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Talk about a nerd snipe! I just wanted to take the first meaningful step towards getting PC-98 Touhou portable. But then, that step massively escalated and resulted in not only the single biggest subproject of 2025, but also in the most productive dev cycle this project has seen since the beginning of the crowdfunding era. 405 commits over 11 pushes, and touching on so many topics that writing a single blog post would have been way too much for even me to handle. So let's try something new and split this delivery into four "smaller" and thematically more focused posts that I'll release in quick succession:

  1. Deciding on a porting strategy
  2. Accurate slowdown
  3. Picking a CPU clock speed for emulators
  4. Frame-perfect
  5. Port implementation thoughts

So, how do we get the PC-98 Touhou codebase into a portable state? That entirely depends on what kind of port we want in the first place, and how much of ZUN's code we are willing to change. Three particularly efficient options immediately come to mind:

  1. On one end of the spectrum, we have a preconfigured PC-98 emulator with disabled configuration options and a stripped-down UI that tricks people into believing they're playing a port and prevents them from accidentally breaking the working configuration.
    This might sound like a joke, but it's unironically the most efficient and pragmatic solution that will be good enough for the overwhelming majority of players. If you ask people what they expect from a port, they primarily name ease of use and not having to configure emulators. Both of these can be solved with a preconfigured emulator and thus don't justify the monumental engineering effort of the more complex porting methods described below. That effort also wouldn't be justified if people just wanted a port and had no standards regarding its technical implementation, besides maybe no input lag. Someone has to put in the effort to solve every little challenge on the way from PC-98 to modern systems, and if that effort is not appreciated…

    By the way, I have no idea what people are talking about when they claim that PC-98 Touhou has input lag, because there sure is nothing like that in the code that would indicate anything above 1 frame / 17.7 ms for the in-game portions. Any investigation into these issues would therefore have to come from someone else, I'm afraid. Everything points to input lag being the result of misconfigured emulators.

    This is not like Shuusou Gyoku, where a port to modern APIs made sense because almost every subsystem still performs suboptimally on modern Windows even after you set up DxWnd, a better MIDI synth, and whatever people are using to make modern gamepads work with ancient DirectInput these days. If you correctly set up a PC-98 emulator, the games do run at full speed, and are highly likely to continue running fine after emulator and operating system version updates.
    Thus, can we conclude that wishing for ports is primarily a symptom of the Touhou community's past failure and negligence to spread preconfigured emulators to people? Because this surely shouldn't be a problem in this day and age anymore? While I did my part way back in 2013, it would take until spaztron64's 2021 package for the community at large to finally wake up and realize that this was a problem. Nowadays though, we have at least three decent packages made by separate people that have my personal seal of approval. And yes, this even includes the offering you can obtain at a certain mountaintop place of worship. That site used to be infamous for pushing out slop that violated their own mission statement and externalized costs to the tech support departments of their supply chain, but I'm glad to announce that they've leveled up and now provide a decent solution. And once they remove that archive inside their archive, it will be even better!
    Still, if your emulator configuration guides are presented more prominently than your preconfigured emulator downloads, you're doing a disservice to the community. Make guides available, yes, but clearly label them as background information for people who already played the games and then got curious about this old Japanese computer architecture.

  2. OK, but what if you do have standards and would appreciate a technically more solid port that removes layers and maybe even improves the games beyond the limits of the PC-98's architecture? If we take a single step towards native code and native performance, we end up with what people call a "static recompilation" these days. As I explained in the FAQ entry I wrote last year, this kind of port would still emulate the graphics, sound, input, and memory subsystems of a PC-98, but it would cut out CPU emulation.
    For PC-98 Touhou, this is actually quite a huge deal: CPU speed is the single biggest point of contention when configuring PC-98 emulators for Touhou, and the vastly different x86 cores of each emulator result in vastly different performance characteristics once you start to benchmark them all more thoroughly. With no more CPU cycles to count, we'd also lose all the VRAM access latencies that emulators typically strive to replicate, and thus pretty much guarantee 0% slowdown in the resulting port. While the aforementioned kind of modded emulator could theoretically also remove cycle counting and VRAM latencies, it would still interpret x86 instructions and thus have a harder time actually reaching the native performance required for 0% slowdown.

    This kind of port would also find immediate acceptance within the gameplay community. Since it would only take ZUN's original binaries as input and ignore our reconstructed source, we're guaranteed to retain the exact gameplay logic. The entire instruction translation process would be automated, leaving no room for modernizing the codebase by hand 📝 and accidentally breaking gameplay. We'd still have to defuse at least a few landmines to get the port running without issue, but those would be limited to things like filename casing, for example. Nothing even remotely close to gameplay code.

  3. On the other end of the spectrum, we have something like uth05win: A fully native rewrite of the graphics code that takes every liberty and cuts every corner it needs to rework the game into something that naturally renders within a modern graphics API of our choice. Unlike uth05win, however, our ports will be based on complete decompilations and thus retain the original gameplay code instead of freely rewriting certain parts because they look strange. In turn, we would basically scrap all of ZUN's menu and cutscene code and write quirk-free and sane replacements. Part 4 will drive home just how much more relaxing this course of action would have been…
    There's certainly an argument to be had that a modern port should reimagine the game to look and feel as modern as you can get within the original assets, and not stick to PC-98 limitations. After all, the unmodified PC-98 version is always there for you to play on your correctly configured emulator, right? In fact, if we ever wanted to port the games to weaker systems or consoles, this kind of port would be our only option.

But as you might have guessed, we're not going for either of these options:

  1. The first option doesn't even need anything from ReC98. Even the sleekest imaginable release could be done by anyone who either knows about PC-98 emulation or keeps in contact with someone who does, and is comfortable messing around with emulator source code. In fact, I'm not even a particularly qualified person for this job; I frequently mess with emulator configurations for research reasons, and then forget the correct values for certain obscure settings. :tannedcirno:
    This is such an obvious and efficient move that I seriously wonder why nobody has done it so far… but then again, I thought the same about every other idea I ended up doing myself in this space over the past 15 years. If that idea sounds great to you, feel free to go ahead – it represents the opposite of what this project is about, so the resulting fame is yours for the taking. If y'all see "ports" popping up from a place that isn't this project in the not-too-distant future, you can be pretty sure that their developers followed this strategy.

  2. The second option would indeed be an interesting project in its own right, as I've stated in the FAQ entry. But if you remember 📝 the last time I thought about static recompilation, I was way more excited for recompiling the old compiler we use for the PC-98 code rather than the games themselves. Ironically, this is primarily because of how much a recompilation would complicate the new features we plan to add to the games. Since I can only develop new features on top of a previous reverse-engineering effort, they will necessarily remain tied to the PC-98-native version of the codebase at first. How would we port them, then?

