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📝 Posted:
🚚 Summary of:
P0189
Commits:
22abdd1...b4876b6
💰 Funded by:
Arandui, Lmocinemod
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(Before we start: Make sure you've read the current version of the FAQ section on a potential takedown of this project, updated in light of the recent DMCA claims against PC-98 Touhou game downloads.)


Slight change of plans, because we got instructions for reliably reproducing the TH04 Kurumi Divide Error crash! Major thanks to Colin Douglas Howell. With those, it also made sense to immediately look at the crash in the Stage 4 Marisa fight as well. This way, I could release both of the obligatory bugfix mods at the same time.
Especially since it turned out that I was wrong: Both crashes are entirely unrelated to the custom entity structure that would have required PI-centric progress. They are completely specific to Kurumi's and Marisa's danmaku-pattern code, and really are two separate bugs with no connection to each other. All of the necessary research nicely fit into Arandui's 0.5 pushes, with no further deep understanding required here.

But why were there still three weeks between Colin's message and this blog post? DMCA distractions aside: There are no easy fixes this time, unlike 📝 back when I looked at the Stage 5 Yuuka crash. Just like how division by zero is undefined in mathematics, it's also, literally, undefined what should happen instead of these two Divide error crashes. This means that any possible "fix" can only ever be a fanfiction interpretation of the intentions behind ZUN's code. The gameplay community should be aware of this, and might decide to handle these cases differently. And if we have to go into fanfiction territory to work around crashes in the canon games, we'd better document what exactly we're fixing here and how, as comprehensible as possible.

  1. Kurumi's crash
  2. Marisa's crash

With that out of the way, let's look at Kurumi's crash first, since it's way easier to grasp. This one is known to primarily happen to new players, and it's easy to see why:

The pattern that causes the crash in Kurumi's fight. Also demonstrates how the number of bullets in a ring is always halved on Easy Mode after the rank-based tuning, leading to just a 3-ring on playperf = 16.

So, what should the workaround look like? Obviously, we want to modify neither the default number of ring bullets nor the tuning algorithm – that would change all other non-crashing variations of this pattern on other difficulties and ranks, creating a fork of the original gameplay. Instead, I came up with four possible workarounds that all seemed somewhat logical to me:

  1. Firing no bullet, i.e., interpreting 0-ring literally. This would create the only constellation in which a call to the bullet group spawn functions would not spawn at least one new bullet.
  2. Firing a "1-ring", i.e., a single bullet. This would be consistent with how the bullet spawn functions behave for "0-way" stack and spread groups.
  3. Firing a "∞-ring", i.e., 200 bullets, which is as much as the game's cap on 16×16 bullets would allow. This would poke fun at the whole "division by zero" idea… but given that we're still talking about Easy Mode (and especially new players) here, it might be a tad too cruel. Certainly the most trollish interpretation.
  4. Triggering an immediate Game Over, exchanging the hard crash for a softer and more controlled shutdown. Certainly the option that would be closest to the behavior of the original games, and perhaps the only one to be accepted in Serious, High-Level Play™.

As I was writing this post, it felt increasingly wrong for me to make this decision. So I once again went to Twitter, where 56.3% voted in favor of the 1-bullet option. Good that I asked! I myself was more leaning towards the 0-bullet interpretation, which only got 28.7% of the vote. Also interesting are the 2.3% in favor of the Game Over option but I get it, low-rank Easy Mode isn't exactly the most competitive mode of playing TH04.
There are reports of Kurumi crashing on higher difficulties as well, but I could verify none of them. If they aren't fixed by this workaround, they're caused by an entirely different bug that we have yet to discover.


Onto the Stage 4 Marisa crash then, which does in fact apply to all difficulty levels. I was also wrong on this one – it's a hell of a lot more intricate than being just a division by the number of on-screen bits. Without having decompiled the entire fight, I can't give a completely accurate picture of what happens there yet, but here's the rough idea:

Reference points for Marisa's point-reflected movement. Cyan: Marisa's position, green: (192, 112), yellow: the intended end point.
One of the two patterns in TH04's Stage 4 Marisa boss fight that feature frame number-dependent point-reflected movement. The bits were hacked to self-destruct on the respective frame.

tl;dr: "Game crashes if last bit destroyed within 4-frame window near end of two patterns". For an informed decision on a new movement behavior for these last 8 frames, we definitely need to know all the details behind the crash though. Here's what I would interpret into the code:

