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📝 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
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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:
P0165, P0166, P0167
Commits:
7a0e5d8...f2bca01, f2bca01...e697907, e697907...c2de6ab
💰 Funded by:
Ember2528
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OK, TH01 missile bullets. Can we maybe have a well-behaved entity type, without any weirdness? Just once?

Ehh, kinda. Apart from another 150 bytes wasted on unused structure members, this code is indeed more on the low end in terms of overall jank. It does become very obvious why dodging these missiles in the YuugenMagan, Mima, and Elis fights feels so awful though: An unfair 46×46 pixel hitbox around Reimu's center pixel, combined with the comeback of 📝 interlaced rendering, this time in every stage. ZUN probably did this because missiles are the only 16×16 sprite in TH01 that is blitted to unaligned X positions, which effectively ends up touching a 32×16 area of VRAM per sprite.
But even if we assume VRAM writes to be the bottleneck here, it would have been totally possible to render every missile in every frame at roughly the same amount of CPU time that the original game uses for interlaced rendering:

That's an optimization that would have significantly benefitted the game, in contrast to all of the fake ones introduced in later games. Then again, this optimization is actually something that the later games do, and it might have in fact been necessary to achieve their higher bullet counts without significant slowdown.

Unfortunately, it was only worth decompiling half of the missile code right now, thanks to gratuitous FPU usage in the other half, where 📝 double variables are compared to float literals. That one will have to wait 📝 until after SinGyoku.


After some effectively unused Mima sprite effect code that is so broken that it's impossible to make sense out of it, we get to the final feature I wanted to cover for all bosses in parallel before returning to Sariel: The separate sprite background storage for moving or animated boss sprites in the Mima, Elis, and Sariel fights. But, uh… why is this necessary to begin with? Doesn't TH01 already reserve the other VRAM page for backgrounds?
Well, these sprites are quite big, and ZUN didn't want to blit them from main memory on every frame. After all, TH01 and TH02 had a minimum required clock speed of 33 MHz, half of the speed required for the later three games. So, he simply blitted these boss sprites to both VRAM pages, leading the usual unblitting calls to only remove the other sprites on top of the boss. However, these bosses themselves want to move across the screen… and this makes it necessary to save the stage background behind them in some other way.

Enter .PTN, and its functions to capture a 16×16 or 32×32 square from VRAM into a sprite slot. No problem with that approach in theory, as the size of all these bigger sprites is a multiple of 32×32; splitting a larger sprite into these smaller 32×32 chunks makes the code look just a little bit clumsy (and, of course, slower).
But somewhere during the development of Mima's fight, ZUN apparently forgot that those sprite backgrounds existed. And once Mima's 🚫 casting sprite is blitted on top of her regular sprite, using just regular sprite transparency, she ends up with her infamous third arm:

TH01 Mima's third arm

Ironically, there's an unused code path in Mima's unblit function where ZUN assumes a height of 48 pixels for Mima's animation sprites rather than the actual 64. This leads to even clumsier .PTN function calls for the bottom 128×16 pixels… Failing to unblit the bottom 16 pixels would have also yielded that third arm, although it wouldn't have looked as natural. Still wouldn't say that it was intentional; maybe this casting sprite was just added pretty late in the game's development?


So, mission accomplished, Sariel unblocked… at 2¼ pushes. :thonk: That's quite some time left for some smaller stage initialization code, which bundles a bunch of random function calls in places where they logically really don't belong. The stage opening animation then adds a bunch of VRAM inter-page copies that are not only redundant but can't even be understood without knowing the hidden internal state of the last VRAM page accessed by previous ZUN code…
In better news though: Turbo C++ 4.0 really doesn't seem to have any complexity limit on inlining arithmetic expressions, as long as they only operate on compile-time constants. That's how we get macro-free, compile-time Shift-JIS to JIS X 0208 conversion of the individual code points in the 東方★靈異伝 string, in a compiler from 1994. As long as you don't store any intermediate results in variables, that is… :tannedcirno:

But wait, there's more! With still ¼ of a push left, I also went for the boss defeat animation, which includes the route selection after the SinGyoku fight.
As in all other instances, the 2× scaled font is accomplished by first rendering the text at regular 1× resolution to the other, invisible VRAM page, and then scaled from there to the visible one. However, the route selection is unique in that its scaled text is both drawn transparently on top of the stage background (not onto a black one), and can also change colors depending on the selection. It would have been no problem to unblit and reblit the text by rendering the 1× version to a position on the invisible VRAM page that isn't covered by the 2× version on the visible one, but ZUN (needlessly) clears the invisible page before rendering any text. :zunpet: Instead, he assigned a separate VRAM color for both the 魔界 and 地獄 options, and only changed the palette value for these colors to white or gray, depending on the correct selection. This is another one of the 📝 rare cases where TH01 demonstrates good use of PC-98 hardware, as the 魔界へ and 地獄へ strings don't need to be reblitted during the selection process, only the Orb "cursor" does.

