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📝 Posted:
🚚 Summary of:
P0278, P0279
Commits:
b6a7285...f0fbaf6, f0fbaf6...20bac82
💰 Funded by:
Yanga, Blue Bolt
🏷 Tags:

That was quick: In a surprising turn of events, Romantique Tp themselves came in just one day after the last blog post went up, updated me with their current and much more positive opinion on Sound Canvas VA, and confirmed that real SC-88Pro hardware clamps invalid Reverb Macro values to the specified range. I promised to release a new Sound Canvas VA BGM pack for free once I knew the exact behavior of real hardware, so let's go right back to Seihou and also integrate the necessary SysEx patches into the game's MIDI player behind a toggle. This would also be a great occasion to quickly incorporate some long overdue code maintenance and build system improvements, and a migration to C++ modules in particular. When I started the Shuusou Gyoku Linux port a year ago, the combination of modules and <windows.h> threw lots of weird errors and even crashed the Visual Studio compiler. But nowadays, Microsoft even uses modules in the Office code base. This must mean that these issues are fixed by now, right?
Well, there's still a bug that causes the modularized C++ standard library to be basically unusable in combination with the static analyzer, and somehow, I was the first one to report it. So it's 3½ years after C++20 was finalized, and somehow, modules are still a bleeding-edge feature and a second-class citizen in even the compiler that supports them the best. I want fast compile times already! 😕
Thankfully, Microsoft agrees that this is a bug, and will work on it at some point. While we're waiting, let's return to the original plan of decompiling the endings of the one PC-98 Touhou game that still needed them decompiled.

  1. TH02's endings
  2. TH02's Staff Roll
  3. TH02's verdict screen, and its hidden challenge
  4. TH02's end-of-stage bonus screens

After the textless slideshows of TH01, TH02 was the first Touhou game to feature lore text in its endings. Given that this game stores its 📝 in-game dialog text in fixed-size plaintext files, you wouldn't expect anything more fancy for the endings either, so it's not surprising to see that the END?.TXT files use the same concept, with 44 visible bytes per line followed by two bytes of padding for the CR/LF newline sequence. Each of these lines is typed to the screen in full, with all whitespace and a fixed time for each 2-byte chunk.
As a result, everything surrounding the text is just as hardcoded as TH01's endings were, which once again opens up the possibility of freely integrating all sorts of creative animations without the overhead of an interpreter. Sadly, TH02 only makes use of this freedom in a mere two cases: the picture scrolling effect from Reimu's head to Marisa's head in the Bad Endings, and a single hardware palette change in the Good Endings.

Powered by master.lib's egc_shift_down().
Screenshot of the (0-based) line #13 in TH02's Good Endings, together with its associated (and colored) pictureScreenshot of the (0-based) line #14 in TH02's Good Endings, showing off how it doesn't change the picture of the previous line and only applies a different grayscale palette
Same image, different palette. Note how the palette for 2️⃣ must still contain a green color for the VRAM-rendered bold text, which the image is not supposed to use.

Hardcoding also still made sense for this game because of how the ending text is structured. The Good and Bad Endings for the individual shot types respectively share 55% and 77% of their text, and both only diverge after the first 27 lines. In straight-line procedural code, this translates to one branch for each shot type at a single point, neatly matching the high-level structure of these endings.

But that's the end of the positive or neutral aspects I can find in these scripts. The worst part, by far, is ZUN's approach to displaying the text in alternating colors, and how it impacts the entire structure of the code.
The simplest solution would have involved a hardcoded array with the color of each line, just like how the in-game dialogs store the face IDs for each text box. But for whatever reason, ZUN did not apply this piece of wisdom to the endings and instead hardcoded these color changes by… mutating a global variable before calling the text typing function for every individual line.:zunpet: This approach ruins any possibility of compressing the script code into loops. While ZUN did use loops, all of them are very short because they can only last until the next color change. In the end, the code contains 90 explicitly spelled-out calls to the 5-parameter line typing function that only vary in the pointer to each line and in the slower speed used for the one or two final lines of each ending. As usual, I've deduplicated the code in the ReC98 repository down to a sensible level, but here's the full inlined and macro-expanded horror:

Raw decompilation of TH02's script function for its three Bad Endings, without inline function or macro trickeryRaw decompilation of TH02's script function for its three Good Endings, without inline function or macro trickery
It's highly likely that this is what ZUN hacked into his PC-98 and was staring at back in 1997. :godzun:

All this redundancy bloats the two script functions for the 6 endings to a whopping 3,344 bytes inside TH02's MAINE.EXE. In particular, the single function that covers the three Good Endings ends up with a total of 631 x86 ASM instructions, making it the single largest function in TH02 and the 7th longest function in all of PC-98 Touhou. If the 📝 single-executable build for TH02's debloated and anniversary branches ends up needing a few more KB to reduce its size below the original MAIN.EXE, there are lots of opportunities to compress it all.