    • Do I continue developing these features for the PC-98 and then simply recompile them along with the rest of the game? The issue with that approach is that most features won't have a version that could work with the original ZUN codebase that we'd prefer to recompile. For everyone's sanity, most features will only exist as part of a respective game's anniversary branch, which in turn is based on the rearchitected and de-landmined debloated branch. Recompiling these branches would undermine the entire selling point of delivering the pure, untainted ZUN code that would have probably convinced the gameplay community to invest in this strategy in the first place. It might be good enough for the rest of the community, but if I'm going to rearchitect the PC-98 codebase anyway, would there even be a point in developing the required recompilation techniques on the side? Would this give us ports faster than following a more classical approach?
    • Then again, I could still try slicing out the code for these features in a way that would allow them to be shared between the rearchitected PC-98 and recompiled ZUN codebases. But that's bound to create an unnatural and awkward mess that's probably even worse than the way I have to arrange ZUN's code on the unmodified master branch. I'd definitely charge extra for that.
    • Do I just copy-paste and maintain two versions of the feature code for both platforms, manually transferring all required reverse-engineering to the recompilation? That might feel very dull, but it's probably more efficient than any attempt at sharing that code.
    • Or do I just abandon the PC-98-native codebase? In favor of a pseudo-PC-98 codebase that still very much assumes PC-98 hardware but doesn't actually run on real or conventionally emulated PC-98 hardware… :thonk:

    The last point in particular demonstrates just how little of a help a recompilation would actually be. Since it would continue to emulate the PC-98's graphics system, I'd still have to write any new graphics code against the PC-98's planar and two-page VRAM. Automatically porting the games to a friendlier and more generic rendering paradigm is infeasible for even an advanced recompiler: Every part of the original game expects PC-98 hardware, and a generic rewrite requires engineering decisions at a much higher level than the individual x86 instructions a recompilation operates at.
    And ultimately, it's these individual features that people should be (and mostly are) hyped for. Community-usable replays, translations, and TH03 netplay can all be implemented natively on PC-98. Sure, netplay would be easier to develop and easier to use within a TH03 recompilation since we can just use the native network stack of your host OS 📝 without any intermediaries. But developing both a recompiler and netplay would still take longer than 📝 following through with our current PC-98-native plan.

  3. The third option is actually quite popular, or would at least be acceptable to the majority of the general fandom. This is what non-technical people have in mind anyway when they think about ports, even if they don't confuse ports with remakes.
    To find out just how acceptable such a port would be, I picked screen fade effects as a representative detail for the corners that such a port would cut, and asked how people judge the natural alpha-blended implementation in uth05win against the palette-based method you'd use on a PC-98. Surprisingly, a whopping 79% of respondents don't have any problem with a port using whatever is most natural for the system it runs on. And that's 79% of my audience, which certainly is at least somewhat aware of PC-98 hardware details and the limitations that shaped these games into what they are. Of course, the 21% of die-hard PC-98 supremacists would then loudly complain that such a choice would make the port literally unplayable, but we could easily dismiss them by pointing to the poll where the community decided in favor of the smoother option. After all, ZUN's intention was to have a fade, and manipulation of a 12-bit color palette was simply the only tool he had on a PC-98.

    However, the gameplay community has much higher hopes for ReC98. Both them and I don't just want to supplement the original PC-98 versions with something that's playable on modern systems, but

    > replace the need for the proprietary, PC-98-exclusive original releases and their emulation for even the most conservative fan

    as I wrote back in 2014. Sure, the community can manage spreading pre-configured emulators for a few more years, but wouldn't it be great if they could stop doing that at some point in the far future?

So if all the "easy" solutions either don't have much of a purpose or disappoint in some way, we're only left with the hard one: A classic, manual port done primarily for the sake of solving an engineering challenge. But hey, this means that it'll also produce tons of blog posts for all of you to read, which apparently is at least equally as popular as actually playing the games. :onricdennat:
Here's what we're going to do:

Sure, the main drawback here is the immense development effort required. But in exchange, the port retains readable and moddable code and continues to deliver the insights that this project has always stood for. Imagine stepping through gameplay code using a native C/C++ debugger at your native screen resolution!


But before we can get to how I'm going to do all that, there are two popular misconceptions I have to address.

Accurate slowdown

The initial version of Maribel Hearn's new emulator guide for PC-98 Touhou had the following sentence that spaztron64 and I successfully lobbied against:

Note that none of the emulators have accurate slowdown; the slowdown will not match real hardware.

Objectively, this is a true statement. Neko Project's i386 core is the closest thing to cycle-accurate PC-98 emulation we have, as its per-instruction cycle counts match Intel's documentation. But even its performance characteristics are wildly inaccurate compared to a real PC-98 system with a 386, as we're going to see in the next blog post.
The problem I have with this sentence is that it's very misleading in this specific context. The mere mention of accurate slowdown in a beginner's guide on PC-98 emulation paints said slowdown as something desirable and worthy of preservation. It evokes stories of console speedrunners and emulator developers who deal with fixed, well-defined hardware where the concept of accurate slowdown makes sense. Stories that probably originated from a time before decompilations of classic games became commonplace, when it was hard to say whether a particular instance of slowdown was intended or not. And even with a decompilation, these things remain a matter of interpretation if you can't ask the original developer. Thus, it's completely understandable why observable behavior of real hardware remains the one benchmark of accuracy and quality that people can understand and rally around.
The PC-98, however, is very much not that kind of fixed system, but a computer architecture that spanned 18 years of hardware evolution, from 1982 to 2000. Even if we reduce this list of models to the ones that match ZUN's stated minimum system requirements, we're still looking at 7 years of hardware, running different microarchitectures at different clock speeds and with different resulting bottlenecks. If there's such a big variety of systems, which particular slowdown behavior should the ports even preserve?

The obvious answer is "the one from the exact system ZUN wrote these games on", but we don't know that system. 📝 Last year, I claimed that ZUN developed these games on a PC-9821Xa7, but I didn't add a citation back then and can't find one now. The closest piece of related known info is this note on the Amusement Makers page that hosts the official downloads for the trial versions, listing three PC-98 models that they confirmed to run the games without issues:

なお当サークルでは ・ NEC PC-9821Xs i486DX2 66MHz ・ NEC PC-9821La13 Pentium Processor (P54C) 133MHz ・ EPSON PC-486MS AMD 5x86-P133 換装 などで正常に動くことを確認しています

These models are one whole CPU generation apart and their clock speed differs by 100%. Which one of these is supposed to have the accurate slowdown?
But even if we knew, it doesn't matter. The README is clear about ZUN's intentions:

