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📝 Posted:
🚚 Summary of:
P0264, P0265
Commits:
46cd6e7...78728f6, 78728f6...ff19bed
💰 Funded by:
Blue Bolt, [Anonymous], iruleatgames
🏷 Tags:

Oh, it's 2024 already and I didn't even have a delivery for December or January? Yeah… I can only repeat what I said at the end of November, although the finish line is actually in sight now. With 10 pushes across 4 repositories and a blog post that has already reached a word count of 9,240, the Shuusou Gyoku SC-88Pro BGM release is going to break 📝 both the push record set by TH01 Sariel two years ago, and 📝 the blog post length record set by the last Shuusou Gyoku delivery. Until that's done though, let's clear some more PC-98 Touhou pushes out of the backlog, and continue the preparation work for the non-ASCII translation project starting later this year.

But first, we got another free bugfix according to my policy! 📝 Back in April 2022 when I researched the Divide Error crash that can occur in TH04's Stage 4 Marisa fight, I proposed and implemented four possible workarounds and let the community pick one of them for the generally recommended small bugfix mod. I still pushed the others onto individual branches in case the gameplay community ever wants to look more closely into them and maybe pick a different one… except that I accidentally pushed the wrong code for the warp workaround, probably because I got confused with the second warp variant I developed later on.
Fortunately, I still had the intended code for both variants lying around, and used the occasion to merge the current master branch into all of these mod branches. Thanks to wyatt8740 for spotting and reporting this oversight!

  1. The Music Room background masking effect
  2. The GRCG's plane disabling flags
  3. Text color restrictions
  4. The entire messy rest of the Music Room code
  5. TH04's partially consistent congratulation picture on Easy Mode
  6. TH02's boss position and damage variables

As the final piece of code shared in largely identical form between 4 of the 5 games, the Music Rooms were the biggest remaining piece of low-hanging fruit that guaranteed big finalization% gains for comparatively little effort. They seemed to be especially easy because I already decompiled TH02's Music Room together with the rest of that game's OP.EXE back in early 2015, when this project focused on just raw decompilation with little to no research. 9 years of increased standards later though, it turns out that I missed a lot of details, and ended up renaming most variables and functions. Combined with larger-than-expected changes in later games and the usual quality level of ZUN's menu code, this ended up taking noticeably longer than the single push I expected.

The undoubtedly most interesting part about this screen is the animation in the background, with the spinning and falling polygons cutting into a single-color background to reveal a spacey image below. However, the only background image loaded in the Music Room is OP3.PI (TH02/TH03) or MUSIC3.PI (TH04/TH05), which looks like this in a .PI viewer or when converted into another image format with the usual tools:

TH02's Music Room background in its on-disk state TH03's Music Room background in its on-disk state TH04's Music Room background in its on-disk state TH05's Music Room background in its on-disk state
Let's call this "the blank image".

That is definitely the color that appears on top of the polygons, but where is the spacey background? If there is no other .PI file where it could come from, it has to be somewhere in that same file, right? :thonk:
And indeed: This effect is another bitplane/color palette trick, exactly like the 📝 three falling stars in the background of TH04's Stage 5. If we set every bit on the first bitplane and thus change any of the resulting even hardware palette color indices to odd ones, we reveal a full second 8-color sub-image hiding in the same .PI file:

TH02's Music Room background, with all bits in the first bitplane set to reveal the spacey background image, and the full color palette at the bottom TH03's Music Room background, with all bits in the first bitplane set to reveal the spacey background image, and the full color palette at the bottom TH04's Music Room background, with all bits in the first bitplane set to reveal the spacey background image, and the full color palette at the bottom TH05's Music Room background, with all bits in the first bitplane set to reveal the spacey background image, and the full color palette at the bottom
The spacey sub-image. Never before seen!1!! …OK, touhou-memories beat me by a month. Let's add each image's full 16-color palette to deliver some additional value.

On a high level, the first bitplane therefore acts as a stencil buffer that selects between the blank and spacey sub-image for every pixel. The important part here, however, is that the first bitplane of the blank sub-images does not consist entirely of 0 bits, but does have 1 bits at the pixels that represent the caption that's supposed to be overlaid on top of the animation. Since there now are some pixels that should always be taken from the spacey sub-image regardless of whether they're covered by a polygon, the game can no longer just clear the first bitplane at the start of every frame. Instead, it has to keep a separate copy of the first bitplane's original state (called nopoly_B in the code), captured right after it blitted the .PI image to VRAM. Turns out that this copy also comes in quite handy with the text, but more on that later.


Then, the game simply draws polygons onto only the reblitted first bitplane to conditionally set the respective bits. ZUN used master.lib's grcg_polygon_c() function for this, which means that we can entirely thank the uncredited master.lib developers for this iconic animation – if they hadn't included such a function, the Music Rooms would most certainly look completely different.
This is where we get to complete the series on the PC-98 GRCG chip with the last remaining four bits of its mode register. So far, we only needed the highest bit (0x80) to either activate or deactivate it, and the bit below (0x40) to choose between the 📝 RMW and 📝 TCR/📝 TDW modes. But you can also use the lowest four bits to restrict the GRCG's operations to any subset of the four bitplanes, leaving the other ones untouched:

// Enable the GRCG (0x80) in regular RMW mode (0x40). All bitplanes are
// enabled and written according to the contents of the tile register.
outportb(0x7C, 0xC0);

// The same, but limiting writes to the first bitplane by disabling the
// second (0x02), third (0x04), and fourth (0x08) one, as done in the
// PC-98 Touhou Music Rooms.
outportb(0x7C, 0xCE);

// Regular GRCG blitting code to any VRAM segment…
pokeb(0xA8000, offset, …);

// We're done, turn off the GRCG.
outportb(0x7C, 0x00);

This could be used for some unusual effects when writing to two or three of the four planes, but it seems rather pointless for this specific case at first. If we only want to write to a single plane, why not just do so directly, without the GRCG? Using that chip only involves more hardware and is therefore slower by definition, and the blitting code would be the same, right?
This is another one of these questions that would be interesting to benchmark one day, but in this case, the reason is purely practical: All of master.lib's polygon drawing functions expect the GRCG to be running in RMW mode. They write their pixels as bitmasks where 1 and 0 represent pixels that should or should not change, and leave it to the GRCG to combine these masks with its tile register and OR the result into the bitplanes instead of doing so themselves. Since GRCG writes are done via MOV instructions, not using the GRCG would turn these bitmasks into actual dot patterns, overwriting any previous contents of each VRAM byte that gets modified.
Technically, you'd only have to replace a few MOV instructions with OR to build a non-GRCG version of such a function, but why would you do that if you haven't measured polygon drawing to be an actual bottleneck.

Three overlapping Music Room polygons rendered using master.lib's grcg_polygon_c() function with a disabled GRCGThree overlapping Music Room polygons rendered as in the original game, with the GRCG enabled
An example with three polygons drawn from top to bottom. Without the GRCG, edges of later polygons overwrite any previously drawn pixels within the same VRAM byte. Note how treating bitmasks as dot patterns corrupts even those areas where the background image had nonzero bits in its first bitplane.

As far as complexity is concerned though, the worst part is the implicit logic that allows all this text to show up on top of the polygons in the first place. If every single piece of text is only rendered a single time, how can it appear on top of the polygons if those are drawn every frame?
Depending on the game (because of course it's game-specific), the answer involves either the individual bits of the text color index or the actual contents of the palette:

The contents of nopoly_B with each game's first track selected.

Finally, here's a list of all the smaller details that turn the Music Rooms into such a mess:

And that's all the Music Rooms! The OP.EXE binaries of TH04 and especially TH05 are now very close to being 100% RE'd, with only the respective High Score menus and TH04's title animation still missing. As for actual completion though, the finalization% metric is more relevant as it also includes the ZUN Soft logo, which I RE'd on paper but haven't decompiled. I'm 📝 still hoping that this will be the final piece of code I decompile for these two games, and that no one pays to get it done earlier… :onricdennat:


For the rest of the second push, there was a specific goal I wanted to reach for the remaining anything budget, which was blocked by a few functions at the beginning of TH04's and TH05's MAINE.EXE. In another anticlimactic development, this involved yet another way too early decompilation of a main() function…
Generally, this main() function just calls the top-level functions of all other ending-related screens in sequence, but it also handles the TH04-exclusive congratulating All Clear images within itself. After a 1CC, these are an additional reward on top of the Good Ending, showing the player character wearing a different outfit depending on the selected difficulty. On Easy Mode, however, the Good Ending is unattainable because the game always ends after Stage 5 with a Bad Ending, but ZUN still chose to show the EASY ALL CLEAR!! image in this case, regardless of how many continues you used.
While this might seem inconsistent with the other difficulties, it is consistent within Easy Mode itself, as the enforced Bad Ending after Stage 5 also doesn't distinguish between the number of continues. Also, Try to Normal Rank!! could very well be ZUN's roundabout way of implying "because this is how you avoid the Bad Ending".

With that out of the way, I was finally able to separate the VRAM text renderer of TH04 and TH05 into its own assembly unit, 📝 finishing the technical debt repayment project that I couldn't complete in 2021 due to assembly-time code segment label arithmetic in the data segment. This now allows me to translate this undecompilable self-modifying mess of ASM into C++ for the non-ASCII translation project, and thus unify the text renderers of all games and enhance them with support for Unicode characters loaded from a bitmap font. As the final finalized function in the SHARED segment, it also allowed me to remove 143 lines of particularly ugly segmentation workarounds 🙌


The remaining 1/6th of the second push provided the perfect occasion for some light TH02 PI work. The global boss position and damage variables represented some equally low-hanging fruit, being easily identified global variables that aren't part of a larger structure in this game. In an interesting twist, TH02 is the only game that uses an increasing damage value to track boss health rather than decreasing HP, and also doesn't internally distinguish between bosses and midbosses as far as these variables are concerned. Obviously, there's quite a bit of state left to be RE'd, not least because Marisa is doing her own thing with a bunch of redundant copies of her position, but that was too complex to figure out right now.

