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📝 Posted:
🚚 Summary of:
P0203, P0204
Commits:
4568bf7...86cdf5f, 86cdf5f...0c682b5
💰 Funded by:
GhostRiderCog, [Anonymous], Yanga
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Let's start right with the milestones:


So, how did this card-flipping stage obstacle delivery get so horribly delayed? With all the different layouts showcased in the 28 card-flipping stages, you'd expect this to be among the more stable and bug-free parts of the codebase. Heck, with all stage objects being placed on a 32×32-pixel grid, this is the first TH01-related blog post this year that doesn't have to describe an alignment-related unblitting glitch!

That alone doesn't mean that this code is free from quirky behavior though, and we have to look no further than the first few lines of the collision handling for round bumpers to already find a whole lot of that. Simplified, they do the following:

pixel_t delta_y_between_orb_and_bumper = (orb.top - bumper.top);
if(delta_y_between_orb_and_bumper <= 0) {
	orb.top = (bumper.top - 24);
} else {
	orb.top = (bumper.top + 24);
}

Immediately, you wonder why these assignments only exist for the Y coordinate. Sure, hitting a bumper from the left or right side should happen less often, but it's definitely possible. Is it really a good idea to warp the Orb to the top or bottom edge of a bumper regardless?
What's more important though: The fact that these immediate assignments exist at all. The game's regular Orb physics work by producing a Y velocity from the single force acting on the Orb and a gravity factor, and are completely independent of its current Y position. A bumper collision does also apply a new force onto the Orb further down in the code, but these assignments still bypass the physics system and are bound to have some knock-on effect on the Orb's movement.

To observe that effect, we just have to enter Stage 18 on the 地獄/Jigoku route, where it's particularly trivial to reproduce. At a 📝 horizontal velocity of ±4, these assignments are exactly what can cause the Orb to endlessly bounce between two bumpers. As rudimentary as the Orb's physics may be, just letting them do their work would have entirely prevented these loops:

One of at least three infinite bumper loop constellations within just this 10×5-tile section of TH01's Stage 18 on the 地獄/Jigoku route. With an effective 56 horizontal pixels between both hitboxes, the Orb would have to travel an absolute Y distance of at least 16 vertical pixels within (56 / 4) = 14 frames to escape the other bumper's hitbox. If the initial bounce reduces the Orb's Y velocity far enough for it to not manage that distance the first time, it will never reach the necessary speed again. In this loop, the bounce-off force even stabilizes, though this doesn't have to happen. The blue areas indicate the pixel-perfect* hitboxes of each bumper.
TH01 bumper collision handling without ZUN's manual assignment of the Y coordinate. The Orb still bounces back and forth between two bumpers for a while, but its top position always follows naturally from its Y velocity and the force applied to it, and gravity wins out in the end. The blue areas indicate the pixel-perfect* hitboxes of each bumper.

Now, you might be thinking that these Y assignments were just an attempt to prevent the Orb from colliding with the same bumper again on the next frame. After all, those 24 pixels exactly correspond to ⅓ of the height of a bumper's hitbox with an additional pixel added on top. However, the game already perfectly prevents repeated collisions by turning off collision testing with the same bumper for the next 7 frames after a collision. Thus, we can conclude that ZUN either explicitly coded bumper collision handling to facilitate these loops, or just didn't take out that code after inevitably discovering what it did. This is not janky code, it's not a glitch, it's not sarcasm from my end, and it's not the game's physics being bad.

But wait. Couldn't these assignments just be a remnant from a time in development before ZUN decided on the 7-frame delay on further collisions? Well, even that explanation stops holding water after the next few lines of code. Simplified, again:

pixel_t delta_x_between_orb_and_bumper = (orb.left - bumper.left);
if((orb.velocity.x == +4) && (delta_x_between_orb_and_bumper < 0)) {
	orb.velocity.x = -4;
} else if((orb.velocity.x == -4) && (delta_x_between_orb_and_bumper > 0)) {
	orb.velocity.x = +4;
}

What's important here is the part that's not in the code – namely, anything that handles X velocities of -8 or +8. In those cases, the Orb simply continues in the same horizontal direction. The manual Y assignment is the only part of the code that actually prevents a collision there, as the newly applied force is not guaranteed to be enough:

An infinite loop across three bumpers, made possible by the edge of the playfield and bumper bars on opposite sides, an unchanged horizontal direction, and the Y assignments neatly placing the Orb on either the top or bottom side of a bumper. The alternating sign of the force further ensures that the Orb will travel upwards half the time, canceling out gravity during the short time between two hitboxes.
With the unchanged horizontal direction and the Y assignments removed, nothing keeps an Orb at ±8 pixels per frame from flying into/over a bumper. The collision force pushes the Orb slightly, but not enough to truly matter. The final force sends the Orb on a significant downward trajectory beyond the next bumper's hitbox, breaking the original loop.