  PC98、またはその互換機専用です。(EGC搭載機種)   386以上で動作しますが、486ぐらい無いときついかも知れません。実際は   VRAMアクセスが速いことが重要です。   オプションで、処理の重い演出を減らすことも出来ます。   また、MSDOSが必要です   CPUは486(66MHz)でしか動作確認を取っておりませんので、あんま   り遅い機種ですと不幸かもしれません。   ちなみに、486(66MHz)ですといっさい処理落ちや、欠けなどは出ませ   ん。
  PC98、またはその互換機専用です。(EGC搭載機種)   CPU:486(66MHz)以上推奨      (386でも動作はしますがゲームにならないでしょう。       ただし、386命令を使っているので286は不可です。       また、低クロックの486でもかなり処理落ちするかも知れません)   実際は、CPUの他にもVRAMアクセスが速いことも重要です。
  PC98(PC98-NX除く)、またはその互換機専用です。   (EGC搭載機種)   CPU:486(66MHz)以上推奨      (386でも動作はしますがゲームにならないでしょう。       ただし、386命令を使っているので286は不可です。       はっきり言って、486でも66MHz位はないとかなり       処理落ちするかも知れません)   実際は、CPUの他にもVRAMアクセスが速いことも重要です。
  ●PC98(PC98-NX除く)、またはその互換機専用です。    (EGC搭載機種)   ●CPU:486(66MHz)以上推奨      (386でも動作はしますがゲームにならないでしょう。       ただし、386命令を使っているので286は不可です。       はっきり言って、486でも66MHz位はないとかなり       処理落ちするかも知れません)       実際は、CPUの他にもVRAMアクセスが速いことも重要です。

If ZUN recommends a 486 or faster to avoid slowdown, this necessarily means that any unintentional slowdown is indeed unwanted.
Also, note how only TH02's README claims that the game was exclusively tested on a 66 MHz model, which is highly likely to be that PC-9821Xs listed on the Amusement Makers page. Did ZUN switch to a faster PC-98 model for the development of the last three games? That late into the architecture's lifespan? Or did he merely test the game on faster models while the main development still took place on his 66 MHz model?

Picking a CPU clock speed for emulators

Of course, this now creates a problem for everyone wanting to configure emulators for PC-98 Touhou. If the ideal Touhou machine is infinitely fast, we should always pick the fastest possible emulated CPU speed, right? Historically, this has been bad advice: Most emulators will then stick to exactly the amount of cycles per emulated second you specified in the menu, slowing down the emulated system as a result. It's this kind of emulator behavior that gets players to manually look for "the sweet spot" – the maximum possible explicitly specified CPU clock speed that still manages to render without slowdown on their system. This is a tragedy for many reasons:

Ever since 2019, however, SimK has been developing an Async CPU mode for Neko Project 21/W, which finally got stabilized in ver0.86 rev.93, back in April of this year. Activate this mode with the Screen → CPU clock stabilizer and Screen → Dynamic CPU clock adjustment options, and then you should theoretically be able to finally stop worrying: Just specify the maximum possible clock speed in the usual configuration menu, and Neko Project will dynamically reduce the emulated clock speed to the fastest speed your system can handle.

Screenshot of Neko Project 21/W's Async CPU options

Then, the games are supposed to run similarly to how a correctly configured Anex86 has been running them all along, but with an additional 21 years of emulation accuracy improvements.
Sadly, this mode still needs a bit of work. Excessively high clock speeds will result in wildly fluctuating frame rates and even BGM tempos during the first few seconds of a game session as Neko Project 21/W apparently takes a while to find the optimal clock speed. Even afterwards, emulation remains noticeably slower than Anex86:

This is Neko Project 21/W ver.0.86 rev.95 configured with a clock speed of 1 GHz, running on an Intel Core i5-8400T. The fluctuations are not nearly as intense during the rest of a game session, but remain noticeable throughout.

But what about DOSBox-X, the other good emulator recommended these days? This Async CPU mode is very similar to the cycles=max option that DOSBox-X has supported all along. If you try running my 📝 past and future blitting benchmarks using this option, you can observe how DOSBox-X also starts with a low cycle count and then gradually speeds up to accommodate the actual processing load.
In the much less synthetic test case of running PC-98 Touhou, however, DOSBox-X's cycle adjustment reveals itself as much more sophisticated than Neko Project 21/W's implementation. The showdetails=true option reveals that the cycle count does fluctuate quite heavily, which does translate into minor BGM dropouts particularly near the start of a session. But these dropouts are tiny in comparison to what you'd get on Neko Project 21/W, and the framerate remains stable throughout.

As for overall performance, DOSBox-X's simple interpreter core is not nearly as optimized as Neko Project 21/W's interpreter and peaks at roughly half of its speed. The dynamic_nodhfpu core, however, solidly beats Neko Project 21/W by the same 50%. And it's this added bit of performance that makes all the difference: It eradicates slowdown in most of the usual spots in PC-98 Touhou where emulators and even Anex86 typically struggle, and turns DOSBox-X into the first emulator to finally beat Anex86's performance on the same hardware in all the workloads that matter. The dynamic core still doesn't quite reach the speeds of the hypothetical infinitely fast PC-98 on my outdated system, but it remains the most reliable configuration option when it comes to delivering ZUN's intended vision. If we ignore the BGM dropouts. :thonk:
Just make sure to explicitly select the dynamic_nodhfpu variant, not the regular dynamic core. The latter is infamous for recompilation errors in FPU code that break TH01 gameplay. While that specific issue is ostensibly fixed, I still managed to occasionally run into smaller FPU-related bugs in current DOSBox-X versions. Unfortunately, I didn't manage to capture them on video; I would have reopened the issue on the spot if I did.

Screenshot of the ReC98 Shuusou Gyoku build running in a 640×480 window on a Windows 98 desktop, next to the System Properties window (as usual for backport screenshots) and the D3DWindower window (demonstrating how the game was windowed). The game window shows the DOSBox-X with `cycles=max` and `core=simple`Screenshot of the ReC98 Shuusou Gyoku build running in a 640×480 window on a Windows 98 desktop, next to the System Properties window (as usual for backport screenshots) and the D3DWindower window (demonstrating how the game was windowed). The game window shows the Neko Project 21/W in Async CPU mode with a maximum clock speed of 2.4576 × 407 = 1000.2432 MHzScreenshot of the ReC98 Shuusou Gyoku build running in a 640×480 window on a Windows 98 desktop, next to the System Properties window (as usual for backport screenshots) and the D3DWindower window (demonstrating how the game was windowed). The game window shows the DOSBox-X with `cycles=max` and `core=dynamic`Screenshot of the ReC98 Shuusou Gyoku build running in a 640×480 window on a Windows 98 desktop, next to the System Properties window (as usual for backport screenshots) and the D3DWindower window (demonstrating how the game was windowed). The game window shows the Anex86 in Sync 1 mode
Of course, any performance measurement of an emulator with dynamic cycle adjustment can only ever represent a snapshot of the ever-changing adjustment state, and should therefore be taken with a grain of salt. Hence, these screenshots are purely decorative; I just added them because I'm sure that someone would have asked for exact numbers otherwise. Also, the exact relations between emulators are highly dependent on the workload…
And yes, that's a new benchmark! More about this one 📝 in part 2.