Also doing their own thing are the Five Magic Stones, which need five positions rather than a single one. Since they don't move, the game doesn't have to keep 📝 separate position variables for both VRAM pages, and can handle their positions in a much simpler way that made for a nice final commit.
And for the first time in a long while, I quite like what ZUN did there! Not only are their positions stored in an array that is indexed with a consistent ID for every stone, but these IDs also follow the order you fight the stones in: The two inner ones use 0 and 1, the two outer ones use 2 and 3, and the one in the center uses 4. This might look like an odd choice at first because it doesn't match their horizontal order on the playfield. But then you notice that ZUN uses this property in the respective phase control functions to iterate over only the subrange of active stones, and you realize how brilliant it actually is.

Screenshot of TH02's Five Magic Stones, with the first two (both internally and in the order you fight them in) alive and activated Screenshot of TH02's Five Magic Stones, with the second two (both internally and in the order you fight them in) alive and activated Screenshot of TH02's Five Magic Stones, with the last one (both internally and in the order you fight them in) alive and activated

This seems like a really basic thing to get excited about, especially since the rest of their data layout sure isn't perfect. Splitting each piece of state and even the individual X and Y coordinates into separate 5-element arrays is still counter-productive because the game ends up paying more memory and CPU cycles to recalculate the element offsets over and over again than this would have ever saved in cache misses on a 486. But that's a minor issue that could be fixed with a few regex replacements, not a misdesigned architecture that would require a full rewrite to clean it up. Compared to the hardcoded and bloated mess that was 📝 YuugenMagan's five eyes, this is definitely an improvement worthy of the good-code tag. The first actual one in two years, and a welcome change after the Music Room!

These three pieces of data alone yielded a whopping 5% of overall TH02 PI in just 1/6th of a push, bringing that game comfortably over the 60% PI mark. MAINE.EXE is guaranteed to reach 100% PI before I start working on the non-ASCII translations, but at this rate, it might even be realistic to go for 100% PI on MAIN.EXE as well? Or at least technical position independence, without the false positives.

Next up: Shuusou Gyoku SC-88Pro BGM. It's going to be wild.

📝 Posted:
🚚 Summary of:
P0258, P0259, P0260, P0261
Commits:
5876755...e8a0b3e, e8a0b3e...dfaa3c6, dfaa3c6...ed9ee93, ed9ee93...ae2fc28
💰 Funded by:
Blue Bolt, [Anonymous], Yanga, Splashman
🏷 Tags:

And we're back to PC-98 Touhou for a brief interruption of the ongoing Shuusou Gyoku Linux port. Let's clear some of the Touhou-related progress from the backlog, and use the unconstrained nature of these contributions to prepare the 📝 upcoming non-ASCII translations commissioned by Touhou Patch Center. The current budget won't cover all of my ambitions, but it would at least be nice if all text in these games was feasibly translatable by the time I officially start working on that project.

At a little over 3 pushes, it might be surprising to see that this took longer than the 📝 TH03/TH04/TH05 cutscene system. It's obvious that TH02 started out with a different system for in-game dialog, but while TH04 and TH05 look identical on the surface, they only actually share 30% of their dialog code. So this felt more like decompiling 2.4 distinct systems, as opposed to one identical base with tons of game-specific differences on top.

The table of contents was pretty popular last time around, so let's have another one:

  1. Overview of TH04's dialog system
  2. Changes introduced in TH05
  3. Command reference for the TH04 and TH05 systems
  4. Overview of TH02's dialog system
  5. TH02's face portrait images
  6. Bugs during TH02's dialog box slide-in animation
  7. Bugs and quirks in Mima's defeat dialog (might be lore-relevant)
  8. TH03 win messages

Let's start with the ones from TH04 and TH05, since they are not that broken. For TH04, ZUN started out by copy-pasting the cutscene system, causing the result to inherit many of the caveats I already described in the cutscene blog post:

Then, however, he greatly simplified the system. Mainly, this was done by moving text rendering from the PC-98 graphics chip to the text chip, which avoids the need for any text-related unblitting code, but ZUN also added a bunch of smaller changes:

While it would seem that TH05 has no issues with ASCII 0x20 spaces, the text as a whole is still blindly processed two bytes at a time, and any commands can only appear at even byte positions within a line. I dimmed the VRAM pixels to 25% of their original brightness to make the text easier to read.
The same text backported to TH04, additionally demonstrating how that game's dialog system inherited the whitespace skipping behavior of TH03's cutscene system. Just like there, ASCII 0x20 spaces only work at odd byte positions because the game treats them as the trailing byte of a full-width Shift-JIS codepoint. I don't know how large the budget for the upcoming non-ASCII translations will be, but I'm going to fix this even in the very basic fully static variant. I dimmed the VRAM pixels to 25% of their original brightness to make the text easier to read.
Demonstrating the lack of automatic line or box breaks in TH05's dialog systemDemonstrating the lack of automatic line or box breaks in TH04's dialog system, in addition to its lack of support for ASCII 0x20 spaces carried over from TH03's cutscene system

TH05 then moved from TH04's plaintext scripts to the binary .TX2 format while removing all the unused commands copy-pasted from the cutscene system. Except for a single additional command intended to clear a text box, TH05's dialog system only supports a strict subset of the features of TH04's system.
This change also introduced the following differences compared to TH04:

Writing the 0x02 byte to text RAM results in an SX character, which is simply the PC-98 font ROM's glyph for that Shift-JIS codepoint.
Also note how each face change is now preceded by two frames of delay.
No problem in TH04. Note how the dialog also runs a bit faster – TH04 only adds the aforementioned one frame of delay to each face change, and has fewer two-byte chunks of text to display overall.

For modding these files, you probably want to use TXDEF from -Tom-'s MysticTK. It decodes these files into a text representation, and its encoder then takes care of the character-specific byte offsets in the 10-byte header. This text representation simplifies the format a lot by avoiding all corner cases and landmines you'd experience during hex-editing – most notably by interpreting the box-starting 0x0D as a command to show text that takes a string parameter, avoiding the broken calls to script commands in the middle of text. However, you'd still have to manually ensure an even number of bytes on every line of text.

In the entry function of TH05's dialog loop, we also encounter the hack that is responsible for properly handling 📝 ZUN's hidden Extra Stage replay. Since the dialog loop doesn't access the replay inputs but still requires key presses to advance through the boxes, ZUN chose to just skip the dialog altogether in the specific case of the Extra Stage replay being active, and replicated all sprite management commands from the dialog script by just hardcoding them.
And you know what? Not only do I not mind this hack, but I would have preferred it over the actual dialog system! The aforementioned sprite management commands effectively boil down to manual memory management, deallocating all stage enemy and midboss sprites and thus ensuring that the boss sprites end up at specific master.lib sprite IDs (patnums). The hardcoded boss rendering function then expects these sprites to be available at these exact IDs… which means that the otherwise hardcoded bosses can't render properly without the dialog script running before them. :zunpet:
There is absolutely no excuse for the game to burden dialog scripts with this functionality. Sure, delayed deallocation would allow them to blit stage-specific sprites, but the original games don't do that; probably because none of the two games feature an unblitting command. And even if they did, it would have still been cleaner to expose the boss-specific sprite setup as a single script command that can then also be called from game code if the script didn't do so. Commands like these just are a recipe for crashes, especially with parsers that expect fullwidth Shift-JIS text and where misaligned ASCII text can easily cause these commands to be skipped.

But then again, it does make for funny screenshot material if you accidentally the deallocation and then see bosses being turned into stage enemies:

TH04's dialog before the Stage 4 Marisa fight without deallocating the stage sprites inside the script, causing Marisa to be turned into one of the stage enemiesTH04's dialog before the Stage 6 Yuuka fight without deallocating the stage sprites inside the script, causing Yuuka to be turned into two different cels of the same stage enemyTH05's dialog before the Louise fight without deallocating the stage sprites inside the script, causing Louise to be turned into one of the ice enemies from TH05's Stage 2TH05's dialog before the Louise fight without deallocating the stage sprites inside the script, causing Mai and Yuki to be turned into a windmill and fairy/demon enemy, respectively
Some of the more amusing consequences of not calling the sprite-deallocating :th04: \c /  :th05: 0x04 command inside a dialog script.
In the case of 4️⃣, the game then even crashes on this frame at the end of the dialog, in a way that resembles the infamous 📝 TH04 crash before Stage 5 Yuuka if no EMS driver is loaded. Both the stage- and boss-specific BFNT sprites are loaded into memory at this point, leaving no room for the 256×256-pixel background image on the size-limited master.lib heap.

With all the general details out of the way, here's the command reference:

:th04: :th05:
0
1
0x00
0x01
Selects either the player character (0) or the boss (1) as the currently speaking character, and moves the cursor to the beginning of the text box. In TH04, this command also directly starts the new dialog box, which is probably why it's not prefixed with a \ as it only makes sense outside of text. TH05 requires a separate 0x0D command to do the same.
\=1 0x02 0x!! Replaces the face portrait of the currently active speaking character with image #1 within her .CD2 file.
\=255 0x02 0xFF Removes the face portrait from the currently active text box.
\l,filename 0x03 filename 0x00 Calls master.lib's super_entry_bfnt() function, which loads sprites from a BFNT file to consecutive IDs starting at the current patnum write cursor.
\c 0x04 Deallocates all stage-specific BFNT sprites (i.e., stage enemies and midbosses), freeing up conventional RAM for the boss sprites and ensuring that master.lib's patnum write cursor ends up at :th04: 128 / :th05: 180.
In TH05's Extra Stage, this command also replaces 📝 the sprites loaded from MIKO16.BFT with the ones from ST06_16.BFT.
\d Deallocates all face portrait images.
The game automatically does this at the end of each dialog sequence. However, ZUN wanted to load Stage 6 Yuuka's 76 KiB of additional animations inside the script via \l, and would have once again run up against the master.lib heap size limit without that extra free memory.
\m,filename 0x05 filename 0x00 Stops the currently playing BGM, loads a new one from the given file, and starts playback.
\m$ 0x05 $ 0x00 Stops the currently playing BGM.
Note that TH05 interprets $ as a null-terminated filename as well.
\m* Restarts playback of the currently loaded BGM from the beginning.
\b0,0,0 0x06 0x!!!! 0x!!!! 0x!! Blits the master.lib patnum with the ID indicated by the third parameter to the current VRAM page at the top-left screen position indicated by the first two parameters.
\e0 Plays the sound effect with the given ID.
\t100 Sets palette brightness via master.lib's palette_settone() to any value from 0 (fully black) to 200 (fully white). 100 corresponds to the palette's original colors.
\fo1
\fi1
Calls master.lib's palette_black_out() or palette_black_in() to play a hardware palette fade animation from or to black, spending roughly 1 frame on each of the 16 fade steps.
\wo1
\wi1
0x09 0x!!
0x0A 0x!!
Calls master.lib's palette_white_out() or palette_white_in() to play a hardware palette fade animation from or to white, spending roughly 1 frame on each of the 16 fade steps.
The TH05 version of 0x09 also clears the text in both boxes before the animation.
\n 0x0B Starts a new line by resetting the X coordinate of the TRAM cursor to the left edge of the text area and incrementing the Y coordinate.
The new line will always be the next one below the last one that was properly started, regardless of whether the text previously wrapped to the next TRAM row at the edge of the screen.
\g8 Plays a blocking 8-frame screen shake animation. Copy-pasted from the cutscene parser, but actually used right at the end of the dialog shown before TH04's Bad Ending.
\ga0 0x0C 0x!! Shows the gaiji with the given ID from 0 to 255 at the current cursor position, ignoring the per-glyph delay.
\k0 Waits 0 frames (0 = forever) for any key to be pressed before continuing script execution.
0x0D Starts a new dialog box with the previously selected speaker. All text until the next 0xFF command will appear on screen.
Inside dialogs, this is a no-op.
0x0E Takes the current dialog cursor as the top-left corner of a 240×48-pixel rectangle, and replaces all text RAM characters within that rectangle with whitespace.
This is only used to clear the player character's text box before Shinki's final いくよ‼ box. Shinki has two consecutive text boxes in all 4 scripts here, and ZUN probably wanted to clear the otherwise blue text to imply a dramatic pause before Shinki's final sentence. Nice touch.
(You could, however, also use it after a box-ending 0xFF command to mess with text RAM in general.)
\# Quits the currently running loop. This returns from either the text loop to the command loop, or it ends the dialog sequence by returning from the command loop back to gameplay. If this stage of the game later starts another dialog sequence, it will start at the next script byte.
\$ Like \#, but first waits for any key to be pressed.
0xFF Behaves like TH04's \$ in the text loop, and like \# in the command loop. Hence, it's not possible in TH05 to automatically end a text box and advance to the next one without waiting for a key press.
Unused commands are in gray.

At the end of the day, you might criticize the system for how its landmines make it annoying to mod in ASCII text, but it all works and does what it's supposed to. ZUN could have written the cleanest single and central Shift-JIS iterator that properly chunks a byte buffer into halfwidth and fullwidth codepoints, and I'd still be throwing it out for the upcoming non-ASCII translations in favor of something that either also supports UTF-8 or performs dictionary lookups with a full box of text.
The only actual bug can be found in the input detection, which once again doesn't correctly handle the infamous key up/key down scancode quirk of PC-98 keyboards. All it takes is one wrongly placed input polling call, and suddenly you have to think about how the update cycle behind the PC-98 keyboard state bytes might cause the game to run the regular 2-frame delay for a single 2-byte chunk of text before it shows the full text of a box after all… But even this bug is highly theoretical and could probably only be observed very, very rarely, and exclusively on real hardware.


The same can't be said about TH02 though, but more on that later. Let's first take a look at its data, which started out much simpler in that game. The STAGE?.TXT files contain just raw Shift-JIS text with no trace of commands or structure. Turning on the whitespace display feature in your editor reveals how the dialog system even assumes a fixed byte length for each box: 36 bytes per line which will appear on screen, followed by 4 bytes of padding, which the original files conveniently use to visually split the lines via a CR/LF newline sequence. Make sure to disable trimming of trailing whitespace in your editor to not ruin the file when modding the text… :onricdennat:

靈夢:あんた、まだ名前も聞いてないの··
······に覚えられないわよ。・・・・・··
里香:あたいは、里香よ。覚えときなさ··
・・・い。・・・・・・················
Two boxes from TH02's STAGE5.TXT with visualized whitespace. These also demonstrate how the CR/LF newlines only make up 2 of the 4 padding bytes, and require each line to be padded with two more bytes; you could not use these trailing spaces for actual text. Also note how the exquisite mixture of fullwidth and halfwidth spaces demands the text to be viewed with only the most metrically consistent monospace fonts to preserve the intended alignment. 🍷 It appears quite misaligned on my phone.

Consequently, everything else is hardcoded – every effect shown between text boxes, the face portrait shown for each box, and even how many boxes are part of each dialog sequence. Which means that the source code now contains a long hardcoded list of face IDs for most of the text boxes in the game, with the rest being part of the dedicated hardcoded dialog scripts for 2/3 of the game's stages.
Without the restriction to a fixed set of scripting commands, TH02 naturally gravitated to having the most varied dialog sequences of all PC-98 Touhou games. This flexibility certainly facilitated Mima's grand entrance animation in Stage 4, or the different lines in Stage 4 and 5 depending on whether you already used a continue or not. Marisa's post-boss dialog even inserts the number of continues into the text itself – by, you guessed it, writing to hardcoded byte offsets inside the dialog text before printing it to the screen. :godzun: But once again, I have nothing to criticize here – not even the fact that the alternate dialog scripts have to mutate the "box cursor" to jump to the intended boxes within the file. I know that some people in my audience like VMs, but I would have considered it more bloated if ZUN had implemented a full-blown scripting language just to handle all these special cases.


Another unique aspect of TH02 is the way it stores its face portraits, which are infamous for how hard they are to find in the original data files. These sprites are actually map tiles, stored in MIKO_K.MPN, and drawn using the same functions used to blit the regular map tiles to the 📝 tile source area in VRAM. We can only guess why ZUN chose this one out of the three graphics formats he used in TH02:

TH02's MIKO_K.PTN, arranged into a 16×16-tile layout that reveals how these tiles are combined into face portraits.
MPNDEF from -Tom-'s MysticTK conveniently uses this exact layout in its .BMP output. Earlier MPNDEF versions crashed when converting this file as its 256 tiles led to an 8-bit overflow bug, so make sure you've updated to the current version from the end of October 2023 if you want to convert this file yourself. The format stores the 4 bitplanes of each 16×16 tile in order, so good luck finding a different planar image viewer that would support both such a tiled layout and a custom palette. Sometimes, a weird internal format is the best type of obfuscation. :tannedcirno:
TH02's MIKO_K.PTN with the 16×16 tile grid overlaid

And since you're certainly wondering about all these black tiles at the edges: Yes, these are not only part of the file and pad it from the required 240×192 pixels to 256×256, but also kept in memory during a stage, wasting 9.5 KiB of conventional RAM. That's 172 seconds of potential input replay data, just for those people who might still think that we need EMS for replays.


Alright, we've got the text, we've got the faces, let's slide in the box and display it all on screen. Apparently though, we also have to blit the player and option sprites using raw, low-level master.lib function calls in the process? :thonk: This can't be right, especially because ZUN always blits the option sprite associated with the Reimu-A shot type, regardless of which one the player actually selected. And if you keep moving above the box area before the dialog starts, you get to see exactly how wrong this is:

Let's look closer at Reimu's sprite during the slide-in animation, and in the two frames before:

Zoomed-in area around Reimu's sprite from frame 35 of the video aboveZoomed-in area around Reimu's sprite from frame 36 of the video aboveZoomed-in area around Reimu's sprite from frame 37 of the video above

This one image shows off no less than 4 bugs:

  1. ZUN blits the stationary player sprite here, regardless of whether the player was previously moving left or right. This is a nice way of indicating that Reimu stops moving once the dialog starts, but maybe ZUN should have unblitted the old sprite so that the new one wouldn't have appeared on top. The game only unblits the 384×64 pixels covered by the dialog box on every frame of the slide-in animation, so Reimu would only appear correctly if her sprite happened to be entirely located within that area.
  2. All sprites are shifted up by 1 pixel in frame 2️⃣. This one is not a bug in the dialog system, but in the main game loop. The game runs the relevant actions in the following order:

    1. Invalidate any map tiles covered by entities
    2. Redraw invalidated tiles
    3. Decrement the Y coordinate at the top of VRAM according to the scroll speed
    4. Update and render all game entities
    5. Scroll in new tiles as necessary according to the scroll speed, and report whether the game has scrolled one pixel past the end of the map
    6. If that happened, pretend it didn't by incrementing the value calculated in #3 for all further frames and skipping to #8.
    7. Issue a GDC SCROLL command to reflect the line calculated in #3 on the display
    8. Wait for VSync
    9. Flip VRAM pages
    10. Start boss if we're past the end of the map

    The problem here: Once the dialog starts, the game has already rendered an entire new frame, with all sprites being offset by a new Y scroll offset, without adjusting the graphics GDC's scroll registers to compensate. Hence, the Y position in 3️⃣ is the correct one, and the whole existence of frame 2️⃣ is a bug in itself. (Well… OK, probably a quirk because speedrunning exists, and it would be pretty annoying to synchronize any video regression tests of the future TH02 Anniversary Edition if it renders one fewer frame in the middle of a stage.)

  3. ZUN blits the option sprites to their position from frame 1️⃣. This brings us back to 📝 TH02's special way of retaining the previous and current position in a two-element array, indexed with a VRAM page ID. Normally, this would be equivalent to using dedicated prev and cur structure fields and you'd just index it with the back page for every rendering call. But if you then decide to go single-buffered for dialogs and render them onto the front page instead… :zunpet:
    Note that fixing bug #2 would not cancel out this one – the sprites would then simply be rendered to their position in the frame before 1️⃣.