Then, why does this still not count as good-code? When changing palette colors, you kinda need to be aware of everything else that can possibly be on screen, which colors are used there, and which aren't and can therefore be used for such an effect without affecting other sprites. In this case, well… hover over the image below, and notice how Reimu's hair and the bomb sprites in the HUD light up when Makai is selected:

Demonstration of palette changes in TH01's route selection

This push did end on a high note though, with the generic, non-SinGyoku version of the defeat animation being an easily parametrizable copy. And that's how you decompile another 2.58% of TH01 in just slightly over three pushes.


Now, we're not only ready to decompile Sariel, but also Kikuri, Elis, and SinGyoku without needing any more detours into non-boss code. Thanks to the current TH01 funding subscriptions, I can plan to cover most, if not all, of Sariel in a single push series, but the currently 3 pending pushes probably won't suffice for Sariel's 8.10% of all remaining code in TH01. We've got quite a lot of not specifically TH01-related funds in the backlog to pass the time though.

Due to recent developments, it actually makes quite a lot of sense to take a break from TH01: spaztron64 has managed what every Touhou download site so far has failed to do: Bundling all 5 game onto a single .HDI together with pre-configured PC-98 emulators and a nice boot menu, and hosting the resulting package on a proper website. While this first release is already quite good (and much better than my attempt from 2014), there is still a bit of room for improvement to be gained from specific ReC98 research. Next up, therefore:

📝 Posted:
🚚 Summary of:
P0123
Commits:
4406c3d...72dfa09
💰 Funded by:
Yanga
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Done with the .BOS format, at last! While there's still quite a bunch of undecompiled non-format blitting code left, this was in fact the final piece of graphics format loading code in TH01.

📝 Continuing the trend from three pushes ago, we've got yet another class, this time for the 48×48 and 48×32 sprites used in Reimu's gohei, slide, and kick animations. The only reason these had to use the .BOS format at all is simply because Reimu's regular sprites are 32×32, and are therefore loaded from 📝 .PTN files.
Yes, this makes no sense, because why would you split animations for the same character across two file formats and two APIs, just because of a sprite size difference? This necessity for switching blitting APIs might also explain why Reimu vanishes for a few frames at the beginning and the end of the gohei swing animation, but more on that once we get to the high-level rendering code.

Now that we've decompiled all the .BOS implementations in TH01, here's an overview of all of them, together with .PTN to show that there really was no reason for not using the .BOS API for all of Reimu's sprites:

CBossEntity CBossAnim CPlayerAnim ptn_* (32×32)
Format .BOS .BOS .BOS .PTN
Hitbox
Byte-aligned blitting
Byte-aligned unblitting
Unaligned blitting Single-line and wave only
Precise unblitting
Per-file sprite limit 8 8 32 64
Pixels blitted at once 16 16 8 32

And even that last property could simply be handled by branching based on the sprite width, and wouldn't be a reason for switching formats. But well, it just wouldn't be TH01 without all that redundant bloat though, would it?

The basic loading, freeing, and blitting code was yet another variation on the other .BOS code we've seen before. So this should have caused just as little trouble as the CBossAnim code… except that CPlayerAnim did add one slightly difficult function to the mix, which led to it requiring almost a full push after all. Similar to 📝 the unblitting code for moving lasers we've seen in the last push, ZUN tries to minimize the amount of VRAM writes when unblitting Reimu's slide animations. Technically, it's only necessary to restore the pixels that Reimu traveled by, plus the ones that wouldn't be redrawn by the new animation frame at the new X position.
The theoretically arbitrary distance between the two sprites is, of course, modeled by a fixed-size buffer on the stack :onricdennat:, coming with the further assumption that the sprite surely hasn't moved by more than 1 horizontal VRAM byte compared to the last frame. Which, of course, results in glitches if that's not the case, leaving little Reimu parts in VRAM if the slide speed ever exceeded 8 pixels per frame. :tannedcirno: (Which it never does, being hardcoded to 6 pixels, but still.). As it also turns out, all those bit masking operations easily lead to incredibly sloppy C code. Which compiles into incredibly terrible ASM, which in turn might end up wasting way more CPU time than the final VRAM write optimization would have gained? Then again, in-depth profiling is way beyond the scope of this project at this point.