(Still, it's remarkable how close Anex86 gets despite its interpreter core, and how it even beats DOSBox-X in MOVS performance. I looked at Anex86's disassembly for 10 minutes and saw big tables of tiny per-instruction functions with custom calling conventions that make remarkably efficient use of the few registers you get in x86. Also, negative offsets? They must have written this entire x86-on-x86 core in ASM.)

While this is great news for players, the whole situation remains very unsatisfying at a technical level. Even if you don't care about the remaining BGM dropouts, running these games at the highest possible emulated clock speed means that you constantly spend 100% of all CPU cores assigned to your emulator just to avoid slowdown and lag in a few particularly CPU-intensive sections. Power saving might be the single best practical argument in favor of a port. :thonk:

Also, all this complexity involved in dynamic cycle adjustment raises one question you might have had all along. Why don't we just leave our emulated CPUs at 66 MHz? After all, ZUN said that 66 MHz is enough to eliminate all slowdown in at least TH02 and TH03, so how about just living with whatever slowdown we'd still experience in TH04 and TH05? This is certainly a healthier approach, much more appropriate for these silly little indie games that were never meant to be obsessed about at this level, and we get rid of those last few BGM dropouts in DOSBox-X!
Well, if that statement was ever correct to begin with, it would have only applied to real hardware and not to emulators. mu021 reported that the final phase of TH02's Mima fight slowed down even at 78 MHz in Neko Project, and part 4 will contain 📝 even more examples of how 66 MHz slows down several effects in menus and cutscenes, and thus paints a wrong picture of them. Hence, choosing 66 MHz for a preconfigured emulator package might have a particularly annoying side effect: If people get used to how slow these effects run on emulators, they might be rather irritated once the modern ports will invariably run them at their intended speed denoted in the code. I can already imagine them yelling too fast!, inaccurate!, and literally unplayable!, oblivious to the fact that they had the wrong idea about these effects all along.
Or maybe it'll all be fine once part 4 has documented these issues in depth. I certainly wouldn't criticize a package for choosing 66 MHz. All choices are unsatisfying at some level…

If only we could optimize the games enough to remove any unwanted slowdown at 66 MHz. Then, people could freely choose one emulator over another for reasons unrelated to performance, because even cycle-limited emulators could then actually deliver on ZUN's statements in the README files… :thonk:
And since we've defined debloating as an integral part of port development earlier, that's exactly what we're going to do.


But can we even do that within our high standards? Obviously, our ports should remain…

Frame-perfect

Since all five games are explicitly timed around VSync, it's immediately clear what we mean by this term:

Everything rendered to a single page of VRAM between two VSync wait loops defines one single logical frame.

If we are double-buffering correctly and the PC-98 system running the game is fast enough to finish rendering such a logical frame to VRAM within two VSync signals, everything is fine: The sequence of frames you can observe on your screen matches the logical sequence of internal frames, and we can easily record this sequence and compare the port against it.
But what about unintentional slowdown? In these cases, ZUN asks the system to do way more work than it can execute between two VSync signals. Notably, this also includes most loading times: Once we add disk access into the mix, we can't guarantee hitting any VSync deadlines anymore, and decompressing all these 640×400 images is quite expensive as well. Obviously, we don't want to abandon our goal of frame-perfection and the comparability of ports just because of this variability, so let's add another rule:

Individual defined frames may be shown on screen for any integer multiple of the frame time.

The reason for the integer restriction is obvious: If we start drawing to the screen in the middle of a frame, we get screen tearing and thus a non-perfect frame – not just because tearing looks bad, but also because the position of the tearing line always depends on the overall performance of the system you run the game on.
The combination of these two rules leads to an immediate consequence:

The games must only ever display complete logical frames.

And now we have a problem. Our rules have just outlawed screen tearing, but nearly every menu and cutscene screen in ZUN's original code has some kind of screen tearing issue. 📝 The Music Room of TH02-TH04 represents probably the worst example as it suffers from screen tearing on every single frame:

Screenshot of TH04's Music Room, demonstrating the screen tearing landmine that the original game exhibits on every frameColored visualization of which lines correspond to which frame in the TH04 Music Room screenshot
Which frame are we even on? 😵 This landmine is the reason why the first rule explicitly restricts rendering to a single VRAM page. 📝 Check the Music Room blog post for an explanation of what went wrong here.

Also, how would you possibly preserve these tearing lines once you've ported the game? After all, modern platforms not only imply much faster CPUs, but also completely different rendering methods, especially once we add scaling into the mix.
This can only mean one thing:

It is fundamentally impossible to port the unmodified codebase of PC-98 Touhou and remain frame-perfect to the original release.

You could maybe get there by throwing out the integer multiple rule and accepting teared frames as legitimate. But then you'd have to decide on a particular model whose slowdown behavior you'd want to replicate and lock down exactly – and as I've stated in the section above, that's quite a silly and impractical proposition.

Resolving screen tearing

So, how do we get back to a comparable sequence of well-defined frames? This can only work if we leave the confines of real hardware and instead reach for the infinitely fast PC-98 that ZUN wanted to have anyway. Such a system would never exhibit screen tearing because it would naturally complete all rendering within the vertical blanking interval preceding each displayed frame. Once our code then ends a frame by entering a busy-waiting loop for the next VSync signal, the screen would then get to draw static and well-defined VRAM contents. This behavior is the whole reason why I get to classify screen tearing issues as landmines that must always be fixed, as opposed to bugs that a port could potentially retain.
If we actually had such an infinitely fast PC-98, we could just run ZUN's unmodified code on that system and be done now. But as we've seen above, not even DOSBox-X's dynamic core manages to run PC-98 Touhou at the infinitely fast level we'd need. Also, we wanted to get rid of relying on specific emulators and have already planned to optimize all this code anyway…

So let's defuse each screen tearing landmine one by one by rewriting its code to match the output of an infinitely fast PC-98. This is a lot more feasible than it sounds because these landmines aren't actually caused by a lack of CPU power. Every screen tearing issue comes down to ZUN misplacing certain screen-affecting operations within the hellscape of imperative hardware state mutations that is his menu and cutscene code. You can either hide the issue by throwing an infinite amount of processing power at the problem so that the order of mutations no longer observably matters, or you can just write good code.
In theory, we only have to follow a few rules:

The difficulty of actually pulling this off, however, can range anywhere from Easy to Lunatic, depending on the screen, because of course every one of them is different. Even after these 11 pushes, I'll be far from done. But in the end, we'll have perfect and easily verifiable frame parity between the PC-98 versions and the future ports, even though we had to bend the code a little. Or a lot. Oh well.


If you only opened this post for the required reading part, you can stop reading now. I've got a few more technical thoughts about a few implementation details of the future ports that tend to come up in discussions, but these aren't as essential as the high-level issues above.

