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📝 Posted:
🚚 Summary of:
P0203, P0204
Commits:
4568bf7...86cdf5f, 86cdf5f...0c682b5
💰 Funded by:
GhostRiderCog, [Anonymous], Yanga
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Let's start right with the milestones:


So, how did this card-flipping stage obstacle delivery get so horribly delayed? With all the different layouts showcased in the 28 card-flipping stages, you'd expect this to be among the more stable and bug-free parts of the codebase. Heck, with all stage objects being placed on a 32×32-pixel grid, this is the first TH01-related blog post this year that doesn't have to describe an alignment-related unblitting glitch!

That alone doesn't mean that this code is free from quirky behavior though, and we have to look no further than the first few lines of the collision handling for round bumpers to already find a whole lot of that. Simplified, they do the following:

pixel_t delta_y_between_orb_and_bumper = (orb.top - bumper.top);
if(delta_y_between_orb_and_bumper <= 0) {
	orb.top = (bumper.top - 24);
} else {
	orb.top = (bumper.top + 24);
}

Immediately, you wonder why these assignments only exist for the Y coordinate. Sure, hitting a bumper from the left or right side should happen less often, but it's definitely possible. Is it really a good idea to warp the Orb to the top or bottom edge of a bumper regardless?
What's more important though: The fact that these immediate assignments exist at all. The game's regular Orb physics work by producing a Y velocity from the single force acting on the Orb and a gravity factor, and are completely independent of its current Y position. A bumper collision does also apply a new force onto the Orb further down in the code, but these assignments still bypass the physics system and are bound to have some knock-on effect on the Orb's movement.

To observe that effect, we just have to enter Stage 18 on the 地獄/Jigoku route, where it's particularly trivial to reproduce. At a 📝 horizontal velocity of ±4, these assignments are exactly what can cause the Orb to endlessly bounce between two bumpers. As rudimentary as the Orb's physics may be, just letting them do their work would have entirely prevented these loops:

One of at least three infinite bumper loop constellations within just this 10×5-tile section of TH01's Stage 18 on the 地獄/Jigoku route. With an effective 56 horizontal pixels between both hitboxes, the Orb would have to travel an absolute Y distance of at least 16 vertical pixels within (56 / 4) = 14 frames to escape the other bumper's hitbox. If the initial bounce reduces the Orb's Y velocity far enough for it to not manage that distance the first time, it will never reach the necessary speed again. In this loop, the bounce-off force even stabilizes, though this doesn't have to happen. The blue areas indicate the pixel-perfect* hitboxes of each bumper.
TH01 bumper collision handling without ZUN's manual assignment of the Y coordinate. The Orb still bounces back and forth between two bumpers for a while, but its top position always follows naturally from its Y velocity and the force applied to it, and gravity wins out in the end. The blue areas indicate the pixel-perfect* hitboxes of each bumper.

Now, you might be thinking that these Y assignments were just an attempt to prevent the Orb from colliding with the same bumper again on the next frame. After all, those 24 pixels exactly correspond to ⅓ of the height of a bumper's hitbox with an additional pixel added on top. However, the game already perfectly prevents repeated collisions by turning off collision testing with the same bumper for the next 7 frames after a collision. Thus, we can conclude that ZUN either explicitly coded bumper collision handling to facilitate these loops, or just didn't take out that code after inevitably discovering what it did. This is not janky code, it's not a glitch, it's not sarcasm from my end, and it's not the game's physics being bad.

But wait. Couldn't these assignments just be a remnant from a time in development before ZUN decided on the 7-frame delay on further collisions? Well, even that explanation stops holding water after the next few lines of code. Simplified, again:

pixel_t delta_x_between_orb_and_bumper = (orb.left - bumper.left);
if((orb.velocity.x == +4) && (delta_x_between_orb_and_bumper < 0)) {
	orb.velocity.x = -4;
} else if((orb.velocity.x == -4) && (delta_x_between_orb_and_bumper > 0)) {
	orb.velocity.x = +4;
}

What's important here is the part that's not in the code – namely, anything that handles X velocities of -8 or +8. In those cases, the Orb simply continues in the same horizontal direction. The manual Y assignment is the only part of the code that actually prevents a collision there, as the newly applied force is not guaranteed to be enough:

An infinite loop across three bumpers, made possible by the edge of the playfield and bumper bars on opposite sides, an unchanged horizontal direction, and the Y assignments neatly placing the Orb on either the top or bottom side of a bumper. The alternating sign of the force further ensures that the Orb will travel upwards half the time, canceling out gravity during the short time between two hitboxes.
With the unchanged horizontal direction and the Y assignments removed, nothing keeps an Orb at ±8 pixels per frame from flying into/over a bumper. The collision force pushes the Orb slightly, but not enough to truly matter. The final force sends the Orb on a significant downward trajectory beyond the next bumper's hitbox, breaking the original loop.

Forgetting to handle ⅖ of your discrete X velocity cases is simply not something you do by accident. So we might as well say that ZUN deliberately designed the game to behave exactly as it does in this regard.


Bumpers also come in vertical or horizontal bar shapes. Their collision handling also turns off further collision testing for the next 7 frames, and doesn't do any manual coordinate assignment. That's definitely a step up in cleanliness from round bumpers, but it doesn't seem to keep in mind that the player can fire a new shot every 4 frames when standing still. That makes it immediately obvious why this works:

The green numbers show the amount of frames since the last detected collision with the respective bumper bar, and indicate that collision testing with the bar below is currently disabled.

That's the most well-known case of reducing the Orb's horizontal velocity to 0 by exactly hitting it with shots in its center and then button-mashing it through a horizontal bar. This also works with vertical bars and yields even more interesting results there, but if we want to have any chance of understanding what happens there, we have to first go over some basics:

However, if that were everything the game did, kicking the Orb into a column of vertical bumper bars would lead them to behave more like a rope that the Orb can climb, as the initial collision with two hitboxes cancels out the intended sign change that reflects the Orb away from the bars:

This footage was recorded without the workaround I am about to describe. It does not reflect the behavior of the original game. You cannot do this in the original game.
While the visualization reveals small sections where three hitboxes overlap, the Orb can never actually collide with three of them at the same time, as those 3-hitbox regions are 2 pixels smaller than they would need to be to fit the Orb. That's exactly the difference between using < rather than <= in these hitbox comparisons.

While that would have been a fun gameplay mechanic on its own, it immediately breaks apart once you place two vertical bumper bars next to each other. Due to how these bumper bar hitboxes extend past their sprites, any two adjacent vertical bars will end up with the exact same hitbox in absolute screen coordinates. Stage 17 on the 魔界/Makai route contains exactly such a layout:

The collision handlers of adjacent vertical bars always activate in the same frame, independently invert the Orb's X velocity, and therefore fully cancel out their intended effect on the Orb… if the game did not have the workaround I am about to describe. This cannot happen in the original game.