Next up: The TH04 main menu, and some more technical debt.

📝 Posted:
🚚 Summary of:
P0122
Commits:
164591f...4406c3d
💰 Funded by:
Yanga
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This time around, laser is 📝 actually not difficult, with TH01's shootout laser class being simple enough to nicely fit into a single push. All other stationary lasers (as used by YuugenMagan, for example) don't even use a class, and are simply treated as regular lines with collision detection.

But of course, the shootout lasers also come with the typical share of TH01 jank we've all come to expect by now. This time, it already starts with the hardcoded sprite data:

TH01 shootout laser 'sprites'

A shootout laser can have a width from 1 to 8 pixels, so ZUN stored a separate 16×1 sprite with a line for each possible width (left-to-right). Then, he shifted all of these sprites 1 pixel to the right for all of the 8 possible start positions within a planar VRAM byte (top-to-bottom). Because… doing that bit shift programmatically is way too expensive, so let's pre-shift at compile time, and use 16× the memory per sprite? :tannedcirno:

Since a bunch of other sprite sheets need to be pre-shifted as well (this is the 5th one we've found so far), our sprite converter has a feature to automatically generate those pre-shifted variations. This way, we can abstract away that implementation detail and leave modders with .BMP files that still only contain a single version of each sprite. But, uh…, wait, in this sprite sheet, the second row for 1-pixel lasers is accidentally shifted right by one more pixel that it should have been?! Which means that

  1. we can't use the auto-preshift feature here, and have to store this weird-looking (and quite frankly, completely unnecessary) sprite sheet in its entirety
  2. ZUN did, at least during TH01's development, not have a sprite converter, and directly hardcoded these dot patterns in the C++ code :zunpet:

The waste continues with the class itself. 69 bytes, with 22 bytes outright unused, and 11 not really necessary. As for actual innovations though, we've got 📝 another 32-bit fixed-point type, this time actually using 8 bits for the fractional part. Therefore, the ray position is tracked to the 1/256th of a pixel, using the full precision of master.lib's 8-bit sin() and cos() lookup tables.
Unblitting is also remarkably efficient: It's only done once the laser stopped extending and started moving, and only for the exact pixels at the start of the ray that the laser traveled by in a single frame. If only the ray part was also rendered as efficiently – it's fully blitted every frame, right next to the collision detection for each row of the ray.


With a public interface of two functions (spawn, and update / collide / unblit / render), that's superficially all there is to lasers in this game. There's another (apparently inlined) function though, to both reset and, uh, "fully unblit" all lasers at the end of every boss fight… except that it fails hilariously at doing the latter, and ends up effectively unblitting random 32-pixel line segments, due to ZUN confusing both the coordinates and the parameter types for the line unblitting function. :zunpet:
A while ago, I was asked about this crash that tends to happen when defeating Elis. And while you can clearly see the random unblitted line segments that are missing from the sprites, I don't quite think we've found the cause for the crash, since the 📝 line unblitting function used there does clip its coordinates to the VRAM range.

Next up: The final piece of image format code in TH01, covering Reimu's sprites!

📝 Posted:
🚚 Summary of:
P0120, P0121
Commits:
453dd3c...3c008b6, 3c008b6...5c42fcd
💰 Funded by:
Yanga
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Back to TH01, and its boss sprite format… with a separate class for storing animations that only differs minutely from the 📝 regular boss entity class I covered last time? Decompiling this class was almost free, and the main reason why the first of these pushes ended up looking pretty huge.

Next up were the remaining shape drawing functions from the code segment that started with the .GRC functions. P0105 already started these with the (surprisingly sanely implemented) 8×8 diamond, star, and… uh, snowflake (?) sprites , prominently seen in the Konngara, Elis, and Sariel fights, respectively. Now, we've also got:

The weirdness becomes obvious with just a single screenshot:

TH01 invincibility sprite weirdness

First, we've got the obvious issue of the sprites not being clipped at the right edge of VRAM, with the rightmost pixels in each row of the sprite extending to the beginning of the next row. Well, that's just what you get if you insist on writing unique low-level blitting code for the majority of the individual sprites in the game… 🤷
More importantly though, the sprite sheet looks like this: So how do we even get these fully filled red diamonds?