So we've now decided on what to do in order to make the ports good, but what are the basic challenges we have to solve in order to port these games to modern systems in the first place? Let's start with a perhaps surprising list of non-issues that some people might perceive as challenges:

In short: If the feature in question is consistently used through an API, it's not a challenge in itself. The hard parts are all the opposite cases – when ZUN suddenly starts writing to VRAM segments or I/O ports in the middle of gameplay code, like he does all over TH01. All of these instances need to be manually cleaned up and abstracted away. Conversely, this is also why 📝 TH02 remains by far the easiest individual game to port – it has the least amount of hand-written blitting code and mostly sticks to master.lib functions.

Instead, the biggest immediate challenge is something far more basic:

🎨 Palettized and planar graphics 🎨

After all, PC-98 Touhou doesn't just view the PC-98's graphics subsystem as an obstacle to overcome, but occasionally makes creative use of both palettes and individual bitplanes. How would we possibly cover these effects in a modern graphics API that will be far removed from these concepts? Three challenges immediately come to mind in that regard:

  1. The whole concept of enforcing a single 16-color palette across the entire screen in a world where 32-bit RGBA is the only reliably available texture format. Shaders offer a simple solution: We simply wouldn't use traditional textures, and just write our own sampler that takes both the original palettized 16-color+alpha image and the global palette as input, and performs a lookup for each texel. But what are we supposed to do in SDL_Renderer's fixed-function pipeline? Use the CPU to update all loaded textures on every palette color change? Split each sprite into a separate texture for each color and consume 16× the amount of VRAM just so that we can use vertex colors for each individual color layer? :onricdennat: Or break down every sprite into a point list to save the VRAM? :tannedcirno::onricdennat:
  2. Any kind of sprite-shaped palette color bit flipping effect, such as 📝 the falling polygons in the Music Room. Effects like these could potentially be hardware-rendered even in a fixed-function pipeline if we split the background image into two and render the polygons using regular triangles with their UV coordinates matched to the pixel coordinates on every frame. But would all the involved interpolation reliably give us the original sharp edges without reaching for a shader to ensure that it does? In any case, this solution would need a completely different implementation for a modern port than it currently uses in ZUN's PC-98-native code, which gets by with less per-frame redraw than you'd think that this effect would need.
    uth05win didn't even get to port the Music Room, which is probably not without reason.
  3. TH01's square-shaped inverting effects used during bomb and entrance animations. Flipping a given bit of a pixel's palette index? Based on what's there before? No way around a shader for this one…
    Note how the flipped cards rip holes into the square trails. I'm not even sure what the TH01 Anniversary Edition would change about the effect, or whether it even should change anything about it. Good luck porting this effect pixel-perfectly without pixel-level access.

However, writing all this custom graphics code for the modern port would run against my previously stated goal of sharing as much code as possible between PC-98 and modern platforms. While shaders are the conceptually simpler solution for all of these challenges, they aren't easy in practical terms, and I already 📝 decided against using them for Shuusou Gyoku for good reasons. Also, is all of this really worth the effort if these games demonstrably don't even need the performance of GPU rendering?
But that only leaves one conclusion:

The future ports of PC-98 Touhou to modern systems will software-render the graphics layer on the CPU.

I know, that sounds very shocking and probably disappointing at first. But at a closer look, it's really not all that bad. These games have been software-rendered all along by not only PC-98 emulators, but by real hardware at mid-90's CPU speeds. You might point to the GRCG and EGC chips as evidence for at least some capacity of hardware acceleration, but I see them more as workarounds for the unfortunate planar nature of VRAM on this Japanese business computer architecture. In the end, "software rendering" only means that the CPU receives access to every pixel in the framebuffer. Once all graphical functionality is neatly abstracted away and the game no longer directly accesses the four physical bitplanes, the ports can store sprites and the rendered graphics layer in the most performant way.
Also, note how I only said "graphics layer". Besides 📝 the obvious candidate of framebuffer scaling, the ports will use the GPU for two more important aspects:

As a result, the software renderer of our hand-crafted ports would still internally produce a graphics and text layer that persists across frames and receives minimal redraws, just like the PC-98 originals did. In fact, it would have to produce the exact same graphics layer if we wanted to port the non-Anniversary Edition, including the tile source area. There's no technical need to keep tiles on the graphics layer in a port, but certain intense shake effects temporarily reveal individual tiles below the HUD:

This definitely counts as a bug to be fixed in this game's Anniversary Edition, but how would we fix this one on PC-98 where we do need the tile area in VRAM? Moving the tiles to another place and patching the 📝 .MAP at runtime?

Applying the palette to produce the final rendered image then raises another set of exciting engineering questions. Would we actually use a palettized 4bpp buffer in memory, storing two pixels in a byte? Perhaps with an 8-bit palette that maps each possible pair of pixels to a pair of 32-bit RGBA values, halving the amount of per-frame palette lookups? Or would we always store an RGBA image and merely offer a palettized API around it? As far as I'm concerned, these challenges are way more exciting than the prospect of locking ourselves into some shader language.

📃 Page flipping 📃

But wait. If the port produces a persistent graphics layer, shouldn't it produce two, one for each VRAM page on the PC-98? From the point of view of a modern port, we really don't need to. We only ever upload one "VRAM page" to the GPU anyway, which is then scrolled and scaled onto one of the GPU's backbuffers inside the swapchain. Then, the game can immediately continue drawing onto the same software-rendered VRAM buffer in the next frame without affecting the GPU output.

Obviously, this rendering paradigm doesn't translate back to the PC-98. There, we must render each frame to either the invisible or the visible page. Also, minimal redraw is crucial because we can neither afford the memory nor the performance to regularly copy an entire 128 KB of pixel data from whatever place to VRAM. As a result, page flips are a common sight in even the highest levels of menu and cutscene code, adding yet another unsightly piece of state you have to keep track of while reviewing and modding the code. I've grown to hate them quite a lot over the past four months because of just how often they are associated with bad code: In most menu and cutscene screens, ZUN just uses the second VRAM page as pixel storage for inter-page copies using the EGC, 📝 whose slowness is a regular topic on this blog. Once you've replaced these copies with optimized blits from conventional RAM, you've not only removed all these page flips and clearly revealed these screens as the single-buffered affairs they've always been, but you've also accelerated them enough to remove any screen tearing issues they might have had at 66 MHz.

Unfortunately, things are not that easy everywhere:

Can we rewrite all of these cases in a way that high-level game code no longer has to care about pages? Can we perhaps even banish page flipping to a new lower level of the architecture that all menus and cutscenes are built on top of, and thus unconditionally double-buffer every screen while still maintaining minimal redraw? Or is none of this worth it and we'll just live with two VRAM pages on all platforms? I'm honestly not sure. And that's just a small preview of the porting challenges that still await us and were far beyond the scope of even these 11 pushes…


As for the commits that are formally assigned to this blog post: It was all maintenance, build system setup, and some debloating work on TH01 around its packfile support that I thought would be necessary but thankfully didn't yet need after all. More about that in, you guessed it, 📝 part 4.