ZUN's workaround: Setting a "vertical bumper bar block flag" after any collision with such a bar, which simply disables any collision with any vertical bar for the next 7 frames. This quick hack made all vertical bars work as intended, and avoided the need for involving the Orb's X velocity in any kind of physics system. :zunpet:


Edit (2022-07-12): This flag only works around glitches that would be caused by simultaneously colliding with more than one vertical bar. The actual response to a bumper bar collision still remains unaffected, and is very naive:

These conditions are only correct if the Orb comes in at an angle roughly between 45° and 135° on either side of a bar. If it's anywhere close to 0° or 180°, this response will be incorrect, and send the Orb straight through the bar. Since the large hitboxes make this easily possible, you can still get the Orb to climb a vertical column, or glide along a horizontal row:

Here's the hitbox overlay for 地獄/Jigoku Stage 19, and here's an updated version of the 📝 Orb physics debug mod that now also shows bumper bar collision frame numbers: 2022-07-10-TH01OrbPhysicsDebug.zip See the th01_orb_debug branch for the code. To use it, simply replace REIIDEN.EXE, and run the game in debug mode, via game d on the DOS prompt. If you encounter a gameplay situation that doesn't seem to be covered by this blog post, you can now verify it for yourself. Thanks to touhou-memories for bringing these issues to my attention! That definitely was a glaring omission from the initial version of this blog post.


With that clarified, we can now try mashing the Orb into these two vertical bars:

At first, that workaround doesn't seem to make a difference here. As we expect, the frame numbers now tell us that only one of the two bumper bars in a row activates, but we couldn't have told otherwise as the number of bars has no effect on newly applied Y velocity forces. On a closer look, the Orb's rise to the top of the playfield is in fact caused by that workaround though, combined with the unchanged top-to-bottom order of collision testing. As soon as any bumper bar completed its 7 collision delay frames, it resets the aforementioned flag, which already reactivates collision handling for any remaining vertical bumper bars during the same frame. Look out for frames with both a 7 and a 1, like the one marked in the video above: The 7 will always appear before the 1 in the row-major order. Whenever this happens, the current oscillation period is cut down from 7 to 6 frames – and because collision testing runs from top to bottom, this will always happen during the falling part. Depending on the Y velocity, the rising part may also be cut down to 6 frames from time to time, but that one at least has a chance to last for the full 7 frames. This difference adds those crucial extra frames of upward movement, which add up to send the Orb to the top. Without the flag, you'd always see the Orb oscillating between a fixed range of the bar column.
Finally, it's the "top of playfield" force that gradually slows down the Orb and makes sure it ultimately only moves at sub-pixel velocities, which have no visible effect. Because 📝 the regular effect of gravity is reset with each newly applied force, it's completely negated during most of the climb. This even holds true once the Orb reached the top: Since the Orb requires a negative force to repeatedly arrive up there and be bounced back, this force will stay active for the first 5 of the 7 collision frames and not move the Orb at all. Once gravity kicks in at the 5th frame and adds 1 to the Y velocity, it's already too late: The new velocity can't be larger than 0.5, and the Orb only has 1 or 2 frames before the flag reset causes it to be bounced back up to the top again.


Portals, on the other hand, turn out to be much simpler than the old description that ended up on Touhou Wiki in October 2005 might suggest. Everything about their teleportations is random: The destination portal, the exit force (as an integer between -9 and +9), as well as the exit X velocity, with each of the 📝 5 distinct horizontal velocities having an equal chance of being chosen. Of course, if the destination portal is next to the left or right edge of the playfield and it chooses to fire the Orb towards that edge, it immediately bounces off into the opposite direction, whereas the 0 velocity is always selected with a constant 20% probability.

The selection process for the destination portal involves a bit more than a single rand() call. The game bundles all obstacles in a single structure of dynamically allocated arrays, and only knows how many obstacles there are in total, not per type. Now, that alone wouldn't have much of an impact on random portal selection, as you could simply roll a random obstacle ID and try again if it's not a portal. But just to be extra cute, ZUN instead iterates over all obstacles, selects any non-entered portal with a chance of ¼, and just gives up if that dice roll wasn't successful after 16 loops over the whole array, defaulting to the entered portal in that case.
In all its silliness though, this works perfectly fine, and results in a chance of 0.7516(𝑛 - 1) for the Orb exiting out of the same portal it entered, with 𝑛 being the total number of portals in a stage. That's 1% for two portals, and 0.01% for three. Pretty decent for a random result you don't want to happen, but that hurts nobody if it does.

The one tiny ZUN bug with portals is technically not even part of the newly decompiled code here. If Reimu gets hit while the Orb is being sent through a portal, the Orb is immediately kicked out of the portal it entered, no matter whether it already shows up inside the sprite of the destination portal. Neither of the two portal sprites is reset when this happens, leading to "two Orbs" being visible simultaneously. :tannedcirno::onricdennat:
This makes very little sense no matter how you look at it. The Orb doesn't receive a new velocity or force when this happens, so it will simply re-enter the same portal once the gameplay resumes on Reimu's next life:

And that's it! At least the turrets don't have anything notable to say about them 📝 that I haven't said before.


That left another ½ of a push over at the end. Way too much time to finish FUUIN.exe, way too little time to start with Mima… but the bomb animation fit perfectly in there. No secrets or bugs there, just a bunch of sprite animation code wasting at least another 82 bytes in the data segment. The special effect after the kuji-in sprites uses the same single-bitplane 32×32 square inversion effect seen at the end of Kikuri's and Sariel's entrance animation, except that it's a 3-stack of 16-rings moving at 6, 7, and 8 pixels per frame respectively. At these comparatively slow speeds, the byte alignment of each square adds some further noise to the discoloration pattern… if you even notice it below all the shaking and seizure-inducing hardware palette manipulation.
And yes, due to the very destructive nature of the effect, the game does in fact rely on it only being applied to VRAM page 0. While that will cause every moving sprite to tear holes into the inverted squares along its trajectory, keeping a clean playfield on VRAM page 1 is what allows all that pixel damage to be easily undone at the end of this 89-frame animation.

Next up: Mima! Let's hope that stage obstacles already were the most complex part remaining in TH01…

📝 Posted:
🚚 Summary of:
P0174, P0175, P0176, P0177, P0178, P0179, P0180, P0181
Commits:
27f901c...a0fe812, a0fe812...40ac9a7, 40ac9a7...c5dc45b, c5dc45b...5f0cabc, 5f0cabc...60621f8, 60621f8...9e5b344, 9e5b344...091f19f, 091f19f...313450f
💰 Funded by:
Ember2528, Yanga
🏷 Tags:

Here we go, TH01 Sariel! This is the single biggest boss fight in all of PC-98 Touhou: If we include all custom effect code we previously decompiled, it amounts to a total of 10.31% of all code in TH01 (and 3.14% overall). These 8 pushes cover the final 8.10% (or 2.47% overall), and are likely to be the single biggest delivery this project will ever see. Considering that I only managed to decompile 6.00% across all games in 2021, 2022 is already off to a much better start!