Forgetting to handle ⅖ of your discrete X velocity cases is simply not something you do by accident. So we might as well say that ZUN deliberately designed the game to behave exactly as it does in this regard.


Bumpers also come in vertical or horizontal bar shapes. Their collision handling also turns off further collision testing for the next 7 frames, and doesn't do any manual coordinate assignment. That's definitely a step up in cleanliness from round bumpers, but it doesn't seem to keep in mind that the player can fire a new shot every 4 frames when standing still. That makes it immediately obvious why this works:

The green numbers show the amount of frames since the last detected collision with the respective bumper bar, and indicate that collision testing with the bar below is currently disabled.

That's the most well-known case of reducing the Orb's horizontal velocity to 0 by exactly hitting it with shots in its center and then button-mashing it through a horizontal bar. This also works with vertical bars and yields even more interesting results there, but if we want to have any chance of understanding what happens there, we have to first go over some basics:

However, if that were everything the game did, kicking the Orb into a column of vertical bumper bars would lead them to behave more like a rope that the Orb can climb, as the initial collision with two hitboxes cancels out the intended sign change that reflects the Orb away from the bars:

This footage was recorded without the workaround I am about to describe. It does not reflect the behavior of the original game. You cannot do this in the original game.
While the visualization reveals small sections where three hitboxes overlap, the Orb can never actually collide with three of them at the same time, as those 3-hitbox regions are 2 pixels smaller than they would need to be to fit the Orb. That's exactly the difference between using < rather than <= in these hitbox comparisons.

While that would have been a fun gameplay mechanic on its own, it immediately breaks apart once you place two vertical bumper bars next to each other. Due to how these bumper bar hitboxes extend past their sprites, any two adjacent vertical bars will end up with the exact same hitbox in absolute screen coordinates. Stage 17 on the 魔界/Makai route contains exactly such a layout:

The collision handlers of adjacent vertical bars always activate in the same frame, independently invert the Orb's X velocity, and therefore fully cancel out their intended effect on the Orb… if the game did not have the workaround I am about to describe. This cannot happen in the original game.

ZUN's workaround: Setting a "vertical bumper bar block flag" after any collision with such a bar, which simply disables any collision with any vertical bar for the next 7 frames. This quick hack made all vertical bars work as intended, and avoided the need for involving the Orb's X velocity in any kind of physics system. :zunpet:


Edit (2022-07-12): This flag only works around glitches that would be caused by simultaneously colliding with more than one vertical bar. The actual response to a bumper bar collision still remains unaffected, and is very naive:

These conditions are only correct if the Orb comes in at an angle roughly between 45° and 135° on either side of a bar. If it's anywhere close to 0° or 180°, this response will be incorrect, and send the Orb straight through the bar. Since the large hitboxes make this easily possible, you can still get the Orb to climb a vertical column, or glide along a horizontal row:

Here's the hitbox overlay for 地獄/Jigoku Stage 19, and here's an updated version of the 📝 Orb physics debug mod that now also shows bumper bar collision frame numbers: 2022-07-10-TH01OrbPhysicsDebug.zip See the th01_orb_debug branch for the code. To use it, simply replace REIIDEN.EXE, and run the game in debug mode, via game d on the DOS prompt. If you encounter a gameplay situation that doesn't seem to be covered by this blog post, you can now verify it for yourself. Thanks to touhou-memories for bringing these issues to my attention! That definitely was a glaring omission from the initial version of this blog post.