Alright! Improving performance, fixing screen tearing issues, establishing better cross-platform interfaces, and cleaning up ZUN's code to facilitate all of that… I've got a lot to do now. Next up: Getting closer to our performance goals by optimizing all PC-98-native code surrounding the .PI files used for backgrounds and cutscene pictures, since we later want to draw our TH03 netplay menus on top.

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Whew, TH01's boss code just had to end with another beast of a boss, taking way longer than it should have and leaving uncomfortably little time for the rest of the game. Let's get right into the overview of YuugenMagan, the most sequential and scripted battle in this game:


At a pixel-perfect 81×61 pixels, the Orb hitboxes are laid out rather generously this time, reaching quite a bit outside the 64×48 eye sprites:

TH01 YuugenMagan's hitboxes.

And that's about the only positive thing I can say about a position calculation in this fight. Phase 0 already starts with the lasers being off by 1 pixel from the center of the iris. Sure, 28 may be a nicer number to add than 29, but the result won't be byte-aligned either way? This is followed by the eastern laser's hitbox somehow being 24 pixels larger than the others, stretching a rather unexpected 70 pixels compared to the 46 of every other laser.
On a more hilarious note, the eye closing keyframe contains the following (pseudo-)code, comprising the only real accidentally "unused" danmaku subpattern in TH01:

// Did you mean ">= RANK_HARD"?
if(rank == RANK_HARD) {
	eye_north.fire_aimed_wide_5_spread();
	eye_southeast.fire_aimed_wide_5_spread();
	eye_southwest.fire_aimed_wide_5_spread();

	// Because this condition can never be true otherwise.
	// As a result, no pellets will be spawned on Lunatic mode.
	// (There is another Lunatic-exclusive subpattern later, though.)
	if(rank == RANK_LUNATIC) {
		eye_west.fire_aimed_wide_5_spread();
		eye_east.fire_aimed_wide_5_spread();
	}
}
Featuring the weirdly extended hitbox for the eastern laser, as well as an initial Reimu position that points out the disparity between byte-aligned rendering and the internal coordinates one final time.

After a few utility functions that look more like a quickly abandoned refactoring attempt, we quickly get to the main attraction: YuugenMagan combines the entire boss script and most of the pattern code into a single 2,634-instruction function, totaling 9,677 bytes inside REIIDEN.EXE. For comparison, ReC98's version of this code consists of at least 49 functions, excluding those I had to add to work around ZUN's little inconsistencies, or the ones I added for stylistic reasons.
In fact, this function is so large that Turbo C++ 4.0J refuses to generate assembly output for it via the -S command-line option, aborting with a Compiler table limit exceeded in function error. Contrary to what the Borland C++ 4.0 User Guide suggests, this instance of the error is not at all related to the number of function bodies or any metric of algorithmic complexity, but is simply a result of the compiler's internal text representation for a single function overflowing a 64 KiB memory segment. Merely shortening the names of enough identifiers within the function can help to get that representation down below 64 KiB. If you encounter this error during regular software development, you might interpret it as the compiler's roundabout way of telling you that it inlined way more function calls than you probably wanted to have inlined. Because you definitely won't explicitly spell out such a long function in newly-written code, right? :tannedcirno:
At least it wasn't the worst copy-pasting job in this game; that trophy still goes to 📝 Elis. And while the tracking code for adjusting an eye's sprite according to the player's relative position is one of the main causes behind all the bloat, it's also 100% consistent, and might have been an inlined class method in ZUN's original code as well.

The clear highlight in this fight though? Almost no coordinate is precisely calculated where you'd expect it to be. In particular, all bullet spawn positions completely ignore the direction the eyes are facing to:

Pellets unexpectedly spawned at the exact
	bottom center of an eye
Combining the bottom of the pupil with the exact horizontal center of the sprite as a whole might sound like a good idea, but looks especially wrong if the eye is facing right.
Missile spawn positions in the TH01
	YuugenMagan fight
Here it's the other way round: OK for a right-facing eye, really wrong for a left-facing one.
Spawn position of the 3-pixel laser in the
	TH01 YuugenMagan fight
Dude, the eye is even supposed to track the laser in this one!
The final center position of the regular
	pentagram in the TH01 YuugenMagan fight
Hint: That's not the center of the playfield. At least the pellets spawned from the corners are sort of correct, but with the corner calculates precomputed, you could only get them wrong on purpose.

Due to their effect on gameplay, these inaccuracies can't even be called "bugs", and made me devise a new "quirk" category instead. More on that in the TH01 100% blog post, though.


While we did see an accidentally unused bullet pattern earlier, I can now say with certainty that there are no truly unused danmaku patterns in TH01, i.e., pattern code that exists but is never called. However, the code for YuugenMagan's phase 5 reveals another small piece of danmaku design intention that never shows up within the parameters of the original game.
By default, pellets are clipped when they fly past the top of the playfield, which we can clearly observe for the first few pellets of this pattern. Interestingly though, the second subpattern actually configures its pellets to fall straight down from the top of the playfield instead. You never see this happening in-game because ZUN limited that subpattern to a downwards angle range of 0x73 or 162°, resulting in none of its pellets ever getting close to the top of the playfield. If we extend that range to a full 360° though, we can see how ZUN might have originally planned the pattern to end:

YuugenMagan's phase 5 patterns on every difficulty, with the second subpattern extended to reveal the different pellet behavior that remained in the final game code. In the original game, the eyes would stop spawning bullets on the marked frame.

If we also disregard everything else about YuugenMagan that fits the upcoming definition of quirk, we're left with 6 "fixable" bugs, all of which are a symptom of general blitting and unblitting laziness. Funnily enough, they can all be demonstrated within a short 9-second part of the fight, from the end of phase 9 up until the pentagram starts spinning in phase 13:

  1. General flickering whenever any sprite overlaps an eye. This is caused by only reblitting each eye every 3 frames, and is an issue all throughout the fight. You might have already spotted it in the videos above.
  2. Each of the two lasers is unblitted and blitted individually instead of each operation being done for both lasers together. Remember how 📝 ZUN unblits 32 horizontal pixels for every row of a line regardless of its width? That's why the top part of the left, right-moving laser is never visible, because it's blitted before the other laser is unblitted.
  3. ZUN forgot to unblit the lasers when phase 9 ends. This footage was recorded by pressing ↵ Return in test mode (game t or game d), and it's probably impossible to achieve this during actual gameplay without TAS techniques. You would have to deal the required 6 points of damage within 491 frames, with the eye being invincible during 240 of them. Simply shooting up an Orb with a horizontal velocity of 0 would also only work a single time, as boss entities always repel the Orb with a horizontal velocity of ±4.
  4. The shrinking pentagram is unblitted after the eyes were blitted, adding another guaranteed frame of flicker on top of the ones in 1). Like in 2), the blockiness of the holes is another result of unblitting 32 pixels per row at a time.
  5. Another missing unblitting call in a phase transition, as the pentagram switches from its not quite correctly interpolated shrunk form to a regular star polygon with a radius of 64 pixels. Indirectly caused by the massively bloated coordinate calculation for the shrink animation being done separately for the unblitting and blitting calls. Instead of, y'know, just doing it once and storing the result in variables that can later be reused.
  6. The pentagram is not reblitted at all during the first 100 frames of phase 13. During that rather long time, it's easily possible to remove it from VRAM completely by covering its area with player shots. Or HARRY UP pellets.