So, how can Sariel's code be that large? Well, we've got:

In total, it's just under 3,000 lines of C++ code, containing a total of 8 definite ZUN bugs, 3 of them being subpixel/pixel confusions. That might not look all too bad if you compare it to the 📝 player control function's 8 bugs in 900 lines of code, but given that Konngara had 0… (Edit (2022-07-17): Konngara contains two bugs after all: A 📝 possible heap corruption in test or debug mode, and the infamous 📝 temporary green discoloration.) And no, the code doesn't make it obvious whether ZUN coded Konngara or Sariel first; there's just as much evidence for either.

Some terminology before we start: Sariel's first form is separated into four phases, indicated by different background images, that cycle until Sariel's HP reach 0 and the second, single-phase form starts. The danmaku patterns within each phase are also on a cycle, and the game picks a random but limited number of patterns per phase before transitioning to the next one. The fight always starts at pattern 1 of phase 1 (the random purple lasers), and each new phase also starts at its respective first pattern.


Sariel's bugs already start at the graphics asset level, before any code gets to run. Some of the patterns include a wand raise animation, which is stored in BOSS6_2.BOS:

TH01 BOSS6_2.BOS
Umm… OK? The same sprite twice, just with slightly different colors? So how is the wand lowered again?

The "lowered wand" sprite is missing in this file simply because it's captured from the regular background image in VRAM, at the beginning of the fight and after every background transition. What I previously thought to be 📝 background storage code has therefore a different meaning in Sariel's case. Since this captured sprite is fully opaque, it will reset the entire 128×128 wand area… wait, 128×128, rather than 96×96? Yup, this lowered sprite is larger than necessary, wasting 1,967 bytes of conventional memory.
That still doesn't quite explain the second sprite in BOSS6_2.BOS though. Turns out that the black part is indeed meant to unblit the purple reflection (?) in the first sprite. But… that's not how you would correctly unblit that?

VRAM after blitting the first sprite of TH01's BOSS6_2.BOS VRAM after blitting the second sprite of TH01's BOSS6_2.BOS

The first sprite already eats up part of the red HUD line, and the second one additionally fails to recover the seal pixels underneath, leaving a nice little black hole and some stray purple pixels until the next background transition. :tannedcirno: Quite ironic given that both sprites do include the right part of the seal, which isn't even part of the animation.


Just like Konngara, Sariel continues the approach of using a single function per danmaku pattern or custom entity. While I appreciate that this allows all pattern- and entity-specific state to be scoped locally to that one function, it quickly gets ugly as soon as such a function has to do more than one thing.
The "bird function" is particularly awful here: It's just one if(…) {…} else if(…) {…} else if(…) {…} chain with different branches for the subfunction parameter, with zero shared code between any of these branches. It also uses 64-bit floating-point double as its subpixel type… and since it also takes four of those as parameters (y'know, just in case the "spawn new bird" subfunction is called), every call site has to also push four double values onto the stack. Thanks to Turbo C++ even using the FPU for pushing a 0.0 constant, we have already reached maximum floating-point decadence before even having seen a single danmaku pattern. Why decadence? Every possible spawn position and velocity in both bird patterns just uses pixel resolution, with no fractional component in sight. And there goes another 720 bytes of conventional memory.

Speaking about bird patterns, the red-bird one is where we find the first code-level ZUN bug: The spawn cross circle sprite suddenly disappears after it finished spawning all the bird eggs. How can we tell it's a bug? Because there is code to smoothly fly this sprite off the playfield, that code just suddenly forgets that the sprite's position is stored in Q12.4 subpixels, and treats it as raw screen pixels instead. :zunpet: As a result, the well-intentioned 640×400 screen-space clipping rectangle effectively shrinks to 38×23 pixels in the top-left corner of the screen. Which the sprite is always outside of, and thus never rendered again.
The intended animation is easily restored though:

Sariel's third pattern, and the first to spawn birds, in its original and fixed versions. Note that I somewhat fixed the bird hatch animation as well: ZUN's code never unblits any frame of animation there, and simply blits every new one on top of the previous one.

Also, did you know that birds actually have a quite unfair 14×38-pixel hitbox? Not that you'd ever collide with them in any of the patterns…

Another 3 of the 8 bugs can be found in the symmetric, interlaced spawn rays used in three of the patterns, and the 32×32 debris "sprites" shown at their endpoint, at the edge of the screen. You kinda have to commend ZUN's attention to detail here, and how he wrote a lot of code for those few rapidly animated pixels that you most likely don't even notice, especially with all the other wrong pixels resulting from rendering glitches. One of the bugs in the very final pattern of phase 4 even turns them into the vortex sprites from the second pattern in phase 1 during the first 5 frames of the first time the pattern is active, and I had to single-step the blitting calls to verify it.
It certainly was annoying how much time I spent making sense of these bugs, and all weird blitting offsets, for just a few pixels… Let's look at something more wholesome, shall we?


So far, we've only seen the PC-98 GRCG being used in RMW (read-modify-write) mode, which I previously 📝 explained in the context of TH01's red-white HP pattern. The second of its three modes, TCR (Tile Compare Read), affects VRAM reads rather than writes, and performs "color extraction" across all 4 bitplanes: Instead of returning raw 1bpp data from one plane, a VRAM read will instead return a bitmask, with a 1 bit at every pixel whose full 4-bit color exactly matches the color at that offset in the GRCG's tile register, and 0 everywhere else. Sariel uses this mode to make sure that the 2×2 particles and the wind effect are only blitted on top of "air color" pixels, with other parts of the background behaving like a mask. The algorithm:

  1. Set the GRCG to TCR mode, and all 8 tile register dots to the air color
  2. Read N bits from the target VRAM position to obtain an N-bit mask where all 1 bits indicate air color pixels at the respective position
  3. AND that mask with the alpha plane of the sprite to be drawn, shifted to the correct start bit within the 8-pixel VRAM byte
  4. Set the GRCG to RMW mode, and all 8 tile register dots to the color that should be drawn
  5. Write the previously obtained bitmask to the same position in VRAM

Quite clever how the extracted colors double as a secondary alpha plane, making for another well-earned good-code tag. The wind effect really doesn't deserve it, though:

As far as I can tell, ZUN didn't use TCR mode anywhere else in PC-98 Touhou. Tune in again later during a TH04 or TH05 push to learn about TDW, the final GRCG mode!