With that clarified, we can now try mashing the Orb into these two vertical bars:

At first, that workaround doesn't seem to make a difference here. As we expect, the frame numbers now tell us that only one of the two bumper bars in a row activates, but we couldn't have told otherwise as the number of bars has no effect on newly applied Y velocity forces. On a closer look, the Orb's rise to the top of the playfield is in fact caused by that workaround though, combined with the unchanged top-to-bottom order of collision testing. As soon as any bumper bar completed its 7 collision delay frames, it resets the aforementioned flag, which already reactivates collision handling for any remaining vertical bumper bars during the same frame. Look out for frames with both a 7 and a 1, like the one marked in the video above: The 7 will always appear before the 1 in the row-major order. Whenever this happens, the current oscillation period is cut down from 7 to 6 frames – and because collision testing runs from top to bottom, this will always happen during the falling part. Depending on the Y velocity, the rising part may also be cut down to 6 frames from time to time, but that one at least has a chance to last for the full 7 frames. This difference adds those crucial extra frames of upward movement, which add up to send the Orb to the top. Without the flag, you'd always see the Orb oscillating between a fixed range of the bar column.
Finally, it's the "top of playfield" force that gradually slows down the Orb and makes sure it ultimately only moves at sub-pixel velocities, which have no visible effect. Because 📝 the regular effect of gravity is reset with each newly applied force, it's completely negated during most of the climb. This even holds true once the Orb reached the top: Since the Orb requires a negative force to repeatedly arrive up there and be bounced back, this force will stay active for the first 5 of the 7 collision frames and not move the Orb at all. Once gravity kicks in at the 5th frame and adds 1 to the Y velocity, it's already too late: The new velocity can't be larger than 0.5, and the Orb only has 1 or 2 frames before the flag reset causes it to be bounced back up to the top again.


Portals, on the other hand, turn out to be much simpler than the old description that ended up on Touhou Wiki in October 2005 might suggest. Everything about their teleportations is random: The destination portal, the exit force (as an integer between -9 and +9), as well as the exit X velocity, with each of the 📝 5 distinct horizontal velocities having an equal chance of being chosen. Of course, if the destination portal is next to the left or right edge of the playfield and it chooses to fire the Orb towards that edge, it immediately bounces off into the opposite direction, whereas the 0 velocity is always selected with a constant 20% probability.

The selection process for the destination portal involves a bit more than a single rand() call. The game bundles all obstacles in a single structure of dynamically allocated arrays, and only knows how many obstacles there are in total, not per type. Now, that alone wouldn't have much of an impact on random portal selection, as you could simply roll a random obstacle ID and try again if it's not a portal. But just to be extra cute, ZUN instead iterates over all obstacles, selects any non-entered portal with a chance of ¼, and just gives up if that dice roll wasn't successful after 16 loops over the whole array, defaulting to the entered portal in that case.
In all its silliness though, this works perfectly fine, and results in a chance of 0.7516(𝑛 - 1) for the Orb exiting out of the same portal it entered, with 𝑛 being the total number of portals in a stage. That's 1% for two portals, and 0.01% for three. Pretty decent for a random result you don't want to happen, but that hurts nobody if it does.

The one tiny ZUN bug with portals is technically not even part of the newly decompiled code here. If Reimu gets hit while the Orb is being sent through a portal, the Orb is immediately kicked out of the portal it entered, no matter whether it already shows up inside the sprite of the destination portal. Neither of the two portal sprites is reset when this happens, leading to "two Orbs" being visible simultaneously. :tannedcirno::onricdennat:
This makes very little sense no matter how you look at it. The Orb doesn't receive a new velocity or force when this happens, so it will simply re-enter the same portal once the gameplay resumes on Reimu's next life:

And that's it! At least the turrets don't have anything notable to say about them 📝 that I haven't said before.


That left another ½ of a push over at the end. Way too much time to finish FUUIN.exe, way too little time to start with Mima… but the bomb animation fit perfectly in there. No secrets or bugs there, just a bunch of sprite animation code wasting at least another 82 bytes in the data segment. The special effect after the kuji-in sprites uses the same single-bitplane 32×32 square inversion effect seen at the end of Kikuri's and Sariel's entrance animation, except that it's a 3-stack of 16-rings moving at 6, 7, and 8 pixels per frame respectively. At these comparatively slow speeds, the byte alignment of each square adds some further noise to the discoloration pattern… if you even notice it below all the shaking and seizure-inducing hardware palette manipulation.
And yes, due to the very destructive nature of the effect, the game does in fact rely on it only being applied to VRAM page 0. While that will cause every moving sprite to tear holes into the inverted squares along its trajectory, keeping a clean playfield on VRAM page 1 is what allows all that pixel damage to be easily undone at the end of this 89-frame animation.