Definitely an appropriate end for this game's entity blitting code. :onricdennat: I'm really looking forward to writing a proper sprite system for the Anniversary Edition…

And just in case you were wondering about the hitboxes of these pentagrams as they slam themselves into Reimu:

62 pixels on the X axis, centered around each corner point of the star, 16 pixels below, and extending infinitely far up. The latter part becomes especially devious because the game always collision-detects all 5 corners, regardless of whether they've already clipped through the bottom of the playfield. The simultaneously occurring shape distortions are simply a result of the line drawing function's rather poor re-interpolation of any line that runs past the 640×400 VRAM boundaries; 📝 I described that in detail back when I debugged the shootout laser crash. Ironically, using fixed-size hitboxes for a variable-sized pentagram means that the larger one is easier to dodge.


The final puzzle in TH01's boss code comes 📝 once again in the form of weird hardware palette changes. The kanji on the background image goes through various colors throughout the fight, which ZUN implemented by gradually incrementing and decrementing either a single one or none of the color's three 4-bit components at the beginning of each even-numbered phase. The resulting color sequence, however, doesn't quite seem to follow these simple rules:

Adding some debug output sheds light on what's going on there:

Since each iteration of phase 12 adds 63 to the red component, integer overflow will cause the color to infinitely alternate between dark-blue and red colors on every 2.03 iterations of the pentagram phase loop. The 65th iteration will therefore be the first one with a dark-blue color for a third iteration in a row – just in case you manage to stall the fight for that long.

Yup, ZUN had so much trust in the color clamping done by his hardware palette functions that he did not clamp the increment operation on the stage_palette itself. :zunpet: Therefore, the 邪 colors and even the timing of their changes from Phase 6 onwards are "defined" by wildly incrementing color components beyond their intended domain, so much that even the underlying signed 8-bit integer ends up overflowing. Given that the decrement operation on the stage_palette is clamped though, this might be another one of those accidents that ZUN deliberately left in the game, 📝 similar to the conclusion I reached with infinite bumper loops.
But guess what, that's also the last time we're going to encounter this type of palette component domain quirk! Later games use master.lib's 8-bit palette system, which keeps the comfort of using a single byte per component, but shifts the actual hardware color into the top 4 bits, leaving the bottom 4 bits for added precision during fades.

OK, but now we're done with TH01's bosses! 🎉That was the 8th PC-98 Touhou boss in total, leaving 23 to go.


With all the necessary research into these quirks going well into a fifth push, I spent the remaining time in that one with transferring most of the data between YuugenMagan and the upcoming rest of REIIDEN.EXE into C land. This included the one piece of technical debt in TH01 we've been carrying around since March 2015, as well as the final piece of the ending sequence in FUUIN.EXE. Decompiling that executable's main() function in a meaningful way requires pretty much all remaining data from REIIDEN.EXE to also be moved into C land, just in case you were wondering why we're stuck at 99.46% there.
On a more disappointing note, the static initialization code for the 📝 5 boss entity slots ultimately revealed why YuugenMagan's code is as bloated and redundant as it is: The 5 slots really are 5 distinct variables rather than a single 5-element array. That's why ZUN explicitly spells out all 5 eyes every time, because the array he could have just looped over simply didn't exist. 😕 And while these slot variables are stored in a contiguous area of memory that I could just have taken the address of and then indexed it as if it were an array, I didn't want to annoy future port authors with what would technically be out-of-bounds array accesses for purely stylistic reasons. At least it wasn't that big of a deal to rewrite all boss code to use these distinct variables, although I certainly had to get a bit creative with Elis.

Next up: Finding out how many points we got in totle, and hoping that ZUN didn't hide more unexpected complexities in the remaining 45 functions of this game. If you have to spare, there are two ways in which that amount of money would help right now:

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Oh look, it's another rather short and straightforward boss with a rather small number of bugs and quirks. Yup, contrary to the character's popularity, Mima's premiere is really not all that special in terms of code, and continues the trend established with 📝 Kikuri and 📝 SinGyoku. I've already covered 📝 the initial sprite-related bugs last November, so this post focuses on the main code of the fight itself. The overview:


And there aren't even any weird hitboxes this time. What is maybe special about Mima, however, is how there's something to cover about all of her patterns. Since this is TH01, it's won't surprise anyone that the rotating square patterns are one giant copy-pasta of unblitting, updating, and rendering code. At least ZUN placed the core polar→Cartesian transformation in a separate function for creating regular polygons with an arbitrary number of sides, which might hint toward some more varied shapes having been planned at one point?
5 of the 6 patterns even follow the exact same steps during square update frames:

  1. Calculate square corner coordinates
  2. Unblit the square
  3. Update the square angle and radius
  4. Use the square corner coordinates for spawning pellets or missiles
  5. Recalculate square corner coordinates
  6. Render the square

Notice something? Bullets are spawned before the corner coordinates are updated. That's why their initial positions seem to be a bit off – they are spawned exactly in the corners of the square, it's just that it's the square from 8 frames ago. :tannedcirno:

Mima's first pattern on Normal difficulty.

Once ZUN reached the final laser pattern though, he must have noticed that there's something wrong there… or maybe he just wanted to fire those lasers independently from the square unblit/update/render timer for a change. Spending an additional 16 bytes of the data segment for conveniently remembering the square corner coordinates across frames was definitely a decent investment.

Mima's laser pattern on Lunatic difficulty, now with correct laser spawn positions. If this pattern reminds you of the game crashing immediately when defeating Mima, 📝 check out the Elis blog post for the details behind this bug, and grab the bugfix patch from there.

When Mima isn't shooting bullets from the corners of a square or hopping across the playfield, she's raising flame pillars from the bottom of the playfield within very specifically calculated random ranges… which are then rendered at byte-aligned VRAM positions, while collision detection still uses their actual pixel position. Since I don't want to sound like a broken record all too much, I'll just direct you to 📝 Kikuri, where we've seen the exact same issue with the teardrop ripple sprites. The conclusions are identical as well.

Mima's flame pillar pattern. This video was recorded on a particularly unlucky seed that resulted in great disparities between a pillar's internal X coordinate and its byte-aligned on-screen appearance, leading to lots of right-shifted hitboxes.
Also note how the change from the meteor animation to the three-arm 🚫 casting sprite doesn't unblit the meteor, and leaves that job to any sprite that happens to fly over those pixels.

However, I'd say that the saddest part about this pattern is how choppy it is, with the circle/pillar entities updating and rendering at a meager 7 FPS. Why go that low on purpose when you can just make the game render ✨ smoothly ✨ instead?