Speaking about the 2×2 particle systems, why do we need three of them? Their only observable difference lies in the way they move their particles:

  1. Up or down in a straight line (used in phases 4 and 2, respectively)
  2. Left or right in a straight line (used in the second form)
  3. Left and right in a sinusoidal motion (used in phase 3, the "dark orange" one)

Out of all possible formats ZUN could have used for storing the positions and velocities of individual particles, he chose a) 64-bit / double-precision floating-point, and b) raw screen pixels. Want to take a guess at which data type is used for which particle system?

If you picked double for 1) and 2), and raw screen pixels for 3), you are of course correct! :godzun: Not that I'm implying that it should have been the other way round – screen pixels would have perfectly fit all three systems use cases, as all 16-bit coordinates are extended to 32 bits for trigonometric calculations anyway. That's what, another 1.080 bytes of wasted conventional memory? And that's even calculated while keeping the current architecture, which allocates space for 3×30 particles as part of the game's global data, although only one of the three particle systems is active at any given time.

That's it for the first form, time to put on "Civilization of Magic"! Or "死なばもろとも"? Or "Theme of 地獄めくり"? Or whatever SYUGEN is supposed to mean…


… and the code of these final patterns comes out roughly as exciting as their in-game impact. With the big exception of the very final "swaying leaves" pattern: After 📝 Q4.4, 📝 Q28.4, 📝 Q24.8, and double variables, this pattern uses… decimal subpixels? Like, multiplying the number by 10, and using the decimal one's digit to represent the fractional part? Well, sure, if you really insist on moving the leaves in cleanly represented integer multiples of ⅒, which is infamously impossible in IEEE 754. Aside from aesthetic reasons, it only really combines less precision (10 possible fractions rather than the usual 16) with the inferior performance of having to use integer divisions and multiplications rather than simple bit shifts. And it's surely not because the leaf sprites needed an extended integer value range of [-3276, +3276], compared to Q12.4's [-2047, +2048]: They are clipped to 640×400 screen space anyway, and are removed as soon as they leave this area.

This pattern also contains the second bug in the "subpixel/pixel confusion hiding an entire animation" category, causing all of BOSS6GR4.GRC to effectively become unused:

The "swaying leaves" pattern. ZUN intended a splash animation to be shown once each leaf "spark" reaches the top of the playfield, which is never displayed in the original game.

At least their hitboxes are what you would expect, exactly covering the 30×30 pixels of Reimu's sprite. Both animation fixes are available on the th01_sariel_fixes branch.

After all that, Sariel's main function turned out fairly unspectacular, just putting everything together and adding some shake, transition, and color pulse effects with a bunch of unnecessary hardware palette changes. There is one reference to a missing BOSS6.GRP file during the first→second form transition, suggesting that Sariel originally had a separate "first form defeat" graphic, before it was replaced with just the shaking effect in the final game.
Speaking about the transition code, it is kind of funny how the… um, imperative and concrete nature of TH01 leads to these 2×24 lines of straight-line code. They kind of look like ZUN rattling off a laundry list of subsystems and raw variables to be reinitialized, making damn sure to not forget anything.


Whew! Second PC-98 Touhou boss completely decompiled, 29 to go, and they'll only get easier from here! 🎉 The next one in line, Elis, is somewhere between Konngara and Sariel as far as x86 instruction count is concerned, so that'll need to wait for some additional funding. Next up, therefore: Looking at a thing in TH03's main game code – really, I have little idea what it will be!

Now that the store is open again, also check out the 📝 updated RE progress overview I've posted together with this one. In addition to more RE, you can now also directly order a variety of mods; all of these are further explained in the order form itself.

📝 Posted:
🚚 Summary of:
P0165, P0166, P0167
Commits:
7a0e5d8...f2bca01, f2bca01...e697907, e697907...c2de6ab
💰 Funded by:
Ember2528
🏷 Tags:

OK, TH01 missile bullets. Can we maybe have a well-behaved entity type, without any weirdness? Just once?

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

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

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


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

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

TH01 Mima's third arm

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


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

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

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

Demonstration of palette changes in TH01's route selection

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


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

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

📝 Posted:
🚚 Summary of:
P0162, P0163, P0164
Commits:
81dd96e...24b3a0d, 24b3a0d...6d572b3, 6d572b3...7a0e5d8
💰 Funded by:
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No technical obstacles for once! Just pure overcomplicated ZUN code. Unlike 📝 Konngara's main function, the main TH01 player function was every bit as difficult to decompile as you would expect from its size.

With TH01 using both separate left- and right-facing sprites for all of Reimu's moves and separate classes for Reimu's 32×32 and 48×* sprites, we're already off to a bad start. Sure, sprite mirroring is minimally more involved on PC-98, as the planar nature of VRAM requires the bits within an 8-pixel byte to also be mirrored, in addition to writing the sprite bytes from right to left. TH03 uses a 256-byte lookup table for this, generated at runtime by an infamous micro-optimized and undecompilable ASM algorithm. With TH01's existing architecture, ZUN would have then needed to write 3 additional blitting functions. But instead, he chose to waste a total of 26,112 bytes of memory on pre-mirrored sprites… :godzun:

Alright, but surely selecting those sprites from code is no big deal? Just store the direction Reimu is facing in, and then add some branches to the rendering code. And there is in fact a variable for Reimu's direction… during regular arrow-key movement, and another one while shooting and sliding, and a third as part of the special attack types, launched out of a slide.
Well, OK, technically, the last two are the same variable. But that's even worse, because it means that ZUN stores two distinct enums at the same place in memory: Shooting and sliding uses 1 for left, 2 for right, and 3 for the "invalid" direction of holding both, while the special attack types indicate the direction in their lowest bit, with 0 for right and 1 for left. I decompiled the latter as bitflags, but in ZUN's code, each of the 8 permutations is handled as a distinct type, with copy-pasted and adapted code… :zunpet: The interpretation of this two-enum "sub-mode" union variable is controlled by yet another "mode" variable… and unsurprisingly, two of the bugs in this function relate to the sub-mode variable being interpreted incorrectly.