Next up: Mima! Let's hope that stage obstacles already were the most complex part remaining in TH01…

📝 Posted:
🚚 Summary of:
P0174, P0175, P0176, P0177, P0178, P0179, P0180, P0181
Commits:
27f901c...a0fe812, a0fe812...40ac9a7, 40ac9a7...c5dc45b, c5dc45b...5f0cabc, 5f0cabc...60621f8, 60621f8...9e5b344, 9e5b344...091f19f, 091f19f...313450f
💰 Funded by:
Ember2528, Yanga
🏷 Tags:

Here we go, TH01 Sariel! This is the single biggest boss fight in all of PC-98 Touhou: If we include all custom effect code we previously decompiled, it amounts to a total of 10.31% of all code in TH01 (and 3.14% overall). These 8 pushes cover the final 8.10% (or 2.47% overall), and are likely to be the single biggest delivery this project will ever see. Considering that I only managed to decompile 6.00% across all games in 2021, 2022 is already off to a much better start!

So, how can Sariel's code be that large? Well, we've got:

In total, it's just under 3,000 lines of C++ code, containing a total of 8 definite ZUN bugs, 3 of them being subpixel/pixel confusions. That might not look all too bad if you compare it to the 📝 player control function's 8 bugs in 900 lines of code, but given that Konngara had 0… (Edit (2022-07-17): Konngara contains two bugs after all: A 📝 possible heap corruption in test or debug mode, and the infamous 📝 temporary green discoloration.) And no, the code doesn't make it obvious whether ZUN coded Konngara or Sariel first; there's just as much evidence for either.

Some terminology before we start: Sariel's first form is separated into four phases, indicated by different background images, that cycle until Sariel's HP reach 0 and the second, single-phase form starts. The danmaku patterns within each phase are also on a cycle, and the game picks a random but limited number of patterns per phase before transitioning to the next one. The fight always starts at pattern 1 of phase 1 (the random purple lasers), and each new phase also starts at its respective first pattern.


Sariel's bugs already start at the graphics asset level, before any code gets to run. Some of the patterns include a wand raise animation, which is stored in BOSS6_2.BOS:

TH01 BOSS6_2.BOS
Umm… OK? The same sprite twice, just with slightly different colors? So how is the wand lowered again?

The "lowered wand" sprite is missing in this file simply because it's captured from the regular background image in VRAM, at the beginning of the fight and after every background transition. What I previously thought to be 📝 background storage code has therefore a different meaning in Sariel's case. Since this captured sprite is fully opaque, it will reset the entire 128×128 wand area… wait, 128×128, rather than 96×96? Yup, this lowered sprite is larger than necessary, wasting 1,967 bytes of conventional memory.
That still doesn't quite explain the second sprite in BOSS6_2.BOS though. Turns out that the black part is indeed meant to unblit the purple reflection (?) in the first sprite. But… that's not how you would correctly unblit that?

VRAM after blitting the first sprite of TH01's BOSS6_2.BOS VRAM after blitting the second sprite of TH01's BOSS6_2.BOS

The first sprite already eats up part of the red HUD line, and the second one additionally fails to recover the seal pixels underneath, leaving a nice little black hole and some stray purple pixels until the next background transition. :tannedcirno: Quite ironic given that both sprites do include the right part of the seal, which isn't even part of the animation.


Just like Konngara, Sariel continues the approach of using a single function per danmaku pattern or custom entity. While I appreciate that this allows all pattern- and entity-specific state to be scoped locally to that one function, it quickly gets ugly as soon as such a function has to do more than one thing.
The "bird function" is particularly awful here: It's just one if(…) {…} else if(…) {…} else if(…) {…} chain with different branches for the subfunction parameter, with zero shared code between any of these branches. It also uses 64-bit floating-point double as its subpixel type… and since it also takes four of those as parameters (y'know, just in case the "spawn new bird" subfunction is called), every call site has to also push four double values onto the stack. Thanks to Turbo C++ even using the FPU for pushing a 0.0 constant, we have already reached maximum floating-point decadence before even having seen a single danmaku pattern. Why decadence? Every possible spawn position and velocity in both bird patterns just uses pixel resolution, with no fractional component in sight. And there goes another 720 bytes of conventional memory.