  1. Not moving at all, i.e., interpreting 0 as the middle ground between positive and negative movement. This would also make sense because a 12-frame duration implies 100% of the movement to consist of the braking phase – and Marisa wasn't moving before, after all.
  2. Move at maximum speed, i.e., dividing by 1 rather than 0. Since the movement duration is still 12 in this case, Marisa will immediately start braking. In total, she will move exactly ¾ of the way from her initial position to (192, 112) within the 8 frames before the pattern ends.
  3. Directly warping to (192, 112) on frame 0, and to the point-reflected target on 4, respectively. This "emulates" the division by zero by moving Marisa at infinite speed to the exact two points indicated by the velocity formula. It also fits nicely into the 8 frames we have to fill here. Sure, Marisa can't reach these points at any other duration, but why shouldn't she be able to, with infinite speed? Then again, if Marisa is far away enough from (192, 112), this workaround would warp her across the entire playfield. Can Marisa teleport according to lore? I have no idea… :tannedcirno:
  4. Triggering an immediate Game O– hell no, this is the Stage 4 boss, people already hate losing runs to this bug!

Asking Twitter worked great for the Kurumi workaround, so let's do it again! Gotta attach a screenshot of an earlier draft of this blog post though, since this stuff is impossible to explain in tweets…

…and it went through the roof, becoming the most successful ReC98 tweet so far?! Apparently, y'all really like to just look at descriptions of overly complex bugs that I'd consider way beyond the typical attention span that can be expected from Twitter. Unfortunately, all those tweet impressions didn't quite translate into poll turnout. The results were pretty evenly split between 1) and 2), with option 1) just coming out slightly ahead at 49.1%, compared to 41.5% of option 2).

(And yes, I only noticed after creating the poll that warping to both the green and yellow points made more sense than warping to just one of the two. Let's hope that this additional variant wouldn't have shifted the results too much. Both warp options only got 9.4% of the vote after all, and no one else came up with the idea either. :onricdennat: In the end, you can always merge together your preferred combination of workarounds from the Git branches linked below.)


So here you go: The new definitive version of TH04, containing not only the community-chosen Kurumi and Stage 4 Marisa workaround variant, but also the 📝 No-EMS bugfix from last year. Edit (2022-05-31): This package is outdated, 📝 the current version is here! 2022-04-18-community-choice-fixes.zip Oh, and let's also add spaztron64's TH03 GDC clock fix from 2019 because why not. This binary was built from the community_choice_fixes branch, and you can find the code for all the individual workarounds on these branches:

Again, because it can't be stated often enough: These fixes are fanfiction. The gameplay community should be aware of this, and might decide to handle these cases differently.


With all of that taking way more time to evaluate and document, this research really had to become part of a proper push, instead of just being covered in the quick non-push blog post I initially intended. With ½ of a push left at the end, TH05's Stage 1-5 boss background rendering functions fit in perfectly there. If you wonder how these static backdrop images even need any boss-specific code to begin with, you're right – it's basically the same function copy-pasted 4 times, differing only in the backdrop image coordinates and some other inconsequential details.
Only Sara receives a nice variation of the typical 📝 blocky entrance animation: The usually opaque bitmap data from ST00.BB is instead used as a transition mask from stage tiles to the backdrop image, by making clever use of the tile invalidation system:

TH04 uses the same effect a bit more frequently, for its first three bosses.

Next up: Shinki, for real this time! I've already managed to decompile 10 of her 11 danmaku patterns within a little more than one push – and yes, that one is included in there. Looks like I've slightly overestimated the amount of work required for TH04's and TH05's bosses…

📝 Posted:
🚚 Summary of:
P0168, P0169
Commits:
c2de6ab...8b046da, 8b046da...479b766
💰 Funded by:
rosenrose, Blue Bolt
🏷 Tags:

EMS memory! The infamous stopgap measure between the 640 KiB ("ought to be enough for everyone") of conventional memory offered by DOS from the very beginning, and the later XMS standard for accessing all the rest of memory up to 4 GiB in the x86 Protected Mode. With an optionally active EMS driver, TH04 and TH05 will make use of EMS memory to preload a bunch of situational .CDG images at the beginning of MAIN.EXE:

  1. The "eye catch" game title image, shown while stages are loaded
  2. The character-specific background image, shown while bombing
  3. The player character dialog portraits
  4. TH05 additionally stores the boss portraits there, preloading them at the beginning of each stage. (TH04 instead keeps them in conventional memory during the entire stage.)

Once these images are needed, they can then be copied into conventional memory and accessed as usual.