So smooth it's almost uncanny.

The reason quickly becomes obvious: With TH01's lack of optimization, going for the full 56.4 FPS would have significantly slowed down the game on its intended 33 MHz CPUs, requiring more than cheap surface-level ASM optimization for a stable frame rate. That might very well have been ZUN's reason for only ever rendering one circle per frame to VRAM, and designing the pattern with these time offsets in mind. It's always been typical for PC-98 developers to target the lowest-spec models that could possibly still run a game, and implementing dynamic frame rates into such an engine-less game is nothing I would wish on anybody. And it's not like TH01 is particularly unique in its choppiness anyway; low frame rates are actually a rather typical part of the PC-98 game aesthetic.


The final piece of weirdness in this fight can be found in phase 1's hop pattern, and specifically its palette manipulation. Just from looking at the pattern code itself, each of the 4 hops is supposed to darken the hardware palette by subtracting #444 from every color. At the last hop, every color should have therefore been reduced to a pitch-black #000, leaving the player completely blind to the movement of the chasing pellets for 30 frames and making the pattern quite ghostly indeed. However, that's not what we see in the actual game:

Nothing in the pattern's code would cause the hardware palette to get brighter before the end of the pattern, and yet…
The expected version doesn't look all too unfair, even on Lunatic… well, at least at the default rank pellet speed shown in this video. At maximum pellet speed, it is in fact rather brutal.

Looking at the frame counter, it appears that something outside the pattern resets the palette every 40 frames. The only known constant with a value of 40 would be the invincibility frames after hitting a boss with the Orb, but we're not hitting Mima here… :thonk:
But as it turns out, that's exactly where the palette reset comes from: The hop animation darkens the hardware palette directly, while the 📝 infamous 12-parameter boss collision handler function unconditionally resets the hardware palette to the "default boss palette" every 40 frames, regardless of whether the boss was hit or not. I'd classify this as a bug: That function has no business doing periodic hardware palette resets outside the invincibility flash effect, and it completely defies common sense that it does.

That explains one unexpected palette change, but could this function possibly also explain the other infamous one, namely, the temporary green discoloration in the Konngara fight? That glitch comes down to how the game actually uses two global "default" palettes: a default boss palette for undoing the invincibility flash effect, and a default stage palette for returning the colors back to normal at the end of the bomb animation or when leaving the Pause menu. And sure enough, the stage palette is the one with the green color, while the boss palette contains the intended colors used throughout the fight. Sending the latter palette to the graphics chip every 40 frames is what corrects the discoloration, which would otherwise be permanent.

The green color comes from BOSS7_D1.GRP, the scrolling background of the entrance animation. That's what turns this into a clear bug: The stage palette is only set a single time in the entire fight, at the beginning of the entrance animation, to the palette of this image. Apart from consistency reasons, it doesn't even make sense to set the stage palette there, as you can't enter the Pause menu or bomb during a blocking animation function.
And just 3 lines of code later, ZUN loads BOSS8_A1.GRP, the main background image of the fight. Moving the stage palette assignment there would have easily prevented the discoloration.

But yeah, as you can tell, palette manipulation is complete jank in this game. Why differentiate between a stage and a boss palette to begin with? The blocking Pause menu function could have easily copied the original palette to a local variable before darkening it, and then restored it after closing the menu. It's not so easy for bombs as the intended palette could change between the start and end of the animation, but the code could have still been simplified a lot if there was just one global "default palette" variable instead of two. Heck, even the other bosses who manipulate their palettes correctly only do so because they manually synchronize the two after every change. The proper defense against bugs that result from wild mutation of global state is to get rid of global state, and not to put up safety nets hidden in the middle of existing effect code.

The easiest way of reproducing the green discoloration bug in the TH01 Konngara fight, timed to show the maximum amount of time the discoloration can possibly last.

In any case, that's Mima done! 7th PC-98 Touhou boss fully decompiled, 24 bosses remaining, and 59 functions left in all of TH01.


In other thrilling news, my call for secondary funding priorities in new TH01 contributions has given us three different priorities so far. This raises an interesting question though: Which of these contributions should I now put towards TH01 immediately, and which ones should I leave in the backlog for the time being? Since I've never liked deciding on priorities, let's turn this into a popularity contest instead: The contributions with the least popular secondary priorities will go towards TH01 first, giving the most popular priorities a higher chance to still be left over after TH01 is done. As of this delivery, we'd have the following popularity order:

  1. TH05 (1.67 pushes), from T0182
  2. Seihou (1 push), from T0184
  3. TH03 (0.67 pushes), from T0146

Which means that T0146 will be consumed for TH01 next, followed by T0184 and then T0182. I only assign transactions immediately before a delivery though, so you all still have the chance to change up these priorities before the next one.

Next up: The final boss of TH01 decompilation, YuugenMagan… if the current or newly incoming TH01 funds happen to be enough to cover the entire fight. If they don't turn out to be, I will have to pass the time with some Seihou work instead, missing the TH01 anniversary deadline as a result. Edit (2022-07-18): Thanks to Yanga for securing the funding for YuugenMagan after all! That fight will feature slightly more than half of all remaining code in TH01's REIIDEN.EXE and the single biggest function in all of PC-98 Touhou, let's go!

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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:
💰 Funded by:
Splashman, Ember2528
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Last part of TH01's main graphics function segment, and we've got even more code that alternates between being boring and being slightly weird. But at least, "boring" also meant "consistent" for once. And so progress continued to be as fast as expected from the last TH01 pushes, yielding 3.3% in TH01 RE%, and 1% in overall RE%, within a single day. There even was enough time to decompile another full code segment, which bundles all the hardware initialization and cleanup calls into single functions to be run when starting and exiting the game. Which might be interesting for at least one person, I guess :tannedcirno:

But seriously, trying to access page 2 on a system with only page 0 and 1? Had to get out my real PC-98 to double-check that I wasn't missing anything here, since every emulator only looks at the bottom bit of the page number. But real hardware seems to do the same, and there really is nothing special to it semantically, being equivalent to page 0. 🤷

Next up in TH01, we'll have some file format code!

📝 Posted:
💰 Funded by:
Yanga, Splashman
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So, the thing that made me so excited about TH01 were all those bulky C reimplementations of master.lib functions. Identical copies in all three executables, trivial to figure out and decompile, removing tons of instructions, and providing a foundation for large parts of the game later. The first set of functions near the end of that shared code segment deals with color palette handling, and master.lib's resident palette structure in particular. (No relation to the game's resident structure.) Which directly starts us out with pretty much all the decompilation difficulties imaginable:

And as it turns out, the game doesn't even use the resident palette feature. Which adds yet another set of functions to the, uh, learning experience that ZUN must have chosen this game to be. I wouldn't be surprised if we manage to uncover actual scrapped beta game content later on, among all the unused code that's bound to still be in there.

At least decompilation should get easier for the next few TH01 pushes now… right?