Speaking about bird patterns, the red-bird one is where we find the first code-level ZUN bug: The spawn cross circle sprite suddenly disappears after it finished spawning all the bird eggs. How can we tell it's a bug? Because there is code to smoothly fly this sprite off the playfield, that code just suddenly forgets that the sprite's position is stored in Q12.4 subpixels, and treats it as raw screen pixels instead. :zunpet: As a result, the well-intentioned 640×400 screen-space clipping rectangle effectively shrinks to 38×23 pixels in the top-left corner of the screen. Which the sprite is always outside of, and thus never rendered again.
The intended animation is easily restored though:

Sariel's third pattern, and the first to spawn birds, in its original and fixed versions. Note that I somewhat fixed the bird hatch animation as well: ZUN's code never unblits any frame of animation there, and simply blits every new one on top of the previous one.

Also, did you know that birds actually have a quite unfair 14×38-pixel hitbox? Not that you'd ever collide with them in any of the patterns…

Another 3 of the 8 bugs can be found in the symmetric, interlaced spawn rays used in three of the patterns, and the 32×32 debris "sprites" shown at their endpoint, at the edge of the screen. You kinda have to commend ZUN's attention to detail here, and how he wrote a lot of code for those few rapidly animated pixels that you most likely don't even notice, especially with all the other wrong pixels resulting from rendering glitches. One of the bugs in the very final pattern of phase 4 even turns them into the vortex sprites from the second pattern in phase 1 during the first 5 frames of the first time the pattern is active, and I had to single-step the blitting calls to verify it.
It certainly was annoying how much time I spent making sense of these bugs, and all weird blitting offsets, for just a few pixels… Let's look at something more wholesome, shall we?


So far, we've only seen the PC-98 GRCG being used in RMW (read-modify-write) mode, which I previously 📝 explained in the context of TH01's red-white HP pattern. The second of its three modes, TCR (Tile Compare Read), affects VRAM reads rather than writes, and performs "color extraction" across all 4 bitplanes: Instead of returning raw 1bpp data from one plane, a VRAM read will instead return a bitmask, with a 1 bit at every pixel whose full 4-bit color exactly matches the color at that offset in the GRCG's tile register, and 0 everywhere else. Sariel uses this mode to make sure that the 2×2 particles and the wind effect are only blitted on top of "air color" pixels, with other parts of the background behaving like a mask. The algorithm:

  1. Set the GRCG to TCR mode, and all 8 tile register dots to the air color
  2. Read N bits from the target VRAM position to obtain an N-bit mask where all 1 bits indicate air color pixels at the respective position
  3. AND that mask with the alpha plane of the sprite to be drawn, shifted to the correct start bit within the 8-pixel VRAM byte
  4. Set the GRCG to RMW mode, and all 8 tile register dots to the color that should be drawn
  5. Write the previously obtained bitmask to the same position in VRAM

Quite clever how the extracted colors double as a secondary alpha plane, making for another well-earned good-code tag. The wind effect really doesn't deserve it, though:

As far as I can tell, ZUN didn't use TCR mode anywhere else in PC-98 Touhou. Tune in again later during a TH04 or TH05 push to learn about TDW, the final GRCG mode!


Speaking about the 2×2 particle systems, why do we need three of them? Their only observable difference lies in the way they move their particles:

  1. Up or down in a straight line (used in phases 4 and 2, respectively)
  2. Left or right in a straight line (used in the second form)
  3. Left and right in a sinusoidal motion (used in phase 3, the "dark orange" one)

Out of all possible formats ZUN could have used for storing the positions and velocities of individual particles, he chose a) 64-bit / double-precision floating-point, and b) raw screen pixels. Want to take a guess at which data type is used for which particle system?

If you picked double for 1) and 2), and raw screen pixels for 3), you are of course correct! :godzun: Not that I'm implying that it should have been the other way round – screen pixels would have perfectly fit all three systems use cases, as all 16-bit coordinates are extended to 32 bits for trigonometric calculations anyway. That's what, another 1.080 bytes of wasted conventional memory? And that's even calculated while keeping the current architecture, which allocates space for 3×30 particles as part of the game's global data, although only one of the three particle systems is active at any given time.