Also, "rendering code"? This one big function basically consists of separate unblit→update→render code snippets for every state and direction Reimu can be in (moving, shooting, swinging, sliding, special-attacking, and bombing), pasted together into a tangled mess of nested if(…) statements. While a lot of the code is copy-pasted, there are still a number of inconsistencies that defeat the point of my usual refactoring treatment. After all, with a total of 85 conditional branches, anything more than I did would have just obscured the control flow too badly, making it even harder to understand what's going on.
In the end, I spotted a total of 8 bugs in this function, all of which leave Reimu invisible for one or more frames:

Thanks to the last one, Reimu's first swing animation frame is never actually rendered. So whenever someone complains about TH01 sprite flickering on an emulator: That emulator is accurate, it's the game that's poorly written. :tannedcirno:

And guess what, this function doesn't even contain everything you'd associate with per-frame player behavior. While it does handle Yin-Yang Orb repulsion as part of slides and special attacks, it does not handle the actual player/Orb collision that results in lives being lost. The funny thing about this: These two things are done in the same function… :onricdennat:

Therefore, the life loss animation is also part of another function. This is where we find the final glitch in this 3-push series: Before the 16-frame shake, this function only unblits a 32×32 area around Reimu's center point, even though it's possible to lose a life during the non-deflecting part of a 48×48-pixel animation. In that case, the extra pixels will just stay on screen during the shake. They are unblitted afterwards though, which suggests that ZUN was at least somewhat aware of the issue?
Finally, the chance to see the alternate life loss sprite Alternate TH01 life loss sprite is exactly ⅛.


As for any new insights into game mechanics… you know what? I'm just not going to write anything, and leave you with this flowchart instead. Here's the definitive guide on how to control Reimu in TH01 we've been waiting for 24 years:

(SVG download)

Pellets are deflected during all gray states. Not shown is the obvious "double-tap Z and X" transition from all non-(#1) states to the Bomb state, but that would have made this diagram even more unwieldy than it turned out. And yes, you can shoot twice as fast while moving left or right.

While I'm at it, here are two more animations from MIKO.PTN which aren't referenced by any code:

An unused animation from TH01's MIKO.PTNAn unused animation from TH01's MIKO.PTN

With that monster of a function taken care of, we've only got boss sprite animation as the final blocker of uninterrupted Sariel progress. Due to some unfavorable code layout in the Mima segment though, I'll need to spend a bit more time with some of the features used there. Next up: The missile bullets used in the Mima and YuugenMagan fights.

📝 Posted:
🚚 Summary of:
P0160, P0161
Commits:
e491cd7...42ba4a5, 42ba4a5...81dd96e
💰 Funded by:
Yanga, [Anonymous]
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Nothing really noteworthy in TH01's stage timer code, just yet another HUD element that is needlessly drawn into VRAM. Sure, ZUN applies his custom boldfacing effect on top of the glyphs retrieved from font ROM, but he could have easily installed those modified glyphs as gaiji.
Well, OK, halfwidth gaiji aren't exactly well documented, and sometimes not even correctly emulated 📝 due to the same PC-98 hardware oddity I was researching last month. I've reserved two of the pending anonymous "anything" pushes for the conclusion of this research, just in case you were wondering why the outstanding workload is now lower after the two delivered here.

And since it doesn't seem to be clearly documented elsewhere: Every 2 ticks on the stage timer correspond to 4 frames.


So, TH01 rank pellet speed. The resident pellet speed value is a factor ranging from a minimum of -0.375 up to a maximum of 0.5 (pixels per frame), multiplied with the difficulty-adjusted base speed for each pellet and added on top of that same speed. This multiplier is modified

Apparently, ZUN noted that these deltas couldn't be losslessly stored in an IEEE 754 floating-point variable, and therefore didn't store the pellet speed factor exactly in a way that would correspond to its gameplay effect. Instead, it's stored similar to Q12.4 subpixels: as a simple integer, pre-multiplied by 40. This results in a raw range of -15 to 20, which is what the undecompiled ASM calls still use. When spawning a new pellet, its base speed is first multiplied by that factor, and then divided by 40 again. This is actually quite smart: The calculation doesn't need to be aware of either Q12.4 or the 40× format, as ((Q12.4 * factor×40) / factor×40) still comes out as a Q12.4 subpixel even if all numbers are integers. The only limiting issue here would be the potential overflow of the 16-bit multiplication at unadjusted base speeds of more than 50 pixels per frame, but that'd be seriously unplayable.
So yeah, pellet speed modifications are indeed gradual, and don't just fall into the coarse three "high, normal, and low" categories.


That's ⅝ of P0160 done, and the continue and pause menus would make good candidates to fill up the remaining ⅜… except that it seemed impossible to figure out the correct compiler options for this code?
The issues centered around the two effects of Turbo C++ 4.0J's -O switch:

  1. Optimizing jump instructions: merging duplicate successive jumps into a single one, and merging duplicated instructions at the end of conditional branches into a single place under a single branch, which the other branches then jump to
  2. Compressing ADD SP and POP CX stack-clearing instructions after multiple successive CALLs to __cdecl functions into a single ADD SP with the combined parameter stack size of all function calls

But how can the ASM for these functions exhibit #1 but not #2? How can it be seemingly optimized and unoptimized at the same time? The only option that gets somewhat close would be -O- -y, which emits line number information into the .OBJ files for debugging. This combination provides its own kind of #1, but these functions clearly need the real deal.

The research into this issue ended up consuming a full push on its own. In the end, this solution turned out to be completely unrelated to compiler options, and instead came from the effects of a compiler bug in a totally different place. Initializing a local structure instance or array like

const uint4_t flash_colors[3] = { 3, 4, 5 };

always emits the { 3, 4, 5 } array into the program's data segment, and then generates a call to the internal SCOPY@ function which copies this data array to the local variable on the stack. And as soon as this SCOPY@ call is emitted, the -O optimization #1 is disabled for the entire rest of the translation unit?!
So, any code segment with an SCOPY@ call followed by __cdecl functions must strictly be decompiled from top to bottom, mirroring the original layout of translation units. That means no TH01 continue and pause menus before we haven't decompiled the bomb animation, which contains such an SCOPY@ call. 😕
Luckily, TH01 is the only game where this bug leads to significant restrictions in decompilation order, as later games predominantly use the pascal calling convention, in which each function itself clears its stack as part of its RET instruction.


What now, then? With 51% of REIIDEN.EXE decompiled, we're slowly running out of small features that can be decompiled within ⅜ of a push. Good that I haven't been looking a lot into OP.EXE and FUUIN.EXE, which pretty much only got easy pieces of code left to do. Maybe I'll end up finishing their decompilations entirely within these smaller gaps?
I still ended up finding one more small piece in REIIDEN.EXE though: The particle system, seen in the Mima fight.

I like how everything about this animation is contained within a single function that is called once per frame, but ZUN could have really consolidated the spawning code for new particles a bit. In Mima's fight, particles are only spawned from the top and right edges of the screen, but the function in fact contains unused code for all other 7 possible directions, written in quite a bloated manner. This wouldn't feel quite as unused if ZUN had used an angle parameter instead… :thonk: Also, why unnecessarily waste another 40 bytes of the BSS segment?