  4. And of course, the fixed option sprite ID also counts as a bug.

As for the boxes themselves, it's yet another loop that prints 2-byte chunks of Shift-JIS text at an even slower fixed interval of 3 frames. In an interesting quirk though, ZUN assumes that every box starts with the name of the speaking character in its first two fullwidth Shift-JIS characters, followed by a fullwidth colon. These 6 bytes are displayed immediately at the start of every box, without the usual delay. The resulting alignment looks rather janky with Genjii, whose single right-padded kanji looks quite awkward with the fullwidth space between the name and the colon. Kind of makes you wonder why ZUN just didn't spell out his proper name, 玄爺, instead, but I get the stylistic difference.
In Stage 4, the two-kanji assumption then breaks with Marisa's three-kanji name, which causes the full-width colon to be printed as the first delayed character in each of her boxes:


That's all the issues and quirks in the system itself. The scripts themselves don't leave much room for bugs as they basically just loop over the hardcoded face ID array at this level… until we reach the end of the game. Previously, the slide-in animation could simply use the tile invalidation and re-rendering system to unblit the box on each frame, which also explained why Reimu had to be separately rendered on top. But this no longer works with a custom-rendered boss background, and so the game just chooses to flood-fill the area with graphics chip color #0:

Then again, transferring pixels from the back page would be just as wrong as they lag one frame behind. No way around capturing these 384×64 pixels to main memory here… Oh well, this flood-fill at least adds even more legibility on top of the already half-transparent text box. A property that the following dialog sequence unfortunately lacks…

For Mima's final defeat dialog though, ZUN chose to not even show the box. He might have realized the issue by that point, or simply preferred the more dramatic effect this had on the lines. The resulting issues, however, might even have ramifications for such un-technical things as lore and character dynamics. :zunpet: As it turns out, the code for this dialog sequence does in fact render Mima's smiling face for all boxes?! You only don't see it in the original game because it's rendered to the other VRAM page that remains invisible during the dialog sequence:

Caution, flashing lights.

Here's how I interpret the situation:

So, the future TH02 Anniversary Edition will fix the bug by showing the back page, but retain the quirk by rewriting the dialog code to not blit the face.


And with that, we've secured all in-game dialog for the upcoming non-ASCII translations! The remaining 2/3 of the last push made for a good occasion to also decompile the small amount of code related to TH03's win messages, stored in the @0?TX.TXT files. Similar to TH02's dialog format, these files are also split into fixed-size blocks of 3×60 bytes. But this time, TH03 loads all 60 bytes of a line, including the CR/LF line breaking codepoints in the original files, into the statically allocated buffer that it renders from. These control characters are then only filtered to whitespace by ZUN's graph_putsa_fx() function. If you remove the line breaks, you get to use the full 60 bytes on every line.
The final commits went to the MIKO.CFG loading and saving functions used in TH04's and TH05's OP.EXE, as well as TH04's game startup code to finally catch up with 📝 TH05's counterpart from over 3 years ago. This brought us right in front of the main menu rendering code in both TH04 and TH05, which is identical in both games and will be tackled in the next PC-98 Touhou delivery.

Next up, though: Returning to Shuusou Gyoku, and adding support for SC-88Pro recordings as BGM. Which may or may not come with a slight controversy…

📝 Posted:
🚚 Summary of:
P0245
Commits:
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Blue Bolt, Ember2528, [Anonymous], Yanga
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And then, the supposed boilerplate code revealed yet another confusing issue that quickly forced me back to serial work, leading to no parallel progress made with Shuusou Gyoku after all. 🥲 The list of functions I put together for the first ½ of this push seemed so boring at first, and I was so sure that there was almost nothing I could possibly talk about:

That's three instances of ZUN removing sprites way earlier than you'd want to, intentionally deciding against those sprites flying smoothly in and out of the playfield. Clearly, there has to be a system and a reason behind it.

Turns out that it can be almost completely blamed on master.lib. None of the super_*() sprite blitting functions can clip the rendered sprite to the edges of VRAM, and much less to the custom playfield rectangle we would actually want here. This is exactly the wrong choice to make for a game engine: Not only is the game developer now stuck with either rendering the sprite in full or not at all, but they're also left with the burden of manually calculating when not to display a sprite.
However, strictly limiting the top-left screen-space coordinate to (0, 0) and the bottom-right one to (640, 400) would actually stop rendering some of the sprites much earlier than the clipping conditions we encounter in these games. So what's going on there?

The answer is a combination of playfield borders, hardware scrolling, and master.lib needing to provide at least some help to support the latter. Hardware scrolling on PC-98 works by dividing VRAM into two vertical partitions along the Y-axis and telling the GDC to display one of them at the top of the screen and the other one below. The contents of VRAM remain unmodified throughout, which raises the interesting question of how to deal with sprites that reach the vertical edges of VRAM. If the top VRAM row that starts at offset 0x0000 ends up being displayed below the bottom row of VRAM that starts at offset 0x7CB0 for 399 of the 400 possible scrolling positions, wouldn't we then need to vertically wrap most of the rendered sprites?
For this reason, master.lib provides the super_roll_*() functions, which unconditionally perform exactly this vertical wrapping. But this creates a new problem: If these functions still can't clip, and don't even know which VRAM rows currently correspond to the top and bottom row of the screen (since master.lib's graph_scrollup() function doesn't retain this information), won't we also see sprites wrapping around the actual edges of the screen? That's something we certainly wouldn't want in a vertically scrolling game…
The answer is yes, and master.lib offers no solution for this issue. But this is where the playfield borders come in, and helpfully cover 16 pixels at the top and 16 pixels at the bottom of the screen. As a result, they can hide up to 32 rows of potentially wrapped sprite pixels below them:


The earliest possible frame that TH05 can start rendering the Stage 5 midboss on. Hiding the text layer reveals how master.lib did in fact "blindly" render the top part of her sprite to the bottom of the playfield. That's where her sprite starts before it is correctly wrapped around to the top of VRAM.
If we scrolled VRAM by another 200 pixels (and faked an equally shifted TRAM for demonstration purposes), we get an equally valid game scene that points out why a vertically scrolling PC-98 game must wrap all sprites at the vertical edges of VRAM to begin with.
Also, note how the HP bar has filled up quite a bit before the midboss can actually appear on screen.
VRAM contents of the first possible frame that TH05's Stage 5 midboss can appear on, at their original scrolling position. Also featuring the 64×64 bounding box of the midboss sprite.VRAM contents of the first possible frame that TH05's Stage 5 midboss can appear on, scrolled down by a further 200 pixels. Also featuring the 64×64 bounding box of the midboss sprite.

And that's how the lowest possible top Y coordinate for sprites blitted using the master.lib super_roll_*() functions during the scrolling portions of TH02, TH04, and TH05 is not 0, but -16. Any lower, and you would actually see some of the sprite's upper pixels at the bottom of the playfield, as there are no more opaque black text cells to cover them. Theoretically, you could lower this number for some animation frames that start with multiple rows of transparent pixels, but I thankfully haven't found any instance of ZUN using such a hack. So far, at least… :godzun:
Visualized like that, it all looks quite simple and logical, but for days, I did not realize that these sprites were rendered to a scrolling VRAM. This led to a much more complicated initial explanation involving the invisible extra space of VRAM between offsets 0x7D00 and 0x7FFF that effectively grant a hidden additional 9.6 lines below the playfield. Or even above, since PC-98 hardware ignores the highest bit of any offset into a VRAM bitplane segment (& 0x7FFF), which prevents blitting operations from accidentally reaching into a different bitplane. Together with the aforementioned rows of transparent pixels at the top of these midboss sprites, the math would have almost worked out exactly. :tannedcirno:

The need for manual clipping also applies to the X-axis. Due to the lack of scrolling in this dimension, the boundaries there are much more straightforward though. The minimum left coordinate of a sprite can't fall below 0 because any smaller coordinate would wrap around into the 📝 tile source area and overwrite some of the pixels there, which we obviously don't want to re-blit every frame. Similarly, the right coordinate must not extend into the HUD, which starts at 448 pixels.
The last part might be surprising if you aren't familiar with the PC-98 text chip. Contrary to the CGA and VGA text modes of IBM-compatibles, PC-98 text cells can only use a single color for either their foreground or background, with the other pixels being transparent and always revealing the pixels in VRAM below. If you look closely at the HUD in the images above, you can see how the background of cells with gaiji glyphs is slightly brighter (◼ #100) than the opaque black cells (◼ #000) surrounding them. This rather custom color clearly implies that those pixels must have been rendered by the graphics GDC. If any other sprite was rendered below the HUD, you would equally see it below the glyphs.

So in the end, I did find the clear and logical system I was looking for, and managed to reduce the new clipping conditions down to a set of basic rules for each edge. Unfortunately, we also need a second macro for each edge to differentiate between sprites that are smaller or larger than the playfield border, which is treated as either 32×32 (for super_roll_*()) or 32×16 (for non-"rolling" super_*() functions). Since smaller sprites can be fully contained within this border, the games can stop rendering them as soon as their bottom-right coordinate is no longer seen within the playfield, by comparing against the clipping boundaries with <= and >=. For example, a 16×16 sprite would be completely invisible once it reaches (16, 0), so it would still be rendered at (17, 1). A larger sprite during the scrolling part of a stage, like, say, the 64×64 midbosses, would still be rendered if their top-left coordinate was (0, -16), so ZUN used < and > comparisons to at least get an additional pixel before having to stop rendering such a sprite. Turbo C++ 4.0J sadly can't constant-fold away such a difference in comparison operators.

And for the most part, ZUN did follow this system consistently. Except for, of course, the typical mistakes you make when faced with such manual decisions, like how he treated TH04's Stage 4 midboss as a "small" sprite below 32×32 pixels (it's 64×64), losing that precious one extra pixel. Or how the entire rendering code for the 48×48 boss explosion sprite pretends that it's actually 64×64 pixels large, which causes even the initial transformation into screen space to be misaligned from the get-go. :zunpet: But these are additional bugs on top of the single one that led to all this research.
Because that's what this is, a bug. 🐞 Every resulting pixel boundary is a systematic result of master.lib's unfortunate lack of clipping. It's as much of a bug as TH01's byte-aligned rendering of entities whose internal position is not byte-aligned. In both cases, the entities are alive, simulated, and partake in collision detection, but their rendered appearance doesn't accurately reflect their internal position.
Initially, I classified 📝 the sudden pop-in of TH05's Stage 5 midboss as a quirk because we had no conclusive evidence that this wasn't intentional, but now we do. There have been multiple explanations for why ZUN put borders around the playfield, but master.lib's lack of sprite clipping might be the biggest reason.