Uh… wait, copied? It certainly would have been possible to map EMS memory to a regular 16-bit Real Mode segment for direct access, bank-switching out rarely used system or peripheral memory in exchange for the EMS data. However, master.lib doesn't expose this functionality, and only provides functions for copying data from EMS to regular memory and vice versa.
But even that still makes EMS an excellent fit for the large image files it's used for, as it's possible to directly copy their pixel data from EMS to VRAM. (Yes, I tried!) Well… would, because ZUN doesn't do that either, and always naively copies the images to newly allocated conventional memory first. In essence, this dumbs down EMS into just another layer of the memory hierarchy, inserted between conventional memory and disk: Not quite as slow as disk, but still requiring that memcpy() to retrieve the data. Most importantly though: Using EMS in this way does not increase the total amount of memory simultaneously accessible to the game. After all, some other data will have to be freed from conventional memory to make room for the newly loaded data.


The most idiomatic way to define the game-specific layout of the EMS area would be either a struct or an enum. Unfortunately, the total size of all these images exceeds the range of a 16-bit value, and Turbo C++ 4.0J supports neither 32-bit enums (which are silently degraded to 16-bit) nor 32-bit structs (which simply don't compile). That still leaves raw compile-time constants though, you only have to manually define the offset to each image in terms of the size of its predecessor. But instead of doing that, ZUN just placed each image at a nice round decimal offset, each slightly larger than the actual memory required by the previous image, just to make sure that everything fits. :tannedcirno: This results not only in quite a bit of unnecessary padding, but also in technically the single biggest amount of "wasted" memory in PC-98 Touhou: Out of the 180,000 (TH04) and 320,000 (TH05) EMS bytes requested, the game only uses 135,552 (TH04) and 175,904 (TH05) bytes. But hey, it's EMS, so who cares, right? Out of all the opportunities to take shortcuts during development, this is among the most acceptable ones. Any actual PC-98 model that could run these two games comes with plenty of memory for this to not turn into an actual issue.

On to the EMS-using functions themselves, which are the definition of "cross-cutting concerns". Most of these have a fallback path for the non-EMS case, and keep the loaded .CDG images in memory if they are immediately needed. Which totally makes sense, but also makes it difficult to find names that reflect all the global state changed by these functions. Every one of these is also just called from a single place, so inlining them would have saved me a lot of naming and documentation trouble there.
The TH04 version of the EMS allocation code was actually displayed on ZUN's monitor in the 2010 MAG・ネット documentary; WindowsTiger already transcribed the low-quality video image in 2019. By 2015 ReC98 standards, I would have just run with that, but the current project goal is to write better code than ZUN, so I didn't. 😛 We sure ain't going to use magic numbers for EMS offsets.

The dialog init and exit code then is completely different in both games, yet equally cross-cutting. TH05 goes even further in saving conventional memory, loading each individual player or boss portrait into a single .CDG slot immediately before blitting it to VRAM and freeing the pixel data again. People who play TH05 without an active EMS driver are surely going to enjoy the hard drive access lag between each portrait change… :godzun: TH04, on the other hand, also abuses the dialog exit function to preload the Mugetsu defeat / Gengetsu entrance and Gengetsu defeat portraits, using a static variable to track how often the function has been called during the Extra Stage… who needs function parameters anyway, right? :zunpet:

This is also the function in which TH04 infamously crashes after the Stage 5 pre-boss dialog when playing with Reimu and without any active EMS driver. That crash is what motivated this look into the games' EMS usage… but the code looks perfectly fine? Oh well, guess the crash is not related to EMS then. Next u–

OK, of course I can't leave it like that. Everyone is expecting a fix now, and I still got half of a push left over after decompiling the regular EMS code. Also, I've now RE'd every function that could possibly be involved in the crash, and this is very likely to be the last time I'll be looking at them.


Turns out that the bug has little to do with EMS, and everything to do with ZUN limiting the amount of conventional RAM that TH04's MAIN.EXE is allowed to use, and then slightly miscalculating this upper limit. Playing Stage 5 with Reimu is the most asset-intensive configuration in this game, due to the combination of

The star image used in TH04's Stage 5.
The star image used in TH04's Stage 5.

Remove any single one of the above points, and this crash would have never occurred. But with all of them combined, the total amount of memory consumed by TH04's MAIN.EXE just barely exceeds ZUN's limit of 320,000 bytes, by no more than 3,840 bytes, the size of the star image.

But wait: As we established earlier, EMS does nothing to reduce the amount of conventional memory used by the game. In fact, if you disabled TH04's EMS handling, you'd still get this crash even if you are running an EMS driver and loaded DOS into the High Memory Area to free up as much conventional RAM as possible. How can EMS then prevent this crash in the first place?