But wait, what's going on with the very first spawned particle that just stops near the bottom edge of the screen in the video above? Well, even in such a simple and self-contained function, ZUN managed to include an off-by-one error. This one then results in an out-of-bounds array access on the 80th frame, where the code attempts to spawn a 41st particle. If the first particle was unlucky to be both slow enough and spawned away far enough from the bottom and right edges, the spawning code will then kill it off before its unblitting code gets to run, leaving its pixel on the screen until something else overlaps it and causes it to be unblitted.
Which, during regular gameplay, will quickly happen with the Orb, all the pellets flying around, and your own player movement. Also, the RNG can easily spawn this particle at a position and velocity that causes it to leave the screen more quickly. Kind of impressive how ZUN laid out the structure of arrays in a way that ensured practically no effect of this bug on the game; this glitch could have easily happened every 80 frames instead. He almost got close to all bugs canceling out each other here! :godzun:

Next up: The player control functions, including the second-biggest function in all of PC-98 Touhou.

📝 Posted:
🚚 Summary of:
P0158, P0159
Commits:
bf7bb7e...c0c0ebc, c0c0ebc...e491cd7
💰 Funded by:
Yanga
🏷 Tags:

Of course, Sariel's potentially bloated and copy-pasted code is blocked by even more definitely bloated and copy-pasted code. It's TH01, what did you expect? :tannedcirno:

But even then, TH01's item code is on a new level of software architecture ridiculousness. First, ZUN uses distinct arrays for both types of items, with their own caps of 4 for bomb items, and 10 for point items. Since that obviously makes any type-related switch statement redundant, he also used distinct functions for both types, with copy-pasted boilerplate code. The main per-item update and render function is shared though… and takes every single accessed member of the item structure as its own reference parameter. Like, why, you have a structure, right there?! That's one way to really practice the C++ language concept of passing arbitrary structure fields by mutable reference… :zunpet:
To complete the unwarranted grand generic design of this function, it calls back into per-type collision detection, drop, and collect functions with another three reference parameters. Yeah, why use C++ virtual methods when you can also implement the effectively same polymorphism functionality by hand? Oh, and the coordinate clamping code in one of these callbacks could only possibly have come from nested min() and max() preprocessor macros. And that's how you extend such dead-simple functionality to 1¼ pushes…

Amidst all this jank, we've at least got a sensible item↔player hitbox this time, with 24 pixels around Reimu's center point to the left and right, and extending from 24 pixels above Reimu down to the bottom of the playfield. It absolutely didn't look like that from the initial naive decompilation though. Changing entity coordinates from left/top to center was one of the better lessons from TH01 that ZUN implemented in later games, it really makes collision detection code much more intuitive to grasp.


The card flip code is where we find out some slightly more interesting aspects about item drops in this game, and how they're controlled by a hidden cycle variable:

Then again, score players largely ignore point items anyway, as card combos simply have a much bigger effect on the score. With this, I should have RE'd all information necessary to construct a tool-assisted score run, though?
Edit: Turns out that 1) point items are becoming increasingly important in score runs, and 2) Pearl already did a TAS some months ago. Thanks to spaztron64 for the info!

The Orb↔card hitbox also makes perfect sense, with 24 pixels around the center point of a card in every direction.

The rest of the code confirms the card flip score formula documented on Touhou Wiki, as well as the way cards are flipped by bombs: During every of the 90 "damaging" frames of the 140-frame bomb animation, there is a 75% chance to flip the card at the [bomb_frame % total_card_count_in_stage] array index. Since stages can only have up to 50 cards 📝 thanks to a bug, even a 75% chance is high enough to typically flip most cards during a bomb. Each of these flips still only removes a single card HP, just like after a regular collision with the Orb.
Also, why are the card score popups rendered before the cards themselves? That's two needless frames of flicker during that 25-frame animation. Not all too noticeable, but still.


And that's over 50% of REIIDEN.EXE decompiled as well! Next up: More HUD update and rendering code… with a direct dependency on rank pellet speed modifications?

📝 Posted:
🚚 Summary of:
P0153, P0154, P0155, P0156
Commits:
624e0cb...d05c9ba, d05c9ba...031b526, 031b526...9ad578e, 9ad578e...4bc6405
💰 Funded by:
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📝 7 pushes to get Konngara done, according to my previous estimate? Well, how about being twice as fast, and getting the entire boss fight done in 3.5 pushes instead? So much copy-pasted code in there… without any flashy unused content, apart from four calculations with an unclear purpose. And the three strings "ANGEL", "OF", "DEATH", which were probably meant to be rendered using those giant upscaled font ROM glyphs that also display the STAGE # and HARRY UP strings? Those three strings are also part of Sariel's code, though.

On to the remaining 11 patterns then! Konngara's homing snakes, shown in the video above, are one of the more notorious parts of this battle. They occur in two patterns – one with two snakes and one with four – with all of the spawn, aim, update, and render code copy-pasted between the two. :zunpet: Three gameplay-related discoveries here:


This was followed by really weird aiming code for the "sprayed pellets from cup" pattern… which can only possibly have been done on purpose, but is sort of mitigated by the spraying motion anyway.
After a bunch of long if(…) {…} else if(…) {…} else if(…) {…} chains, which remain quite popular in certain corners of the game dev scene to this day, we've got the three sword slash patterns as the final notable ones. At first, it seemed as if ZUN just improvised those raw number constants involved in the pellet spawner's movement calculations to describe some sort of path that vaguely resembles the sword slash. But once I tried to express these numbers in terms of the slash animation's keyframes, it all worked out perfectly, and resulted in this:

Triangular path of the pellet spawner during Konngara's slash patterns

Yup, the spawner always takes an exact path along this triangle. Sometimes, I wonder whether I should just rush this project and don't bother about naming these repeated number literals. Then I gain insights like these, and it's all worth it.


Finally, we've got Konngara's main function, which coordinates the entire fight. Third-longest function in both TH01 and all of PC-98 Touhou, only behind some player-related stuff and YuugenMagan's gigantic main function… and it's even more of a copy-pasta, making it feel not nearly as long as it is. Key insights there:

Seriously, 📝 line drawing was much harder to decompile.


And that's it for Konngara! First boss with not a single piece of ASM left, 30 more to go! 🎉 But wait, what about the cause behind the temporary green discoloration after leaving the Pause menu? I expected to find something on that as well, but nope, it's nothing in Konngara's code segment. We'll probably only get to figure that out near the very end of TH01's decompilation, once we get to the one function that directly calls all of the boss-specific main functions in a switch statement.
Edit (2022-07-17): 📝 Only took until Mima.

So, Sariel next? With half of a push left, I did cover Sariel's first few initialization functions, but all the sprite unblitting and HUD manipulation will need some extra attention first. The first one of these functions is related to the HUD, the stage timer, and the HARRY UP mode, whose pellet pattern I've also decompiled now.