And just like byte-aligned rendering, the clipping conditions can easily be removed when porting the game away from PC-98 hardware. That's also what uth05win chose to do: By using OpenGL and not having to rely on hardware scrolling, it can simply place every sprite as a textured quad at its exact position in screen space, and then draw the black playfield borders on top in the end to clip everything in a single draw call. This way, the Stage 5 midboss can smoothly fly into the playfield, just as defined by its movement code:

The entire smooth Stage 5 midboss entrance animation as shown in uth05win. If the simultaneous appearance of the Enemy!! label doesn't lend further proof to this having been ZUN's actual intention, I don't know what will.

Meanwhile, I designed the interface of the 📝 generic blitter used in the TH01 Anniversary Edition entirely around clipping the blitted sprite at any explicit combination of VRAM edges. This was nothing I tacked on in the end, but a core aspect that informed the architecture of the code from the very beginning. You really want to have one and only one place where sprite clipping is done right – and only once per sprite, regardless of how many bitplanes you want to write to.


Which brings us to the goal that the final ¼ of this push went toward. I thought I was going to start cleaning up the 📝 player movement and rendering code, but that turned out too complicated for that amount of time – especially if you want to start with just cleanup, preserving all original bugs for the time being.
Fixing and smoothening player and Orb movement would be the next big task in Anniversary Edition development, needing about 3 pushes. It would start with more performance research into runtime-shifting of larger sprites, followed by extending my generic blitter according to the results, writing new optimized loaders for the original image formats, and finally rewriting all rendering code accordingly. With that code in place, we can then start cleaning up and fixing the unique code for each boss, one by one.

Until that's funded, the code still contains a few smaller and easier pieces of code that are equally related to rendering bugs, but could be dealt with in a more incremental way. Line rendering is one of those, and first needs some refactoring of every call site, including 📝 the rotating squares around Mima and 📝 YuugenMagan's pentagram. So far, I managed to remove another 1,360 bytes from the binary within this final ¼ of a push, but there's still quite a bit to do in that regard.
This is the perfect kind of feature for smaller (micro-)transactions. Which means that we've now got meaningful TH01 code cleanup and Anniversary Edition subtasks at every price range, no matter whether you want to invest a lot or just a little into this goal.

If you can, because Ember2528 revealed the plan behind his Shuusou Gyoku contributions: A full-on Linux port of the game, which will be receiving all the funding it needs to happen. 🐧 Next up, therefore: Turning this into my main project within ReC98 for the next couple of months, and getting started by shipping the long-awaited first step towards that goal.
I've raised the cap to avoid the potential of rounding errors, which might prevent the last needed Shuusou Gyoku push from being correctly funded. I already had to pick the larger one of the two pending TH02 transactions for this push, because we would have mathematically ended up 1/25500 short of a full push with the smaller transaction. :onricdennat: And if I'm already at it, I might as well free up enough capacity to potentially ship the complete OpenGL backend in a single delivery, which is currently estimated to cost 7 pushes in total.

📝 Posted:
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Commits:
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More than three months without any reverse-engineering progress! It's been way too long. Coincidentally, we're at least back with a surprising 1.25% of overall RE, achieved within just 3 pushes. The ending script system is not only more or less the same in TH04 and TH05, but actually originated in TH03, where it's also used for the cutscenes before stages 8 and 9. This means that it was one of the final pieces of code shared between three of the four remaining games, which I got to decompile at roughly 3× the usual speed, or ⅓ of the price.
The only other bargains of this nature remain in OP.EXE. The Music Room is largely equivalent in all three remaining games as well, and the sound device selection, ZUN Soft logo screens, and main/option menus are the same in TH04 and TH05. A lot of that code is in the "technically RE'd but not yet decompiled" ASM form though, so it would shift Finalized% more significantly than RE%. Therefore, make sure to order the new Finalization option rather than Reverse-engineering if you want to make number go up.

  1. General overview
  2. Game-specific differences
  3. Command reference
  4. Thoughts about translation support

So, cutscenes. On the surface, the .TXT files look simple enough: You directly write the text that should appear on the screen into the file without any special markup, and add commands to define visuals, music, and other effects at any place within the script. Let's start with the basics of how text is rendered, which are the same in all three games:


Superficially, the list of game-specific differences doesn't look too long, and can be summarized in a rather short table:

:th03: TH03 :th04: TH04 :th05: TH05
Script size limit 65536 bytes (heap-allocated) 8192 bytes (statically allocated)
Delay between every 2 bytes of text 1 frame by default, customizable via \v None
Text delay when holding ESC Varying speed-up factor None
Visibility of new text Immediately typed onto the screen Rendered onto invisible VRAM page, faded in on wait commands
Visibility of old text Unblitted when starting a new box Left on screen until crossfaded out with new text
Key binding for advancing the script Any key ⏎ Return, Shot, or ESC
Animation while waiting for an advance key None ⏎⃣, past right edge of current row
Inexplicable delays None 1 frame before changing pictures and after rendering new text boxes
Additional delay per interpreter loop 614.4 µs None 614.4 µs
The 614.4 µs correspond to the necessary delay for working around the repeated key up and key down events sent by PC-98 keyboards when holding down a key. While the absence of this delay significantly speeds up TH04's interpreter, it's also the reason why that game will stop recognizing a held ESC key after a few seconds, requiring you to press it again.

It's when you get into the implementation that the combined three systems reveal themselves as a giant mess, with more like 56 differences between the games. :zunpet: Every single new weird line of code opened up another can of worms, which ultimately made all of this end up with 24 pieces of bloat and 14 bugs. The worst of these should be quite interesting for the general PC-98 homebrew developers among my audience:


That brings us to the individual script commands… and yes, I'm going to document every single one of them. Some of their interactions and edge cases are not clear at all from just looking at the code.

Almost all commands are preceded by… well, a 0x5C lead byte. :thonk: Which raises the question of whether we should document it as an ASCII-encoded \ backslash, or a Shift-JIS-encoded ¥ yen sign. From a gaijin perspective, it seems obvious that it's a backslash, as it's consistently displayed as one in most of the editors you would actually use nowadays. But interestingly, iconv -f shift-jis -t utf-8 does convert any 0x5C lead bytes to actual ¥ U+00A5 YEN SIGN code points :tannedcirno:.
Ultimately, the distinction comes down to the font. There are fonts that still render 0x5C as ¥, but mainly do so out of an obvious concern about backward compatibility to JIS X 0201, where this mapping originated. Unsurprisingly, this group includes MS Gothic/Mincho, the old Japanese fonts from Windows 3.1, but even Meiryo and Yu Gothic/Mincho, Microsoft's modern Japanese fonts. Meanwhile, pretty much every other modern font, and freely licensed ones in particular, render this code point as \, even if you set your editor to Shift-JIS. And while ZUN most definitely saw it as a ¥, documenting this code point as \ is less ambiguous in the long run. It can only possibly correspond to one specific code point in either Shift-JIS or UTF-8, and will remain correct even if we later mod the cutscene system to support full-blown Unicode.

Now we've only got to clarify the parameter syntax, and then we can look at the big table of commands:

:th03: :th04: :th05: \@ Clears both VRAM pages by filling them with VRAM color 0.
🐞 In TH03 and TH04, this command does not update the internal text area background used for unblitting. This bug effectively restricts usage of this command to either the beginning of a script (before the first background image is shown) or its end (after no more new text boxes are started). See the image below for an example of using it anywhere else.
:th03: :th04: :th05: \b2 Sets the font weight to a value between 0 (raw font ROM glyphs) to 3 (very thicc). Specifying any other value has no effect.
:th04: :th05: 🐞 In TH04 and TH05, \b3 leads to glitched pixels when rendering half-width glyphs due to a bug in the newly micro-optimized ASM version of 📝 graph_putsa_fx(); see the image below for an example.
In these games, the parameter also directly corresponds to the graph_putsa_fx() effect function, removing the sanity check that was present in TH03. In exchange, you can also access the four dissolve masks for the bold font (\b2) by specifying a parameter between 4 (fewest pixels) to 7 (most pixels). Demo video below.
:th03: :th04: :th05: \c15 Changes the text color to VRAM color 15.
:th05: \c=,15 Adds a color map entry: If is the first code point inside the name area on a new line, the text color is automatically set to 15. Up to 8 such entries can be registered before overflowing the statically allocated buffer.
🐞 The comma is assumed to be present even if the color parameter is omitted.
:th03: :th04: :th05: \e0 Plays the sound effect with the given ID.
:th03: :th04: :th05: \f (no-op)
:th03: :th04: :th05: \fi1
\fo1
Calls master.lib's palette_black_in() or palette_black_out() to play a hardware palette fade animation from or to black, spending roughly 1 frame on each of the 16 fade steps.
:th03: :th04: :th05: \fm1 Fades out BGM volume via PMD's AH=02h interrupt call, in a non-blocking way. The fade speed can range from 1 (slowest) to 127 (fastest).
Values from 128 to 255 technically correspond to AH=02h's fade-in feature, which can't be used from cutscene scripts because it requires BGM volume to first be lowered via AH=19h, and there is no command to do that.
:th03: :th04: :th05: \g8 Plays a blocking 8-frame screen shake animation.
:th03: :th04: \ga0 Shows the gaiji with the given ID from 0 to 255 at the current cursor position. Even in TH03, gaiji always ignore the text delay interval configured with \v.
:th05: @3 TH05's replacement for the \ga command from TH03 and TH04. The default ID of 3 corresponds to the ♫ gaiji. Not to be confused with \@, which starts with a backslash, unlike this command.
:th05: @h Shows the 🎔 gaiji.
:th05: @t Shows the 💦 gaiji.
:th05: @! Shows the ! gaiji.
:th05: @? Shows the ? gaiji.
:th05: @!! Shows the ‼ gaiji.
:th05: @!? Shows the ⁉ gaiji.
:th03: :th04: :th05: \k0 Waits 0 frames (0 = forever) for an advance key to be pressed before continuing script execution. Before waiting, TH05 crossfades in any new text that was previously rendered to the invisible VRAM page…
🐞 …but TH04 doesn't, leaving the text invisible during the wait time. As a workaround, \vp1 can be used before \k to immediately display that text without a fade-in animation.
:th03: :th04: :th05: \m$ Stops the currently playing BGM.
:th03: :th04: :th05: \m* Restarts playback of the currently loaded BGM from the beginning.
:th03: :th04: :th05: \m,filename Stops the currently playing BGM, loads a new one from the given file, and starts playback.
:th03: :th04: :th05: \n Starts a new line at the leftmost X coordinate of the box, i.e., the start of the name area. This is how scripts can "change" the name of the currently speaking character, or use the entire 480×64 pixels without being restricted to the non-name area.
Note that automatic line breaks already move the cursor into a new line. Using this command at the "end" of a line with the maximum number of 30 full-width glyphs would therefore start a second new line and leave the previously started line empty.
If this command moved the cursor into the 5th line of a box, \s is executed afterward, with any of \n's parameters passed to \s.
:th03: :th04: :th05: \p (no-op)
:th03: :th04: :th05: \p- Deallocates the loaded .PI image.
:th03: :th04: :th05: \p,filename Loads the .PI image with the given file into the single .PI slot available to cutscenes. TH04 and TH05 automatically deallocate any previous image, 🐞 TH03 would leak memory without a manual prior call to \p-.
:th03: :th04: :th05: \pp Sets the hardware palette to the one of the loaded .PI image.
:th03: :th04: :th05: \p@ Sets the loaded .PI image as the full-screen 640×400 background image and overwrites both VRAM pages with its pixels, retaining the current hardware palette.
:th03: :th04: :th05: \p= Runs \pp followed by \p@.
:th03: :th04: :th05: \s0
\s-
Ends a text box and starts a new one. Fades in any text rendered to the invisible VRAM page, then waits 0 frames (0 = forever) for an advance key to be pressed. Afterward, the new text box is started with the cursor moved to the top-left corner of the name area.
\s- skips the wait time and starts the new box immediately.
:th03: :th04: :th05: \t100 Sets palette brightness via master.lib's palette_settone() to any value from 0 (fully black) to 200 (fully white). 100 corresponds to the palette's original colors. Preceded by a 1-frame delay unless ESC is held.
:th03: \v1 Sets the number of frames to wait between every 2 bytes of rendered text.
:th04: Sets the number of frames to spend on each of the 4 fade steps when crossfading between old and new text. The game-specific default value is also used before the first use of this command.
:th05: \v2
:th03: :th04: :th05: \vp0 Shows VRAM page 0. Completely useless in TH03 (this game always synchronizes both VRAM pages at a command boundary), only of dubious use in TH04 (for working around a bug in \k), and the games always return to their intended shown page before every blitting operation anyway. A debloated mod of this game would just remove this command, as it exposes an implementation detail that script authors should not need to worry about. None of the original scripts use it anyway.
:th03: :th04: :th05: \w64
  • \w and \wk wait for the given number of frames
  • \wm and \wmk wait until PMD has played back the current BGM for the total number of measures, including loops, given in the first parameter, and fall back on calling \w and \wk with the second parameter as the frame number if BGM is disabled.
    🐞 Neither PMD nor MMD reset the internal measure when stopping playback. If no BGM is playing and the previous BGM hasn't been played back for at least the given number of measures, this command will deadlock.
Since both TH04 and TH05 fade in any new text from the invisible VRAM page, these commands can be used to simulate TH03's typing effect in those games. Demo video below.
Contrary to \k and \s, specifying 0 frames would simply remove any frame delay instead of waiting forever.
The TH03-exclusive k variants allow the delay to be interrupted if ⏎ Return or Shot are held down. TH04 and TH05 recognize the k as well, but removed its functionality.
All of these commands have no effect if ESC is held.
\wm64,64
:th03: \wk64
\wmk64,64
:th03: :th04: :th05: \wi1
\wo1
Calls master.lib's palette_white_in() or palette_white_out() to play a hardware palette fade animation from or to white, spending roughly 1 frame on each of the 16 fade steps.
:th03: :th04: :th05: \=4 Immediately displays the given quarter of the loaded .PI image in the picture area, with no fade effect. Any value ≥ 4 resets the picture area to black.
:th03: :th04: :th05: \==4,1 Crossfades the picture area between its current content and quarter #4 of the loaded .PI image, spending 1 frame on each of the 4 fade steps unless ESC is held. Any value ≥ 4 is replaced with quarter #0.
:th03: :th04: :th05: \$ Stops script execution. Must be called at the end of each file; otherwise, execution continues into whatever lies after the script buffer in memory.
TH05 automatically deallocates the loaded .PI image, TH03 and TH04 require a separate manual call to \p- to not leak its memory.
Bold values signify the default if the parameter is omitted; \c is therefore equivalent to \c15.
Using the \@ command in the middle of a TH03 or TH04 cutscene script
The \@ bug. Yes, the ¥ is fake. It was easier to GIMP it than to reword the sentences so that the backslashes landed on the second byte of a 2-byte half-width character pair. :onricdennat:
Cutscene font weights in TH03Cutscene font weights in TH05, demonstrating the <code>\b3</code> bug that also affects TH04Cutscene font weights in TH03, rendered at a hypothetical unaligned X positionCutscene font weights in TH05, rendered at a hypothetical unaligned X position
The font weights and effects available through \b, including the glitch with \b3 in TH04 and TH05.
Font weight 3 is technically not rendered correctly in TH03 either; if you compare 1️⃣ with 4️⃣, you notice a single missing column of pixels at the left side of each glyph, which would extend into the previous VRAM byte. Ironically, the TH04/TH05 version is more correct in this regard: For half-width glyphs, it preserves any further pixel columns generated by the weight functions in the high byte of the 16-dot glyph variable. Unlike TH03, which still cuts them off when rendering text to unaligned X positions (3️⃣), TH04 and TH05 do bit-rotate them towards their correct place (4️⃣). It's only at byte-aligned X positions (2️⃣) where they remain at their internally calculated place, and appear on screen as these glitched pixel columns, 15 pixels away from the glyph they belong to. It's easy to blame bugs like these on micro-optimized ASM code, but in this instance, you really can't argue against it if the original C++ version was equally incorrect.
Combining \b and s- into a partial dissolve animation. The speed can be controlled with \v.
Simulating TH03's typing effect in TH04 and TH05 via \w. Even prettier in TH05 where we also get an additional fade animation after the box ends.

So yeah, that's the cutscene system. I'm dreading the moment I will have to deal with the other command interpreter in these games, i.e., the stage enemy system. Luckily, that one is completely disconnected from any other system, so I won't have to deal with it until we're close to finishing MAIN.EXE… that is, unless someone requests it before. And it won't involve text encodings or unblitting…


The cutscene system got me thinking in greater detail about how I would implement translations, being one of the main dependencies behind them. This goal has been on the order form for a while and could soon be implemented for these cutscenes, with 100% PI being right around the corner for the TH03 and TH04 cutscene executables.
Once we're there, the "Virgin" old-school way of static translation patching for Latin-script languages could be implemented fairly quickly:

  1. Establish basic UTF-8 parsing for less painful manual editing of the source files
  2. Procedurally generate glyphs for the few required additional letters based on existing font ROM glyphs. For example, we'd generate ä by painting two short lines on top of the font ROM's a glyph, or generate ¿ by vertically flipping the question mark. This way, the text retains a consistent look regardless of whether the translated game is run with an NEC or EPSON font ROM, or the hideous abomination that Neko Project II auto-generates if you don't provide either.
  3. (Optional) Change automatic line breaks to work on a per-word basis, rather than per-glyph

That's it – script editing and distribution would be handled by your local translation group. It might seem as if this would also work for Greek and Cyrillic scripts due to their presence in the PC-98 font ROM, but I'm not sure if I want to attempt procedurally shrinking these glyphs from 16×16 to 8×16… For any more thorough solution, we'd need to go for a more "Chad" kind of full-blown translation support:

  1. Implement text subdivisions at a sensible granularity while retaining automatic line and box breaks
  2. Compile translatable text into a Japanese→target language dictionary (I'm too old to develop any further translation systems that would overwrite modded source text with translations of the original text)
  3. Implement a custom Unicode font system (glyphs would be taken from GNU Unifont unless translators provide a different 8×16 font for their language)
  4. Combine the text compiler with the font compiler to only store needed glyphs as part of the translation's font file (dealing with a multi-MB font file would be rather ugly in a Real Mode game)
  5. Write a simple install/update/patch stacking tool that supports both .HDI and raw-file DOSBox-X scenarios (it's different enough from thcrap to warrant a separate tool – each patch stack would be statically compiled into a single package file in the game's directory)
  6. Add a nice language selection option to the main menu
  7. (Optional) Support proportional fonts

Which sounds more like a separate project to be commissioned from Touhou Patch Center's Open Collective funds, separate from the ReC98 cap. This way, we can make sure that the feature is completely implemented, and I can talk with every interested translator to make sure that their language works.
It's still cheaper overall to do this on PC-98 than to first port the games to a modern system and then translate them. On the other hand, most of the tasks in the Chad variant (3, 4, 5, and half of 2) purely deal with the difficulty of getting arbitrary Unicode characters to work natively in a PC-98 DOS game at all, and would be either unnecessary or trivial if we had already ported the game. Depending on where the patrons' interests lie, it may not be worth it. So let's see what all of you think about which way we should go, or whether it's worth doing at all. (Edit (2022-12-01): With Splashman's order towards the stage dialogue system, we've pretty much confirmed that it is.) Maybe we want to meet in the middle – using e.g. procedural glyph generation for dynamic translations to keep text rendering consistent with the rest of the PC-98 system, and just not support non-Latin-script languages in the beginning? In any case, I've added both options to the order form.
Edit (2023-07-28): Touhou Patch Center has agreed to fund a basic feature set somewhere between the Virgin and Chad level. Check the 📝 dedicated announcement blog post for more details and ideas, and to find out how you can support this goal!