That's it for the first form, time to put on "Civilization of Magic"! Or "死なばもろとも"? Or "Theme of 地獄めくり"? Or whatever SYUGEN is supposed to mean…


… and the code of these final patterns comes out roughly as exciting as their in-game impact. With the big exception of the very final "swaying leaves" pattern: After 📝 Q4.4, 📝 Q28.4, 📝 Q24.8, and double variables, this pattern uses… decimal subpixels? Like, multiplying the number by 10, and using the decimal one's digit to represent the fractional part? Well, sure, if you really insist on moving the leaves in cleanly represented integer multiples of ⅒, which is infamously impossible in IEEE 754. Aside from aesthetic reasons, it only really combines less precision (10 possible fractions rather than the usual 16) with the inferior performance of having to use integer divisions and multiplications rather than simple bit shifts. And it's surely not because the leaf sprites needed an extended integer value range of [-3276, +3276], compared to Q12.4's [-2047, +2048]: They are clipped to 640×400 screen space anyway, and are removed as soon as they leave this area.

This pattern also contains the second bug in the "subpixel/pixel confusion hiding an entire animation" category, causing all of BOSS6GR4.GRC to effectively become unused:

The "swaying leaves" pattern. ZUN intended a splash animation to be shown once each leaf "spark" reaches the top of the playfield, which is never displayed in the original game.

At least their hitboxes are what you would expect, exactly covering the 30×30 pixels of Reimu's sprite. Both animation fixes are available on the th01_sariel_fixes branch.

After all that, Sariel's main function turned out fairly unspectacular, just putting everything together and adding some shake, transition, and color pulse effects with a bunch of unnecessary hardware palette changes. There is one reference to a missing BOSS6.GRP file during the first→second form transition, suggesting that Sariel originally had a separate "first form defeat" graphic, before it was replaced with just the shaking effect in the final game.
Speaking about the transition code, it is kind of funny how the… um, imperative and concrete nature of TH01 leads to these 2×24 lines of straight-line code. They kind of look like ZUN rattling off a laundry list of subsystems and raw variables to be reinitialized, making damn sure to not forget anything.


Whew! Second PC-98 Touhou boss completely decompiled, 29 to go, and they'll only get easier from here! 🎉 The next one in line, Elis, is somewhere between Konngara and Sariel as far as x86 instruction count is concerned, so that'll need to wait for some additional funding. Next up, therefore: Looking at a thing in TH03's main game code – really, I have little idea what it will be!

Now that the store is open again, also check out the 📝 updated RE progress overview I've posted together with this one. In addition to more RE, you can now also directly order a variety of mods; all of these are further explained in the order form itself.

📝 Posted:
🚚 Summary of:
P0158, P0159
Commits:
bf7bb7e...c0c0ebc, c0c0ebc...e491cd7
💰 Funded by:
Yanga
🏷 Tags:

Of course, Sariel's potentially bloated and copy-pasted code is blocked by even more definitely bloated and copy-pasted code. It's TH01, what did you expect? :tannedcirno:

But even then, TH01's item code is on a new level of software architecture ridiculousness. First, ZUN uses distinct arrays for both types of items, with their own caps of 4 for bomb items, and 10 for point items. Since that obviously makes any type-related switch statement redundant, he also used distinct functions for both types, with copy-pasted boilerplate code. The main per-item update and render function is shared though… and takes every single accessed member of the item structure as its own reference parameter. Like, why, you have a structure, right there?! That's one way to really practice the C++ language concept of passing arbitrary structure fields by mutable reference… :zunpet:
To complete the unwarranted grand generic design of this function, it calls back into per-type collision detection, drop, and collect functions with another three reference parameters. Yeah, why use C++ virtual methods when you can also implement the effectively same polymorphism functionality by hand? Oh, and the coordinate clamping code in one of these callbacks could only possibly have come from nested min() and max() preprocessor macros. And that's how you extend such dead-simple functionality to 1¼ pushes…

Amidst all this jank, we've at least got a sensible item↔player hitbox this time, with 24 pixels around Reimu's center point to the left and right, and extending from 24 pixels above Reimu down to the bottom of the playfield. It absolutely didn't look like that from the initial naive decompilation though. Changing entity coordinates from left/top to center was one of the better lessons from TH01 that ZUN implemented in later games, it really makes collision detection code much more intuitive to grasp.


The card flip code is where we find out some slightly more interesting aspects about item drops in this game, and how they're controlled by a hidden cycle variable:

Then again, score players largely ignore point items anyway, as card combos simply have a much bigger effect on the score. With this, I should have RE'd all information necessary to construct a tool-assisted score run, though?
Edit: Turns out that 1) point items are becoming increasingly important in score runs, and 2) Pearl already did a TAS some months ago. Thanks to spaztron64 for the info!