All of this brings us past 75% PI in all games, and TH01 to under 30,000 remaining ASM instructions, leaving TH03 as the now most expensive game to be completely decompiled. Looking forward to how much more TH01's code will fall apart if you just tap it lightly… Next up: The aforementioned helper functions related to HARRY UP, drawing the HUD, and unblitting the other bosses whose sprites are a bit more animated.

📝 Posted:
🚚 Summary of:
P0149, P0150, P0151, P0152
Commits:
e1a26bb...05e4c4a, 05e4c4a...768251d, 768251d...4d24ca5, 4d24ca5...81fc861
💰 Funded by:
Blue Bolt, Ember2528, -Tom-, [Anonymous]
🏷 Tags:

…or maybe not that soon, as it would have only wasted time to untangle the bullet update commits from the rest of the progress. So, here's all the bullet spawning code in TH04 and TH05 instead. I hope you're ready for this, there's a lot to talk about!

(For the sake of readability, "bullets" in this blog post refers to the white 8×8 pellets and all 16×16 bullets loaded from MIKO16.BFT, nothing else.)


But first, what was going on 📝 in 2020? Spent 4 pushes on the basic types and constants back then, still ended up confusing a couple of things, and even getting some wrong. Like how TH05's "bullet slowdown" flag actually always prevents slowdown and fires bullets at a constant speed instead. :tannedcirno: Or how "random spread" is not the best term to describe that unused bullet group type in TH04.
Or that there are two distinct ways of clearing all bullets on screen, which deserve different names:

Mechanic #1: Clearing bullets for a custom amount of time, awarding 1000 points for all bullets alive on the first frame, and 100 points for all bullets spawned during the clear time.
Mechanic #2: Zapping bullets for a fixed 16 frames, awarding a semi-exponential and loudly announced Bonus!! for all bullets alive on the first frame, and preventing new bullets from being spawned during those 16 frames. In TH04 at least; thanks to a ZUN bug, zapping got reduced to 1 frame and no animation in TH05…

Bullets are zapped at the end of most midboss and boss phases, and cleared everywhere else – most notably, during bombs, when losing a life, or as rewards for extends or a maximized Dream bonus. The Bonus!! points awarded for zapping bullets are calculated iteratively, so it's not trivial to give an exact formula for these. For a small number 𝑛 of bullets, it would exactly be 5𝑛³ - 10𝑛² + 15𝑛 points – or, using uth05win's (correct) recursive definition, Bonus(𝑛) = Bonus(𝑛-1) + 15𝑛² - 5𝑛 + 10. However, one of the internal step variables is capped at a different number of points for each difficulty (and game), after which the points only increase linearly. Hence, "semi-exponential".


On to TH04's bullet spawn code then, because that one can at least be decompiled. And immediately, we have to deal with a pointless distinction between regular bullets, with either a decelerating or constant velocity, and special bullets, with preset velocity changes during their lifetime. That preset has to be set somewhere, so why have separate functions? In TH04, this separation continues even down to the lowest level of functions, where values are written into the global bullet array. TH05 merges those two functions into one, but then goes too far and uses self-modifying code to save a grand total of two local variables… Luckily, the rest of its actual code is identical to TH04.

Most of the complexity in bullet spawning comes from the (thankfully shared) helper function that calculates the velocities of the individual bullets within a group. Both games handle each group type via a large switch statement, which is where TH04 shows off another Turbo C++ 4.0 optimization: If the range of case values is too sparse to be meaningfully expressed in a jump table, it usually generates a linear search through a second value table. But with the -G command-line option, it instead generates branching code for a binary search through the set of cases. 𝑂(log 𝑛) as the worst case for a switch statement in a C++ compiler from 1994… that's so cool. But still, why are the values in TH04's group type enum all over the place to begin with? :onricdennat:
Unfortunately, this optimization is pretty rare in PC-98 Touhou. It only shows up here and in a few places in TH02, compared to at least 50 switch value tables.

In all of its micro-optimized pointlessness, TH05's undecompilable version at least fixes some of TH04's redundancy. While it's still not even optimal, it's at least a decently written piece of ASM… if you take the time to understand what's going on there, because it certainly took quite a bit of that to verify that all of the things which looked like bugs or quirks were in fact correct. And that's how the code for this function ended up with 35% comments and blank lines before I could confidently call it "reverse-engineered"…
Oh well, at least it finally fixes a correctness issue from TH01 and TH04, where an invalid bullet group type would fill all remaining slots in the bullet array with identical versions of the first bullet.

Something that both games also share in these functions is an over-reliance on globals for return values or other local state. The most ridiculous example here: Tuning the speed of a bullet based on rank actually mutates the global bullet template… which ZUN then works around by adding a wrapper function around both regular and special bullet spawning, which saves the base speed before executing that function, and restores it afterward. :zunpet: Add another set of wrappers to bypass that exact tuning, and you've expanded your nice 1-function interface to 4 functions. Oh, and did I mention that TH04 pointlessly duplicates the first set of wrapper functions for 3 of the 4 difficulties, which can't even be explained with "debugging reasons"? That's 10 functions then… and probably explains why I've procrastinated this feature for so long.

At this point, I also finally stopped decompiling ZUN's original ASM just for the sake of it. All these small TH05 functions would look horribly unidiomatic, are identical to their decompiled TH04 counterparts anyway, except for some unique constant… and, in the case of TH05's rank-based speed tuning function, actually become undecompilable as soon as we want to return a C++ class to preserve the semantic meaning of the return value. Mainly, this is because Turbo C++ does not allow register pseudo-variables like _AX or _AL to be cast into class types, even if their size matches. Decompiling that function would have therefore lowered the quality of the rest of the decompiled code, in exchange for the additional maintenance and compile-time cost of another translation unit. Not worth it – and for a TH05 port, you'd already have to decompile all the rest of the bullet spawning code anyway!


The only thing in there that was still somewhat worth being decompiled was the pre-spawn clipping and collision detection function. Due to what's probably a micro-optimization mistake, the TH05 version continues to spawn a bullet even if it was spawned on top of the player. This might sound like it has a different effect on gameplay… until you realize that the player got hit in this case and will either lose a life or deathbomb, both of which will cause all on-screen bullets to be cleared anyway. So it's at most a visual glitch.

But while we're at it, can we please stop talking about hitboxes? At least in the context of TH04 and TH05 bullets. The actual collision detection is described way better as a kill delta of 8×8 pixels between the center points of the player and a bullet. You can distribute these pixels to any combination of bullet and player "hitboxes" that make up 8×8. 4×4 around both the player and bullets? 1×1 for bullets, and 8×8 for the player? All equally valid… or perhaps none of them, once you keep in mind that other entity types might have different kill deltas. With that in mind, the concept of a "hitbox" turns into just a confusing abstraction.