Well, turns out that the sprites are never consistently unblitted during their 8 frames of animation. There is a function that looks like it unblits the sprite… except that it starts with by enabling the GRCG and… reading from the first bitplane on the background page? If this was the EGC, such a read would fill some internal registers with the contents of all 4 bitplanes, which can then subsequently be blitted to all 4 bitplanes of any VRAM page with a single memory write. But with the GRCG in RMW mode, reads do nothing special, and simply copy the memory contents of one bitplane to the read destination. Maybe ZUN thought that setting the RMW color to red also sets some internal 4-plane mask register to match that color? :zunpet:
Instead, the rather random pixels read from the first bitplane are then used as a mask for a second blit of the same red sprite. Effectively, this only really "unblits" the invincibility pixels that are drawn on top of Reimu's sprite. Since Reimu is drawn first, the invincibility sprites are overwritten anyway. But due to the palette color layout of Reimu's sprite, its pixels end up fully masking away any invincibility sprite pixels in that second blit, leaving VRAM untouched as a result. Anywhere else though, this animation quickly turns into the union of all animation frames.

Then again, if that 16-dot-aligned rectangular unblitting function is all you know about the EGC, and you can't be bothered to write a perfect unblitter for 8×8 sprites, it becomes obvious why you wouldn't want to use it:

Because Reimu would barely be visible under all that flicker. In comparison, those fully filled diamonds actually look pretty good.


After all that, the remaining time wouldn't have been enough for the next few essential classes, so I closed out the push with three more VRAM effects instead:


And with that, ReC98, as a whole, is not only ⅓ done, but I've also fully caught up with the feature backlog for the first time in the history of this crowdfunding! Time to go into maintenance mode then, while we wait for the next pushes to be funded. Got a huge backlog of tiny maintenance issues to address at a leisurely pace, and of course there's also the 📝 16-bit build system waiting to be finished.

📝 Posted:
🚚 Summary of:
P0105, P0106, P0107, P0108
Commits:
3622eb6...11b776b, 11b776b...1f1829d, 1f1829d...1650241, 1650241...dcf4e2c
💰 Funded by:
Yanga
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And indeed, I got to end my vacation with a lot of image format and blitting code, covering the final two formats, .GRC and .BOS. .GRC was nothing noteworthy – one function for loading, one function for byte-aligned blitting, and one function for freeing memory. That's it – not even a unblitting function for this one. .BOS, on the other hand…

…has no generic (read: single/sane) implementation, and is only implemented as methods of some boss entity class. And then again for Sariel's dress and wand animations, and then again for Reimu's animations, both of which weren't even part of these 4 pushes. Looking forward to decompiling essentially the same algorithms all over again… And that's how TH01 became the largest and most bloated PC-98 Touhou game. So yeah, still not done with image formats, even at 44% RE.

This means I also had to reverse-engineer that "boss entity" class… yeah, what else to call something a boss can have multiple of, that may or may not be part of a larger boss sprite, may or may not be animated, and that may or may not have an orb hitbox?
All bosses except for Kikuri share the same 5 global instances of this class. Since renaming all these variables in ASM land is tedious anyway, I went the extra mile and directly defined separate, meaningful names for the entities of all bosses. These also now document the natural order in which the bosses will ultimately be decompiled. So, unless a backer requests anything else, this order will be:

  1. Konngara
  2. Sariel
  3. Elis
  4. Kikuri
  5. SinGyoku
  6. (code for regular card-flipping stages)
  7. Mima
  8. YuugenMagan

As everyone kind of expects from TH01 by now, this class reveals yet another… um, unique and quirky piece of code architecture. In addition to the position and hitbox members you'd expect from a class like this, the game also stores the .BOS metadata – width, height, animation frame count, and 📝 bitplane pointer slot number – inside the same class. But if each of those still corresponds to one individual on-screen sprite, how can YuugenMagan have 5 eye sprites, or Kikuri have more than one soul and tear sprite? By duplicating that metadata, of course! And copying it from one entity to another :onricdennat:
At this point, I feel like I even have to congratulate the game for not actually loading YuugenMagan's eye sprites 5 times. But then again, 53,760 bytes of waste would have definitely been noticeable in the DOS days. Makes much more sense to waste that amount of space on an unused C++ exception handler, and a bunch of redundant, unoptimized blitting functions :tannedcirno:

(Thinking about it, YuugenMagan fits this entire system perfectly. And together with its position in the game's code – last to be decompiled means first on the linker command line – we might speculate that YuugenMagan was the first boss to be programmed for TH01?)