The answer: It's only because ZUN's usage of EMS bypasses the need to load the cached images back out of the XOR-encrypted 東方幻想.郷 packfile. Leaving aside the general stupidity of any game data file encryption*, master.lib's decryption implementation is also quite wasteful: It uses a separate buffer that receives fixed-size chunks of the file, before decrypting every individual byte and copying it to its intended destination buffer. That really resembles the typical slowness of a C fread() implementation more than it does the highly optimized ASM code that master.lib purports to be… And how large is this well-hidden decryption buffer? 4 KiB. :onricdennat:

So, looking back at the game, here is what happens once the Stage 5 pre-battle dialog ends:

  1. Reimu's bomb background image, which was previously freed to make space for her dialog portraits, has to be loaded back into conventional memory from disk
  2. BB0.CDG is found inside the 東方幻想.郷 packfile
  3. file_ropen() ends up allocating a 4 KiB buffer for the encrypted packfile data, getting us the decisive ~4 KiB closer to the memory limit
  4. The .CDG loader tries to allocate 52 608 contiguous bytes for the pixel data of Reimu's bomb image
  5. This would exceed the memory limit, so hmem_allocbyte() fails and returns a nullptr
  6. ZUN doesn't check for this case (as usual)
  7. The pixel data is loaded to address 0000:0000, overwriting the Interrupt Vector Table and whatever comes after
  8. The game crashes
The final frame rendered before the TH04 Stage 5 Reimu No-EMS crash
The final frame rendered by a crashing TH04.

The 4 KiB encryption buffer would only be freed by the corresponding file_close() call, which of course never happens because the game crashes before it gets there. At one point, I really did suspect the cause to be some kind of memory leak or fragmentation inside master.lib, which would have been quite delightful to fix.
Instead, the most straightforward fix here is to bump up that memory limit by at least 4 KiB. Certainly easier than squeezing in a cdg_free() call for the star image before the pre-boss dialog without breaking position dependence.

Or, even better, let's nuke all these memory limits from orbit because they make little sense to begin with, and fix every other potential out-of-memory crash that modders would encounter when adding enough data to any of the 4 games that impose such limits on themselves. Unless you want to launch other binaries (which need to do their own memory allocations) after launching the game, there's really no reason to restrict the amount of memory available to a DOS process. Heck, whenever DOS creates a new one, it assigns all remaining free memory by default anyway.
Removing the memory limits also removes one of ZUN's few error checks, which end up quitting the game if there isn't at least a given maximum amount of conventional RAM available. While it might be tempting to reserve enough memory at the beginning of execution and then never check any allocation for a potential failure, that's exactly where something like TH04's crash comes from.
This game is also still running on DOS, where such an initial allocation failure is very unlikely to happen – no one fills close to half of conventional RAM with TSRs and then tries running one of these games. It might have been useful to detect systems with less than 640 KiB of actual, physical RAM, but none of the PC-98 models with that little amount of memory are fast enough to run these games to begin with. How ironic… a place where ZUN actually added an error check, and then it's mostly pointless.

Here's an archive that contains both fix variants, just in case. These were compiled from the th04_noems_crash_fix and mem_assign_all branches, and contain as little code changes as possible.
Edit (2022-04-18): For TH04, you probably want to download the 📝 community choice fix package instead, which contains this fix along with other workarounds for the Divide error crashes. 2021-11-29-Memory-limit-fixes.zip

So yeah, quite a complex bug, leaving no time for the TH03 scorefile format research after all. Next up: Raising prices.

📝 Posted:
🚚 Summary of:
P0137
Commits:
07bfcf2...8d953dc
💰 Funded by:
[Anonymous]
🏷 Tags:

Whoops, the build was broken again? Since P0127 from mid-November 2020, on TASM32 version 5.3, which also happens to be the one in the DevKit… That version changed the alignment for the default segments of certain memory models when requesting .386 support. And since redefining segment alignment apparently is highly illegal and absolutely has to be a build error, some of the stand-alone .ASM translation units didn't assemble anymore on this version. I've only spotted this on my own because I casually compiled ReC98 somewhere else – on my development system, I happened to have TASM32 version 5.0 in the PATH during all this time.
At least this was a good occasion to get rid of some weird segment alignment workarounds from 2015, and replace them with the superior convention of using the USE16 modifier for the .MODEL directive.

