this
project, and quite stressful as well: I have to convince myself that the
remaining false positives are, in fact, not memory references, but with
way too little time for in-depth RE and to denote what they are
instead. In that situation, everyone (including myself!)
is anticipating that PI goal, and no one is really interested in RE.
(Well… that is, until they actually get to developing their mod. But more
on that tomorrow. ) Which means that it boils
down to quite some hasty, dumb, and superficial RE around those remaining
numbers.
So, in the hope of making it less annoying for the other 4 games in the
future, let's systematically cover the sources of those remaining false
positives in TH05, over all games. I/O port accesses with either the port
or the value in registers (and thus, no longer as an immediate argument to
the IN or OUT instructions, which the PI counter
can clearly ingore), palette color arithmetic, or heck, 0xFF constants that
obviously just mean "-1" and are not a reference to offset 0xFF in
the data segment. All of this, of course, once again had a way bigger
effect on everything but an almost position-independent TH05… but
hey, that's the sort of thing you reserve the "anything" pushes for. And
that's also how we get some of the single biggest PI% gains we have seen
so far, and will be seeing before the 100% PI mark. And yes, those will
continue in the next push.
🎉 TH01's OP.EXE and FUUIN.EXE are now fully
position-independent! 🎉
What does this mean?
You can now add any data or code to TH01's main menu or ending cutscenes,
by simply editing the ReC98 source, writing your mod in ASM or C++, and
recompiling the code. Since all absolute memory addresses in OP
and FUUIN 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.
As an example, the most popular TH01 mod idea, replacing MDRV2 with PMD,
could now at least be prototyped and tested in
OP.EXE, without having to worry about x86 instruction lengths.
📝 Check the video I made for the TH04/TH05 OP.EXE PI announcement for a basic overview of how to do that.
What does this not mean?
The original ZUN code hasn't been completely decompiled yet. The final
high-level parts of both the main menu and the cutscenes are still ASM,
which might make modding a bit inconvenient right now.
It's not that much more code though, and could quickly be covered in a few
pushes if requested. Due to the plentiful monthly subscriptions, the shop
will stay closed for regular orders until the end of June, but backers
with outstanding contributions could request that now if they want
to – simply drop me a mail. Otherwise, the "generic TH01 RE" money will
continue to go towards the main game. That way, we'll have more substance
to show once we do decide to decompile the rest of
OP.EXE and FUUIN.EXE, and likely get some press
coverage as a result.
Then again, we've been building up to this point over the last few pushes,
and it only really needed a quick look over the remaining false positives.
The majority of the time therefore went towards more PI in
REIIDEN.EXE, where the bitplane pointers for .BOS files yielded
some quite big gains. Couldn't really find any obvious reason why ZUN used
two slighly different variations on loading and blitting those files,
though…
As the final function in this rather random push, we got TH01's
hardware-powered scrolling function, used for screen shaking effects and
the scrolling backgrounds at the start of the Final Boss stages. And while
I tried to document all these I/O writes… it turned out that ZUN actually
copied the entire function straight from the PC-9801 Programmers'
Bible, with no changes. It's the
setgsta() example function on page 150. Which is terribly
suboptimal and bloated – all those integer divisions are really
not how you'd write such code for a 16-bit compiler from the 90's…
And that gives us 60% PI overall, and 50% PI over all of TH01! Next up:
More structures… and classes, even?
🎉 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?
Big gains, as expected, but not much to say about this one. With TH05 Reimu
being way too easy to decompile after
📝 the shot control groundwork done in October,
there was enough time to give the comprehensive PI false-positive
treatment to two other sets of functions present in TH04's and TH05's
OP.EXE. One of them, master.lib's super_*()
functions, was used a lot in TH02, more than in any other game… I
wonder how much more that game will progress without even focusing on it
in particular.
Alright then! 100% PI for TH04's and TH05's OP.EXE upcoming…
(Edit: Already got funding to cover this!)
With no feedback to 📝 last week's blog post,
I assume you all are fine with how things are going? Alright then, another
one towards position independence, with the same approach as before…
Since -Tom- wanted to learn something about how the PC-98
EGC is used in TH04 and TH05, I took a look at master.lib's
egc_shift_*() functions. These simply do a hardware-accelerated
memmove() of any VRAM region, and are used for screen shaking
effects. Hover over the image below for the raw effect:
Then, I finally wanted to take a look at the bullet structures, but it
required way too much reverse-engineering to even start within ¾ of
a position independence push. Even with the help of uth05win –
bullet handling was changed quite a bit from TH04 to TH05.
What I ultimately settled on was more raw, "boring" PI work based around
an already known set of functions. For this one, I looked at vector
construction… and this time, that actually made the games a little
bit more position-independent, and wasn't just all about removing
false positives from the calculation. This was one of the few sets of
functions that would also apply to TH01, and it revealed just how
chaotically that game was coded. This one commit shows three ways how ZUN
stored regular 2D points in TH01:
"regularly", like in master.lib's Point structure (X
first, Y second)
reversed, (Y first and X second), then obviously with two distinct
variables declared next to each other
… yeah. But in more productive news, this did actually lay the
groundwork for TH04 and TH05 bullet structures. Which might even be coming
up within the next big, 5-push order from Touhou Patch Center? These are
the priorities I got from them, let's see how close I can get!