Surprisingly, there was still a bit of RE work left in the third push after all of this, which I filled with some small rendering boilerplate. Since I also wanted to include TH02's playfield overlay functions, 1/15 of that last push went towards getting a TH02-exclusive function out of the way, which also ended up including that game in this delivery. :tannedcirno:
The other small function pointed out how TH05's Stage 5 midboss pops into the playfield quite suddenly, since its clipping test thinks it's only 32 pixels tall rather than 64:

Good chance that the pop-in might have been intended.
Edit (2023-06-30): Actually, it's a 📝 systematic consequence of ZUN having to work around the lack of clipping in master.lib's sprite functions.
There's even another quirk here: The white flash during its first frame is actually carried over from the previous midboss, which the game still considers as actively getting hit by the player shot that defeated it. It's the regular boilerplate code for rendering a midboss that resets the responsible damage variable, and that code doesn't run during the defeat explosion animation.

Next up: Staying with TH05 and looking at more of the pattern code of its boss fights. Given the remaining TH05 budget, it makes the most sense to continue in in-game order, with Sara and the Stage 2 midboss. If more money comes in towards this goal, I could alternatively go for the Mai & Yuki fight and immediately develop a pretty fix for the cheeto storage glitch. Also, there's a rather intricate pull request for direct ZMBV decoding on the website that I've still got to review…

📝 Posted:
🚚 Summary of:
P0111, P0112
Commits:
8b5c146...4ef4c9e, 4ef4c9e...e447a2d
💰 Funded by:
[Anonymous], Blue Bolt
🏷 Tags:

Only one newly ordered push since I've reopened the store? Great, that's all the justification I needed for the extended maintenance delay that was part of these two pushes 😛

Having to write comments to explain whether coordinates are relative to the top-left corner of the screen or the top-left corner of the playfield has finally become old. So, I introduced distinct types for all the coordinate systems we typically encounter, applying them to all code decompiled so far. Note how the planar nature of PC-98 VRAM meant that X and Y coordinates also had to be different from each other. On the X side, there's mainly the distinction between the [0; 640] screen space and the corresponding [0; 80] VRAM byte space. On the Y side, we also have the [0; 400] screen space, but the visible area of VRAM might be limited to [0; 200] when running in the PC-98's line-doubled 640×200 mode. A VRAM Y coordinate also always implies an added offset for vertical scrolling.
During all of the code reconstruction, these types can only have a documenting purpose. Turning them into anything more than just typedefs to int, in order to define conversion operators between them, simply won't recompile into identical binaries. Modding and porting projects, however, now have a nice foundation for doing just that, and can entirely lift coordinate system transformations into the type system, without having to proofread all the meaningless int declarations themselves.


So, what was left in terms of memory references? EX-Alice's fire waves were our final unknown entity that can collide with the player. Decently implemented, with little to say about them.

That left the bomb animation structures as the one big remaining PI blocker. They started out nice and simple in TH04, with a small 6-byte star animation structure used for both Reimu and Marisa. TH05, however, gave each character her own animation… and what the hell is going on with Reimu's blue stars there? Nope, not going to figure this out on ASM level.

A decompilation first required some more bomb-related variables to be named though. Since this was part of a generic RE push, it made sense to do this in all 5 games… which then led to nice PI gains in anything but TH05. :tannedcirno: Most notably, we now got the "pulling all items to player" flag in TH04 and TH05, which is actually separate from bombing. The obvious cheat mod is left as an exercise to the reader.


So, TH05 bomb animations. Just like the 📝 custom entity types of this game, all 4 characters share the same memory, with the superficially same 10-byte structure.
But let's just look at the very first field. Seen from a low level, it's a simple struct { int x, y; } pos, storing the current position of the character-specific bomb animation entity. But all 4 characters use this field differently:

Therefore, I decompiled it as 4 separate structures once again, bundled into an union of arrays.

As for Reimu… yup, that's some pointer arithmetic straight out of Jigoku* for setting and updating the positions of the falling star trails. :zunpet: While that certainly required several comments to wrap my head around the current array positions, the one "bug" in all this arithmetic luckily has no effect on the game.
There is a small glitch with the growing circles, though. They are spawned at the end of the loop, with their position taken from the star pointer… but after that pointer has already been incremented. On the last loop iteration, this leads to an out-of-bounds structure access, with the position taken from some unknown EX-Alice data, which is 0 during most of the game. If you look at the animation, you can easily spot these bugged circles, consistently growing from the top-left corner (0, 0) of the playfield:


After all that, there was barely enough remaining time to filter out and label the final few memory references. But now, TH05's MAIN.EXE is technically position-independent! 🎉 -Tom- is going to work on a pretty extensive demo of this unprecedented level of efficient Touhou game modding. For a more impactful effect of both the 100% PI mark and that demo, I'll be delaying the push covering the remaining false positives in that binary until that demo is done. I've accumulated a pretty huge backlog of minor maintenance issues by now…
Next up though: The first part of the long-awaited build system improvements. I've finally come up with a way of sanely accelerating the 32-bit build part on most setups you could possibly want to build ReC98 on, without making the building experience worse for the other few setups.

📝 Posted:
🚚 Summary of:
P0110
Commits:
2c7d86b...8b5c146
💰 Funded by:
[Anonymous], Blue Bolt
🏷 Tags:

… and just as I explained 📝 in the last post how decompilation is typically more sensible and efficient than ASM-level reverse-engineering, we have this push demonstrating a counter-example. The reason why the background particles and lines in the Shinki and EX-Alice battles contributed so much to position dependence was simply because they're accessed in a relatively large amount of functions, one for each different animation. Too many to spend the remaining precious crowdfunded time on reverse-engineering or even decompiling them all, especially now that everyone anticipates 100% PI for TH05's MAIN.EXE.

Therefore, I only decompiled the two functions of the line structure that also demonstrate best how it works, which in turn also helped with RE. Sadly, this revealed that we actually can't 📝 overload operator =() to get that nice assignment syntax for 12.4 fixed-point values, because one of those new functions relies on Turbo C++'s built-in optimizations for trivially copyable structures. Still, impressive that this abstraction caused no other issues for almost one year.

As for the structures themselves… nope, nothing to criticize this time! Sure, one good particle system would have been awesome, instead of having separate structures for the Stage 2 "starfield" particles and the one used in Shinki's battle, with hardcoded animations for both. But given the game's short development time, that was quite an acceptable compromise, I'd say.
And as for the lines, there just has to be a reason why the game reserves 20 lines per set, but only renders lines #0, #6, #12, and #18. We'll probably see once we get to look at those animation functions more closely.

This was quite a 📝 TH03-style RE push, which yielded way more PI% than RE%. But now that that's done, I can finally not get distracted by all that stuff when looking at the list of remaining memory references. Next up: The last few missing structures in TH05's MAIN.EXE!

📝 Posted:
🚚 Summary of:
P0088, P0089
Commits:
97ce7b7...da6b856, da6b856...90252cc
💰 Funded by:
-Tom-, [Anonymous], Blue Bolt
🏷 Tags:

As expected, we've now got the TH04 and TH05 stage enemy structure, finishing position independence for all big entity types. This one was quite straightfoward, as the .STD scripting system is pretty simple.

Its most interesting aspect can be found in the way timing is handled. In Windows Touhou, all .ECL script instructions come with a frame field that defines when they are executed. In TH04's and TH05's .STD scripts, on the other hand, it's up to each individual instruction to add a frame time parameter, anywhere in its parameter list. This frame time defines for how long this instruction should be repeatedly executed, before it manually advances the instruction pointer to the next one. From what I've seen so far, these instruction typically apply their effect on the first frame they run on, and then do nothing for the remaining frames.
Oh, and you can't nest the LOOP instruction, since the enemy structure only stores one single counter for the current loop iteration.

Just from the structure, the only innovation introduced by TH05 seems to have been enemy subtypes. These can be used to parametrize scripts via conditional jumps based on this value, as a first attempt at cutting down the need to duplicate entire scripts for similar enemy behavior. And thanks to TH05's favorable segment layout, this game's version of the .STD enemy script interpreter is even immediately ready for decompilation, in one single future push.

As far as I can tell, that now only leaves

until TH05's MAIN.EXE is completely position-independent.
Which, however, won't be all it needs for that 100% PI rating on the front page. And with that many false positives, it's quite easy to get lost with immediately reverse-engineering everything around them. This time, the rendering of the text dissolve circles, used for the stage and BGM title popups, caught my eye… and since the high-level code to handle all of that was near the end of a segment in both TH04 and TH05, I just decided to immediately decompile it all. Like, how hard could it possibly be? Sure, it needed another segment split, which was a bit harder due to all the existing ASM referencing code in that segment, but certainly not impossible…

Oh wait, this code depends on 9 other sets of identifiers that haven't been declared in C land before, some of which require vast reorganizations to bring them up to current consistency standards. Whoops! Good thing that this is the part of the project I'm still offering for free…
Among the referenced functions was tiles_invalidate_around(), which marks the stage background tiles within a rectangular area to be redrawn this frame. And this one must have had the hardest function signature to figure out in all of PC-98 Touhou, because it actually seems impossible. Looking at all the ways the game passes the center coordinate to this function, we have

  1. X and Y as 16-bit integer literals, merged into a single PUSH of a 32-bit immediate
  2. X and Y calculated and pushed independently from each other
  3. by-value copies of entire Point instances

Any single declaration would only lead to at most two of the three cases generating the original instructions. No way around separately declaring the function in every translation unit then, with the correct parameter list for the respective calls. That's how ZUN must have also written it.

Oh well, we would have needed to do all of this some time. At least there were quite a bit of insights to be gained from the actual decompilation, where using const references actually made it possible to turn quite a number of potentially ugly macros into wholesome inline functions.

But still, TH04 and TH05 will come out of ReC98's decompilation as one big mess. A lot of further manual decompilation and refactoring, beyond the limits of the original binary, would be needed to make these games portable to any non-PC-98, non-x86 architecture.
And yes, that includes IBM-compatible DOS – which, for some reason, a number of people see as the obvious choice for a first system to port PC-98 Touhou to. This will barely be easier. Sure, you'll save the effort of decompiling all the remaining original ASM. But even with master.lib's MASTER_DOSV setting, these games still very much rely on PC-98 hardware, with corresponding assumptions all over ZUN's code. You will need to provide abstractions for the PC-98's superimposed text mode, the gaiji, and planar 4-bit color access in general, exchanging the use of the PC-98's GRCG and EGC blitter chips with something else. At that point, you might as well port the game to one generic 640×400 framebuffer and away from the constraints of DOS, resulting in that Doom source code-like situation which made that game easily portable to every architecture to begin with. But ZUN just wasn't a John Carmack, sorry.