ReC98 would highly benefit from a build server – both in order to immediately spot issues like this one, and as a service for modders. Even more so than the usual open-source project of its size, I would say. But that might be exactly because it doesn't seem like something you can trivially outsource to one of the big CI providers for open-source projects, and quickly set it up with a few lines of YAML.
That might still work in the beginning, and we might get by with a regular 64-bit Windows 10 and DOSBox running the exact build tools from the DevKit. Ideally, though, such a server should really run the optimal configuration of a 32-bit Windows 10, allowing both the 32-bit and the 16-bit build step to run natively, which already is something that no popular CI service out there offers. Then, we'd optimally expand to Linux, every other Windows version down to 95, emulated PC-98 systems, other TASM versions… yeah, it'd be a lot. An experimental project all on its own, with additional hosting costs and probably diminishing returns, the more it expands…
I've added it as a category to the order form, let's see how much interest there is once the store reopens (which will be at the beginning of May, at the latest). That aside, it would 📝 also be a great project for outside contributors!


So, technical debt, part 8… and right away, we're faced with TH03's low-level input function, which 📝 once 📝 again 📝 insists on being word-aligned in a way we can't fake without duplicating translation units. Being undecompilable isn't exactly the best property for a function that has been interesting to modders in the past: In 2018, spaztron64 created an ASM-level mod that hardcoded more ergonomic key bindings for human-vs-human multiplayer mode: 2021-04-04-TH03-WASD-2player.zip However, this remapping attempt remained quite limited, since we hadn't (and still haven't) reached full position independence for TH03 yet. There's quite some potential for size optimizations in this function, which would allow more BIOS key groups to already be used right now, but it's not all that obvious to modders who aren't intimately familiar with x86 ASM. Therefore, I really wouldn't want to keep such a long and important function in ASM if we don't absolutely have to…

… and apparently, that's all the motivation I needed? So I took the risk, and spent the first half of this push on reverse-engineering TCC.EXE, to hopefully find a way to get word-aligned code segments out of Turbo C++ after all.

And there is! The -WX option, used for creating DPMI applications, messes up all sorts of code generation aspects in weird ways, but does in fact mark the code segment as word-aligned. We can consider ourselves quite lucky that we get to use Turbo C++ 4.0, because this feature isn't available in any previous version of Borland's C++ compilers.
That allowed us to restore all the decompilations I previously threw away… well, two of the three, that lookup table generator was too much of a mess in C. :tannedcirno: But what an abuse this is. The subtly different code generation has basically required one creative workaround per usage of -WX. For example, enabling that option causes the regular PUSH BP and POP BP prolog and epilog instructions to be wrapped with INC BP and DEC BP, for some reason:

a_function_compiled_with_wx proc
	inc 	bp    	; ???
	push	bp
	mov 	bp, sp
	    	      	; [… function code …]
	pop 	bp
	dec 	bp    	; ???
	ret
a_function_compiled_with_wx endp

Luckily again, all the functions that currently require -WX don't set up a stack frame and don't take any parameters.
While this hasn't directly been an issue so far, it's been pretty close: snd_se_reset(void) is one of the functions that require word alignment. Previously, it shared a translation unit with the immediately following snd_se_play(int new_se), which does take a parameter, and therefore would have had its prolog and epilog code messed up by -WX. Since the latter function has a consistent (and thus, fakeable) alignment, I simply split that code segment into two, with a new -WX translation unit for just snd_se_reset(void). Problem solved – after all, two C++ translation units are still better than one ASM translation unit. :onricdennat: Especially with all the previous #include improvements.

The rest was more of the usual, getting us 74% done with repaying the technical debt in the SHARED segment. A lot of the remaining 26% is TH04 needing to catch up with TH03 and TH05, which takes comparatively little time. With some good luck, we might get this done within the next push… that is, if we aren't confronted with all too many more disgusting decompilations, like the two functions that ended this push. If we are, we might be needing 10 pushes to complete this after all, but that piece of research was definitely worth the delay. Next up: One more of these.

📝 Posted:
🚚 Summary of:
P0025, P0026, P0027
Commits:
0cde4b7...261d503
💰 Funded by:
zorg
🏷 Tags:

… yeah, no, we won't get very far without figuring out these drawing routines.
Which process data that comes from the .STD files. Which has various arrays related to the background… including one to specify the scrolling speed. And wait, setting that to 0 actually is what starts a boss battle?

So, have a TH05 Boss Rush patch: 2018-12-26-TH05BossRush.zip Theoretically, this should have also worked for TH04, but for some reason, the Stage 3 boss gets stuck on the first phase if we do this?

Here's the diff for the Boss Rush. Turning it into a thcrap-style Skipgame patch is left as an exercise for the reader.