The original ZUN code hasn't been completely decompiled yet. The final
high-level parts of both the main menu and the cutscenes are still ASM,
which might make modding a bit inconvenient right now.
It's not that much more code though, and could quickly be covered in a few
pushes if requested. Due to the plentiful monthly subscriptions, the shop
will stay closed for regular orders until the end of June, but backers
with outstanding contributions could request that now if they want
to – simply drop me a mail. Otherwise, the "generic TH01 RE" money will
continue to go towards the main game. That way, we'll have more substance
to show once we do decide to decompile the rest of
OP.EXE and FUUIN.EXE, and likely get some press
coverage as a result.
Then again, we've been building up to this point over the last few pushes,
and it only really needed a quick look over the remaining false positives.
The majority of the time therefore went towards more PI in
REIIDEN.EXE, where the bitplane pointers for .BOS files yielded
some quite big gains. Couldn't really find any obvious reason why ZUN used
two slighly different variations on loading and blitting those files,
As the final function in this rather random push, we got TH01's
hardware-powered scrolling function, used for screen shaking effects and
the scrolling backgrounds at the start of the Final Boss stages. And while
I tried to document all these I/O writes… it turned out that ZUN actually
copied the entire function straight from the PC-9801 Programmers'
Bible, with no changes. It's the
setgsta() example function on page 150. Which is terribly
suboptimal and bloated – all those integer divisions are really
not how you'd write such code for a 16-bit compiler from the 90's…
And that gives us 60% PI overall, and 50% PI over all of TH01! Next up:
More structures… and classes, even?
Last of the 3 weeks of almost full-time ReC98 work, supposedly the least
stressful one, and then things still get delayed thanks to illness 😕 In
better news though, it looks like I'll be able to extend these 3 weeks to
8, as my RL is shutting down for coronavirus reasons. I'm going to
wait a bit for the dust to settle before raising the crowdfunding cap
though, since RL might give me more to do from home after all. I may or
may not also get commissioned for a non-Touhou translation patch project
to be worked on in that time…
The .GRP file functions turned out to, of course, also be present in
FUUIN.EXE. In fact, that binary had the largest share of
progress in this push, since it's the only one to include another
reimplementation of master.lib-style hardware palette fading. As a typical
little ZUN inconsistency, the FUUIN.EXE version of one .GRP
palette function directly calls one of these functions.
As for the functions themselves, they basically wrap the single-function
Pi load and
display library by 電脳科学研究所/BERO in a bowl of global state
spaghetti. 🍝 At least the function names now clearly encode important
side effects like, y'know, a changed hardware palette. The reason ZUN used
this separate library over master.lib's PI loading functions was probably
its support for defining a color as transparent. This feature is used for
the red box in the main menu, and the large cyan Siddhaṃ seed syllables in
(again) the Konngara fight.
No priorities, again…?! Please don't do this to me… 😕
Well, let's not continue with TH05 then 😛 And instead use the occasion to
interesting discovery, made by @m1yur1 last year. Yup, TH03's "ZUNSP"
sprite driver is actually a "rebranded" version of Promisence Soft's
SPRITE16.COM. Sure, you were allowed to use this
driver in your own game, but replacing the copyright with your own isn't
exactly the nicest thing to do… That now makes three library programmers
that ZUN didn't credit. Makes me wonder what makes M. Kajihara so special.
Probably the fact that Touhou has always been about the music for ZUN,
first and foremost.
But what makes this more than a piece of trivia is the fact that
Promiscence Soft's SPRITE16 sample game StormySpace was bundled
with documentation on the driver. Shoutout to the Neo Kobe PC-98
collection for preserving he original release!
That means more documented third-party code that we don't necessarily have
to reverse-engineer, just like master.lib or KAJA's PMD driver. However,
the PC-98 EGC is rather complex and definitely not designed
for alpha-tested 16-color sprite blitting. So it (once again) took quite a
while to make sense of SPRITE16's code and the available documentation on
the EGC, to come up with satisfying function names. As a result, I'm going
to distribute the entire RE work related to TH03's SPRITE16 interface
across a total of three pushes, this one being the first of them.
The second one will reverse-engineer the SPRITE16 code reachable from
its interrupt handler, and also come with somewhat detailed English
documentation on the PC-98 EGC raster ops in particular,