The Orb↔card hitbox also makes perfect sense, with 24 pixels around the center point of a card in every direction.

The rest of the code confirms the card flip score formula documented on Touhou Wiki, as well as the way cards are flipped by bombs: During every of the 90 "damaging" frames of the 140-frame bomb animation, there is a 75% chance to flip the card at the [bomb_frame % total_card_count_in_stage] array index. Since stages can only have up to 50 cards 📝 thanks to a bug, even a 75% chance is high enough to typically flip most cards during a bomb. Each of these flips still only removes a single card HP, just like after a regular collision with the Orb.
Also, why are the card score popups rendered before the cards themselves? That's two needless frames of flicker during that 25-frame animation. Not all too noticeable, but still.


And that's over 50% of REIIDEN.EXE decompiled as well! Next up: More HUD update and rendering code… with a direct dependency on rank pellet speed modifications?

📝 Posted:
🚚 Summary of:
P0153, P0154, P0155, P0156
Commits:
624e0cb...d05c9ba, d05c9ba...031b526, 031b526...9ad578e, 9ad578e...4bc6405
💰 Funded by:
Ember2528
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📝 7 pushes to get Konngara done, according to my previous estimate? Well, how about being twice as fast, and getting the entire boss fight done in 3.5 pushes instead? So much copy-pasted code in there… without any flashy unused content, apart from four calculations with an unclear purpose. And the three strings "ANGEL", "OF", "DEATH", which were probably meant to be rendered using those giant upscaled font ROM glyphs that also display the STAGE # and HARRY UP strings? Those three strings are also part of Sariel's code, though.

On to the remaining 11 patterns then! Konngara's homing snakes, shown in the video above, are one of the more notorious parts of this battle. They occur in two patterns – one with two snakes and one with four – with all of the spawn, aim, update, and render code copy-pasted between the two. :zunpet: Three gameplay-related discoveries here:


This was followed by really weird aiming code for the "sprayed pellets from cup" pattern… which can only possibly have been done on purpose, but is sort of mitigated by the spraying motion anyway.
After a bunch of long if(…) {…} else if(…) {…} else if(…) {…} chains, which remain quite popular in certain corners of the game dev scene to this day, we've got the three sword slash patterns as the final notable ones. At first, it seemed as if ZUN just improvised those raw number constants involved in the pellet spawner's movement calculations to describe some sort of path that vaguely resembles the sword slash. But once I tried to express these numbers in terms of the slash animation's keyframes, it all worked out perfectly, and resulted in this:

Triangular path of the pellet spawner during Konngara's slash patterns

Yup, the spawner always takes an exact path along this triangle. Sometimes, I wonder whether I should just rush this project and don't bother about naming these repeated number literals. Then I gain insights like these, and it's all worth it.


Finally, we've got Konngara's main function, which coordinates the entire fight. Third-longest function in both TH01 and all of PC-98 Touhou, only behind some player-related stuff and YuugenMagan's gigantic main function… and it's even more of a copy-pasta, making it feel not nearly as long as it is. Key insights there:

Seriously, 📝 line drawing was much harder to decompile.


And that's it for Konngara! First boss with not a single piece of ASM left, 30 more to go! 🎉 But wait, what about the cause behind the temporary green discoloration after leaving the Pause menu? I expected to find something on that as well, but nope, it's nothing in Konngara's code segment. We'll probably only get to figure that out near the very end of TH01's decompilation, once we get to the one function that directly calls all of the boss-specific main functions in a switch statement.
Edit (2022-07-17): 📝 Only took until Mima.

So, Sariel next? With half of a push left, I did cover Sariel's first few initialization functions, but all the sprite unblitting and HUD manipulation will need some extra attention first. The first one of these functions is related to the HUD, the stage timer, and the HARRY UP mode, whose pellet pattern I've also decompiled now.

All of this brings us past 75% PI in all games, and TH01 to under 30,000 remaining ASM instructions, leaving TH03 as the now most expensive game to be completely decompiled. Looking forward to how much more TH01's code will fall apart if you just tap it lightly… Next up: The aforementioned helper functions related to HARRY UP, drawing the HUD, and unblitting the other bosses whose sprites are a bit more animated.