So if a boss wants to use sprites with different sizes, there's no way around using another entity. And that's why Girl-Elis and Bat-Elis are two distinct entities internally, and have to manually sync their position. Except that there's also a third one for Attacking-Girl-Elis, because Girl-Elis has 9 frames of animation in total, and the global .BOS bitplane pointers are divided into 4 slots of only 8 images each. :zunpet:
Same for SinGyoku, who is split into a sphere entity, a person entity, and a… white flash entity for all three forms, all at the same resolution. Or Konngara's facial expressions, which also require two entities just for themselves.


And once you decompile all this code, you notice just how much of it the game didn't even use. 13 of the 50 bytes of the boss entity class are outright unused, and 10 bytes are used for a movement clamping and lock system that would have been nice if ZUN also used it outside of Kikuri's soul sprites. Instead, all other bosses ignore this system completely, and just party on the X/Y coordinates of the boss entities directly.

As for the rendering functions, 5 out of 10 are unused. And while those definitely make up less than half of the code, I still must have spent at least 1 of those 4 pushes on effectively unused functionality.
Only one of these functions lends itself to some speculation. For Elis' entrance animation, the class provides functions for wavy blitting and unblitting, which use a separate X coordinate for every line of the sprite. But there's also an unused and sort of broken one for unblitting two overlapping wavy sprites, located at the same Y coordinate. This might indicate that Elis could originally split herself into two sprites, similar to TH04 Stage 6 Yuuka? Or it might just have been some other kind of animation effect, who knows.


After over 3 months of TH01 progress though, it's finally time to look at other games, to cover the rest of the crowdfunding backlog. Next up: Going back to TH05, and getting rid of those last PI false positives. And since I can potentially spend the next 7 weeks on almost full-time ReC98 work, I've also re-opened the store until October!

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Sadly, we've already reached the end of fast triple-speed TH01 progress with 📝 the last push, which decompiled the last segment shared by all three of TH01's executables. There's still a bit of double-speed progress left though, with a small number of code segments that are shared between just two of the three executables.

At the end of the first one of these, we've got all the code for the .GRZ format – which is yet another run-length encoded image format, but this time storing up to 16 full 640×400 16-color images with an alpha bit. This one is exclusively used to wastefully store Konngara's sword slash and kuji-in kill animations. Due to… suboptimal code organization, the code for the format is also present in OP.EXE, despite not being used there. But hey, that brings TH01 to over 20% in RE!

Decoupling the RLE command stream from the pixel data sounds like a nice idea at first, allowing the format to efficiently encode a variety of animation frames displayed all over the screen… if ZUN actually made use of it. The RLE stream also has quite some ridiculous overhead, starting with 1 byte to store the 1-bit command (putting a single 8×1 pixel block, or entering a run of N such blocks). Run commands then store another 1-byte run length, which has to be followed by another command byte to identify the run as putting N blocks, or skipping N blocks. And the pixel data is just a sequence of these blocks for all 4 bitplanes, in uncompressed form…

Also, have some rips of all the images this format is used for:

<code>boss8.grz</code>, image 1/16<code>boss8.grz</code>, image 2/16<code>boss8.grz</code>, image 3/16<code>boss8.grz</code>, image 4/16<code>boss8.grz</code>, image 5/16<code>boss8.grz</code>, image 6/16<code>boss8.grz</code>, image 7/16<code>boss8.grz</code>, image 8/16<code>boss8.grz</code>, image 9/16<code>boss8.grz</code>, image 10/16<code>boss8.grz</code>, image 11/16<code>boss8.grz</code>, image 12/16<code>boss8.grz</code>, image 13/16<code>boss8.grz</code>, image 14/16<code>boss8.grz</code>, image 15/16<code>boss8.grz</code>, image 16/16

To make these, I just wrote a small viewer, calling the same decompiled TH01 code: 2020-03-07-grzview.zip Obviously, this means that it not only must to be run on a PC-98, but also discards the alpha information. If any backers are really interested in having a proper converter to and from PNG, I can implement that in an upcoming push… although that would be the perfect thing for outside contributors to do.

Next up, we got some code for the PI format… oh, wait, the actual files are called "GRP" in TH01.