The same is true for the 36×44 graze box delta. For some reason, this one is not exactly around the center of a bullet, but shifted to the right by 2 pixels. So, a bullet can be grazed up to 20 pixels right of the player, but only up to 16 pixels left of the player. uth05win also spotted this… and rotated the deltas clockwise by 90°?!


Which brings us to the bullet updates… for which I still had to research a decompilation workaround, because 📝 P0148 turned out to not help at all? Instead, the solution was to lie to the compiler about the true segment distance of the popup function and declare its signature far rather than near. This allowed ZUN to save that ridiculous overhead of 1 additional far function call/return per frame, and those precious 2 bytes in the BSS segment that he didn't have to spend on a segment value. 📝 Another function that didn't have just a single declaration in a common header file… really, 📝 how were these games even built???

The function itself is among the longer ones in both games. It especially stands out in the indentation department, with 7 levels at its most indented point – and that's the minimum of what's possible without goto. Only two more notable discoveries there:

  1. Bullets are the only entity affected by Slow Mode. If the number of bullets on screen is ≥ (24 + (difficulty * 8) + rank) in TH04, or (42 + (difficulty * 8)) in TH05, Slow Mode reduces the frame rate by 33%, by waiting for one additional VSync event every two frames.
    The code also reveals a second tier, with 50% slowdown for a slightly higher number of bullets, but that conditional branch can never be executed :zunpet:
  2. Bullets must have been grazed in a previous frame before they can be collided with. (Note how this does not apply to bullets that spawned on top of the player, as explained earlier!)

Whew… When did ReC98 turn into a full-on code review?! 😅 And after all this, we're still not done with TH04 and TH05 bullets, with all the special movement types still missing. That should be less than one push though, once we get to it. Next up: Back to TH01 and Konngara! Now have fun rewriting the Touhou Wiki Gameplay pages 😛

📝 Posted:
🚚 Summary of:
P0128, P0129
Commits:
dc65b59...dde36f7, dde36f7...f4c2e45
💰 Funded by:
Yanga
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So, only one card-flipping function missing, and then we can start decompiling TH01's two final bosses? Unfortunately, that had to be the one big function that initializes and renders all gameplay objects. #17 on the list of longest functions in all of PC-98 Touhou, requiring two pushes to fully understand what's going on there… and then it immediately returns for all "boss" stages whose number is divisible by 5, yet is still called during Sariel's and Konngara's initialization 🤦

Oh well. This also involved the final file format we hadn't looked at yet – the STAGE?.DAT files that describe the layout for all stages within a single 5-stage scene. Which, for a change is a very well-designed form– no, of course it's completely weird, what did you expect? Development must have looked somewhat like this:

With all that, it's almost not worth mentioning how there are 12 turret types, which only differ in which hardcoded pellet group they fire at a hardcoded interval of either 100 or 200 frames, and that they're all explicitly spelled out in every single switch statement. Or how the layout of the internal card and obstacle SoA classes is quite disjointed. So here's the new ZUN bugs you've probably already been expecting!


Cards and obstacles are blitted to both VRAM pages. This way, any other entities moving on top of them can simply be unblitted by restoring pixels from VRAM page 1, without requiring the stationary objects to be redrawn from main memory. Obviously, the backgrounds behind the cards have to be stored somewhere, since the player can remove them. For faster transitions between stages of a scene, ZUN chose to store the backgrounds behind obstacles as well. This way, the background image really only needs to be blitted for the first stage in a scene.

All that memory for the object backgrounds adds up quite a bit though. ZUN actually made the correct choice here and picked a memory allocation function that can return more than the 64 KiB of a single x86 Real Mode segment. He then accesses the individual backgrounds via regular array subscripts… and that's where the bug lies, because he stores the returned address in a regular far pointer rather than a huge one. This way, the game still can only display a total of 102 objects (i. e., cards and obstacles combined) per stage, without any unblitting glitches.
What a shame, that limit could have been 127 if ZUN didn't needlessly allocate memory for alpha planes when backing up VRAM content. :onricdennat:

And since array subscripts on far pointers wrap around after 64 KiB, trying to save the background of the 103rd object is guaranteed to corrupt the memory block header at the beginning of the returned segment. :zunpet: When TH01 runs in debug mode, it correctly reports a corrupted heap in this case.
After detecting such a corruption, the game loudly reports it by playing the "player hit" sound effect and locking up, freezing any further gameplay or rendering. The locking loop can be left by pressing ↵ Return, but the game will simply re-enter it if the corruption is still present during the next heapcheck(), in the next frame. And since heap corruptions don't tend to repair themselves, you'd have to constantly hold ↵ Return to resume gameplay. Doing that could actually get you safely to the next boss, since the game doesn't allocate or free any further heap memory during a 5-stage card-flipping scene, and just throws away its C heap when restarting the process for a boss. But then again, holding ↵ Return will also auto-flip all cards on the way there… 🤨


Finally, some unused content! Upon discovering TH01's stage selection debug feature, probably everyone tried to access Stage 21, just to see what happens, and indeed landed in an actual stage, with a black background and a weird color palette. Turns out that ZUN did ship an unused scene in SCENE7.DAT, which is exactly what's loaded there.
However, it's easy to believe that this is just garbage data (as I initially did): At the beginning of "Stage 22", the game seems to enter an infinite loop somewhere during the flip-in animation.

Well, we've had a heap overflow above, and the cause here is nothing but a stack buffer overflow – a perhaps more modern kind of classic C bug, given its prevalence in the Windows Touhou games. Explained in a few lines of code:

void stageobjs_init_and_render()
{
	int card_animation_frames[50]; // even though there can be up to 200?!
	int total_frames = 0;

	(code that would end up resetting total_frames if it ever tried to reset
	card_animation_frames[50]…)
}

The number of cards in "Stage 22"? 76. There you have it.

But of course, it's trivial to disable this animation and fix these stage transitions. So here they are, Stages 21 to 24, as shipped with the game in STAGE7.DAT:

TH01 stage 21, loaded from <code>STAGE7.DAT</code>TH01 stage 22, loaded from <code>STAGE7.DAT</code>TH01 stage 23, loaded from <code>STAGE7.DAT</code>TH01 stage 24, loaded from <code>STAGE7.DAT</code>

Wow, what a mess. All that was just a bit too much to be covered in two pushes… Next up, assuming the current subscriptions: Taking a vacation with one smaller TH01 push, covering some smaller functions here and there to ensure some uninterrupted Konngara progress later on.

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

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

TH01 shootout laser 'sprites'

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

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

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

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


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

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

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P0047, P0048
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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.