Or what do I know. I've never programmed for IBM-compatible DOS, but maybe ReC98's audience does include someone who is intimately familiar with IBM-compatible DOS so that the constraints aren't much of an issue for them? But even then, 16-bit Windows would make much more sense as a first porting target if you don't want to bother with that undecompilable ASM.

At least I won't have to look at TH04 and TH05 for quite a while now. :tannedcirno: The delivery delays have made it obvious that my life has become pretty busy again, probably until September. With a total of 9 TH01 pushes from monthly subscriptions now waiting in the backlog, the shop will stay closed until I've caught up with most of these. Which I'm quite hyped for!

📝 Posted:
🚚 Summary of:
P0086, P0087
Commits:
54ee99b...24b96cd, 24b96cd...97ce7b7
💰 Funded by:
[Anonymous], Blue Bolt, -Tom-
🏷 Tags:

Alright, the score popup numbers shown when collecting items or defeating (mid)bosses. The second-to-last remaining big entity type in TH05… with quite some PI false positives in the memory range occupied by its data. Good thing I still got some outstanding generic RE pushes that haven't been claimed for anything more specific in over a month! These conveniently allowed me to RE most of these functions right away, the right way.

Most of the false positives were boss HP values, passed to a "boss phase end" function which sets the HP value at which the next phase should end. Stage 6 Yuuka, Mugetsu, and EX-Alice have their own copies of this function, in which they also reset certain boss-specific global variables. Since I always like to cover all varieties of such duplicated functions at once, it made sense to reverse-engineer all the involved variables while I was at it… and that's why this was exactly the right time to cover the implementation details of Stage 6 Yuuka's parasol and vanishing animations in TH04. :zunpet:

With still a bit of time left in that RE push afterwards, I could also start looking into some of the smaller functions that didn't quite fit into other pushes. The most notable one there was a simple function that aims from any point to the current player position. Which actually only became a separate function in TH05, probably since it's called 27 times in total. That's 27 places no longer being blocked from further RE progress.

WindowsTiger already did most of the work for the score popup numbers in January, which meant that I only had to review it and bring it up to ReC98's current coding styles and standards. This one turned out to be one of those rare features whose TH05 implementation is significantly less insane than the TH04 one. Both games lazily redraw only the tiles of the stage background that were drawn over in the previous frame, and try their best to minimize the amount of tiles to be redrawn in this way. For these popup numbers, this involves calculating the on-screen width, based on the exact number of digits in the point value. TH04 calculates this width every frame during the rendering function, and even resorts to setting that field through the digit iteration pointer via self-modifying code… yup. TH05, on the other hand, simply calculates the width once when spawning a new popup number, during the conversion of the point value to binary-coded decimal. The "×2" multiplier suffix being removed in TH05 certainly also helped in simplifying that feature in this game.

And that's ⅓ of TH05 reverse-engineered! Next up, one more TH05 PI push, in which the stage enemies hopefully finish all the big entity types. Maybe it will also be accompanied by another RE push? In any case, that will be the last piece of TH05 progress for quite some time. The next TH01 stretch will consist of 6 pushes at the very least, and I currently have no idea of how much time I can spend on ReC98 a month from now…

📝 Posted:
🚚 Summary of:
P0085
Commits:
110d6dd...54ee99b
💰 Funded by:
-Tom-
🏷 Tags:

Wait, PI for FUUIN.EXE is mainly blocked by the high score menu? That one should really be properly decompiled in a separate RE push, since it's also present in largely identical form in REIIDEN.EXE… but I currently lack the explicit funding to do that.

And as it turns out, I shouldn't really capture any of the existing generic RE contributions for it either. Back in 2018 when I ran the crowdfunding on the Touhou Patch Center Discord server, I said that generic RE contributions would never go towards TH01. No one was interested in that game back then, and as it's significantly different from all the other games, it made sense to only cover it if explicitly requested.
As Touhou Patch Center still remains one of the biggest supporters and advertisers for ReC98, someone recently believed that this rule was still in effect, despite not being mentioned anywhere on this website.

Fast forward to today, and TH01 has become the single most supported game lately, with plenty of incomplete pushes still open to be completed. Reverse-engineering it has proven to be quite efficient, yielding lots of completion percentage points per push. This, I suppose, is exactly what backers that don't give any specific priorities are mainly interested in. Therefore, I will allocate future partial contributions to TH01, whenever it makes sense.

So, instead of rushing TH01 PI, let's wait for Ember2528's April subscription, and get the 25% total RE milestone with some TH05 PI progress instead. This one primarily focused on the gather circles (spirals…?), the third-last missing entity type in TH05. These are rendered using the same 8×8 pellet sprite introduced in TH02… except that the actual pellets received a darkened bottom part in TH04 . Which, in turn, is actually rendered quite efficiently – the games first render the top white part of all pellets, followed by the bottom gray part of all pellets. The PC-98 GRCG is used throughout the process, doing its typical job of accelerating monochrome blitting, and by arranging the rendering like this, only two GRCG color changes are required to draw any number of pellets. I guess that makes it quite a worthwhile optimization? Don't ask me for specific performance numbers or even saved cycles, though :onricdennat:

Next up, one more TH05 PI push!

📝 Posted:
🚚 Summary of:
P0078, P0079
Commits:
f4eb7a8...9e52cb1, 9e52cb1...cd48aa3
💰 Funded by:
iruleatgames, -Tom-
🏷 Tags:

To finish this TH05 stretch, we've got a feature that's exclusive to TH05 for once! As the final memory management innovation in PC-98 Touhou, TH05 provides a single static (64 * 26)-byte array for storing up to 64 entities of a custom type, specific to a stage or boss portion. (Edit (2023-05-29): This system actually debuted in 📝 TH04, where it was used for much simpler entities.)

TH05 uses this array for

  1. the Stage 2 star particles,
  2. Alice's puppets,
  3. the tip of curve ("jello") bullets,
  4. Mai's snowballs and Yuki's fireballs,
  5. Yumeko's swords,
  6. and Shinki's 32×32 bullets,

which makes sense, given that only one of those will be active at any given time.

On the surface, they all appear to share the same 26-byte structure, with consistently sized fields, merely using its 5 generic fields for different purposes. Looking closer though, there actually are differences in the signedness of certain fields across the six types. uth05win chose to declare them as entirely separate structures, and given all the semantic differences (pixels vs. subpixels, regular vs. tiny master.lib sprites, …), it made sense to do the same in ReC98. It quickly turned out to be the only solution to meet my own standards of code readability.

Which blew this one up to two pushes once again… But now, modders can trivially resize any of those structures without affecting the other types within the original (64 * 26)-byte boundary, even without full position independence. While you'd still have to reduce the type-specific number of distinct entities if you made any structure larger, you could also have more entities with fewer structure members.

As for the types themselves, they're full of redundancy once again – as you might have already expected from seeing #4, #5, and #6 listed as unrelated to each other. Those could have indeed been merged into a single 32×32 bullet type, supporting all the unique properties of #4 (destructible, with optional revenge bullets), #5 (optional number of twirl animation frames before they begin to move) and #6 (delay clouds). The *_add(), *_update(), and *_render() functions of #5 and #6 could even already be completely reverse-engineered from just applying the structure onto the ASM, with the ones of #3 and #4 only needing one more RE push.

But perhaps the most interesting discovery here is in the curve bullets: TH05 only renders every second one of the 17 nodes in a curve bullet, yet hit-tests every single one of them. In practice, this is an acceptable optimization though – you only start to notice jagged edges and gaps between the fragments once their speed exceeds roughly 11 pixels per second:

And that brings us to the last 20% of TH05 position independence! But first, we'll have more cheap and fast TH01 progress.

📝 Posted:
🚚 Summary of:
P0034, P0035
Commits:
6cdd229...6f1f367, 6f1f367...a533b5d
💰 Funded by:
zorg
🏷 Tags:

Deathbombs confirmed, in both TH04 and TH05! On the surface, it's the same 8-frame window as in most Windows games, but due to the slightly lower PC-98 frame rate of 56.4 Hz, it's actually slightly more lenient in TH04 and TH05.

The last function in front of the TH05 shot type control functions marks the player's previous position in VRAM to be redrawn. But as it turns out, "player" not only means "the player's option satellites on shot levels ≥ 2", but also "the explosion animation if you lose a life", which required reverse-engineering both things, ultimately leading to the confirmation of deathbombs.

It actually was kind of surprising that we then had reverse-engineered everything related to rendering all three things mentioned above, and could also cover the player rendering function right now. Luckily, TH05 didn't decide to also micro-optimize that function into un-decompilability; in fact, it wasn't changed at all from TH04. Unlike the one invalidation function whose decompilation would have actually been the goal here…

But now, we've finally gotten to where we wanted to… and only got 2 outstanding decompilation pushes left. Time to get the website ready for hosting an actual crowdfunding campaign, I'd say – It'll make a better impression if people can still see things being delivered after the big announcement.

📝 Posted:
🚚 Summary of:
P0047, P0048
Commits:
9a2c6f7...893bd46
💰 Funded by:
-Tom-
🏷 Tags:

So, let's continue with player shots! …eh, or maybe not directly, since they involve two other structure types in TH05, which we'd have to cover first. One of them is a different sort of sprite, and since I like me some context in my reverse-engineering, let's disable every other sprite type first to figure out what it is.

One of those other sprite types were the little sparks flying away from killed stage enemies, midbosses, and grazed bullets; easy enough to also RE right now. Turns out they use the same 8 hardcoded 8×8 sprites in TH02, TH04, and TH05. Except that it's actually 64 16×8 sprites, because ZUN wanted to pre-shift them for all 8 possible start pixels within a planar VRAM byte (rather than, like, just writing a few instructions to shift them programmatically), leading to them taking up 1,024 bytes rather than just 64.
Oh, and the thing I wanted to RE *actually* was the decay animation whenever a shot hits something. Not too complex either, especially since it's exclusive to TH05.

And since there was some time left and I actually have to pick some of the next RE places strategically to best prepare for the upcoming 17 decompilation pushes, here's two more function pointers for good measure.