The ending text can also be fast-forwarded by holding any key. As we've come to expect for this sort of ZUN code, the text typing function runs its own rendering loop with VSync delays and input detection, which means that we 📝 once 📝 again have to talk about the infamous quirk of the PC-98 keyboard controller in relation to held keys. We've still got 54 not yet decompiled calls to input detection functions left in this codebase, are you excited yet?! :tannedcirno:
Holding any key speeds up the text of all ending lines before the last one by displaying two kana/kanji instead of one per rendered frame and reducing the delay between the rendered frames to 1/3 of its regular length. In pseudocode:

for(i = 0; i < number_of_2_byte_chunks_on_displayed_line; i++) {
	input = convert_current_pc98_bios_input_state_to_game_specific_bitflags();
	add_chunk_to_internal_text_buffer(i);
	blit_internal_text_buffer_from_the_beginning();
	if(input == INPUT_NONE) {
		// Basic case, no key pressed
		frame_delay(frames_per_chunk);
	} else if((i % 2) == 1) {
		// Key pressed, chunk number is odd.
		frame_delay(frames_per_chunk / 3);
	} else {
		// Key pressed, chunk number is even.
		// No delay; next iteration adds to the same frame.
	}
}

This is exactly the kind of code you would write if you wanted to deliberately maximize the impact of this hardware quirk. If the game happens to read the current input state right after a key up scancode for the last previously held and game-relevant key, it will then wrongly take the branch that uninterruptibly waits for the regular, non-divided amount of VSync interrupts. In my tests, this broke the rhythm of the fast-forwarded text about once per line. Note how this branch can also be taken on an even chunk: Rendering glyphs straight from font ROM to VRAM is not exactly cheap, and if each iteration (needlessly) blits one more full-width glyph than the last one, the probability of a key up scancode arriving in the middle of a frame only increases.
The fact that TH02 allows any of the supported input keys to be held points to another detail of this quirk I haven't mentioned so far. If you press multiple keys at once, the PC-98's keyboard controller only sends the periodic key up scancodes as long as you are holding the last key you pressed. Because the controller only remembers this last key, pressing and releasing any other key would get rid of these scancodes for all keys you are still holding.
As usual, this ZUN bug only occurs on real hardware and with DOSBox-X's correct emulation of the PC-98 keyboard controller.


After the ending, we get to witness the most seamless transition between ending and Staff Roll in any Touhou game as the BGM immediately changes to the Staff Roll theme, and the ending picture is shifted into the same place where the Staff Roll pictures will appear. Except that the code misses the exact position by four pixels, and cuts off another four pixels at the right edge of the picture:

Also, note the green 1-pixel line at the right edge of this specific picture. This is a bug in the .PI file where the picture is indeed shifted one pixel to the left. :zunpet:

What follows is a comparatively large amount of unused content for a single scene. It starts right at the end of this underappreciated 11-frame animation loaded from ENDFT.BFT:

TH02's ENDFT.BFT
Wastefully using the 4bpp BFNT format. The single ZUN frame at the end of the animation is unused; while it might look identical to the ZUN glyphs later on in the Staff Roll, that's only because both are independently rendered boldfaced versions of the same font ROM glyphs. Then again, it does prove that ZUN created this animation on a PC-98 model made by NEC, as the Epson clones used a font ROM with a distinctly different look.

TH02's Staff Roll is also unique for the pre-made screenshots of all 5 stages that get shown together with a fancy rotating rectangle animation while the Staff Roll progresses in sync with the BGM. The first interesting detail shows up immediately after the first image, where the code jumps over one of the 320×200 quarters in ED06.PI, leaving the screenshot of the Stage 2 midboss unused.
All of the cutscenes in PC-98 Touhou store their pictures as 320×200 quarters within a single 640×400 .PI file. Anywhere else, all four quarters are supposed to be displayed with the same palette specified in the .PI header, but TH02's Staff Roll screenshots are also unique in how all quarters beyond the top-left one require palettes loaded from external .RGB files to look right. Consequently, the game doesn't clearly specify the intended palette of this unused screenshot, and leaves two possibilities:

The unused second 320×200 quarter of TH02's ED06.PI, displayed in the Stage 2 color palette used in-game.
The unused second 320×200 quarter of TH02's ED06.PI, displayed in the palette specified in the .PI header. These are the colors you'd see when looking at the file in a .PI viewer, when converting it into another format with the usual tools, or in sprite rips that don't take TH02's hardcoded palette changes into account. These colors are only intended for the Stage 1 screenshot in the top-left quarter of the file.
The unused second 320×200 quarter of TH02's ED06.PI, displayed in the palette from ED06B.RGB, which the game uses for the following screenshot of the Meira fight. As it's from the same stage, it almost matches the in-game colors seen in 1️⃣, and only differs in the white color (#FFF) being slightly red-tinted (#FCC).

It might seem obvious that the Stage 2 palette in 1️⃣ is the correct one, but ZUN indeed uses ED06B.RGB with the red-tinted white color for the following screenshot of the Meira fight. Not only does this palette not match Meira's in-game appearance, but it also discolors the rectangle animation and the surrounding Staff Roll text:

Also, that tearing on frame #1 is not a recording artifact, but the expected result of yet another VSync-related landmine. 💣 This time, it's caused by the combination of 1) the entire sequence from the ending to the verdict screen being single-buffered, and 2) this animation always running immediately after an expensive operation (640×400 .PI image loading and blitting to VRAM, 320×200 VRAM inter-page copy, or hardware palette loading from a packed file), without waiting for the VSync interrupt. This makes it highly likely for the first frame of this animation to start rendering at a point where the (real or emulated) electron beam has already traveled over a significant portion of the screen.

But when I went into Stage 2 to compare these colors to the in-game palette, I found something even more curious. ZUN obviously made this screenshot with the Reimu-C shot type, but one of the shot sprites looks slightly different from how it does in-game. :thonk: These screenshots must have been made earlier in development when the sprite didn't yet feature the second ring at the top. The same applies to the Stage 4 screenshot later on:

Original version of the third 320×200 quarter from TH02's ED06.PI, representing the Meira boss fight and showing off an old version of the Reimu-C shot spritesOriginal version of the first 320×200 quarter from TH02's ED07.PI, representing Stage 4 and showing off an old version of the Reimu-C shot sprites
Edited version of the third 320×200 quarter from TH02's ED06.PI, representing the Meira boss fight; Reimu-C's shot sprites were replaced with their final versionEdited version of the first 320×200 quarter from TH02's ED07.PI, representing Stage 4; Reimu-C's shot sprites were replaced with their final version

Finally, the rotating rectangle animation delivers one more minor rendering bug. Each of the 20 frames removes the largest and outermost rectangle from VRAM by redrawing it in the same black color of the background before drawing the remaining rectangles on top. The corners of these rectangles are placed on a shrinking circle that starts with a radius of 256 pixels and is centered at (192, 200), which results in a maximum possible X coordinate of 448 for the rightmost corner of the rectangle. However, the Staff Roll text starts at an X coordinate of 416, causing the first two full-width glyphs to still fall within the area of the circle. Each line of text is also only rendered once before the animation. So if any of the rectangles then happens to be placed at an angle that causes its edges to overlap the text, its removal will cut small holes of black pixels into the glyphs:

The green dotted circle corresponds to the newest/smallest rectangle. Note how ZUN only happened to avoid the holes for the two final animations by choosing an initial angle and angular velocity that causes the resulting rectangles to just barely avoid touching the TEST PLAYER glyphs.

At least the following verdict screen manages to have no bugs aside from the slightly imperfect centering of its table values, and only comes with a small amount of additional bloat. Let's get right to the mapping from skill points to the 12 title strings from END3.TXT, because one of them is not like the others:

SkillTitle
≥100神を超えた巫女!!
90 - 99もはや神の領域!!
80 - 99A級シューター!!
78 - 79うきうきゲーマー!
77バニラはーもにー!
70 - 76うきうきゲーマー!
60 - 69どきどきゲーマー!
50 - 59要練習ゲーマー
40 - 49非ゲーマー級
30 - 39ちょっとだめ
20 - 29非人間級
10 - 19人間でない何か
≤9死んでいいよ、いやいやまじで
Looks like I'm the first one to document the required skill points as well? Everyone else just copy-pastes END3.TXT without providing context.

So how would you get exactly 77 and achieve vanilla harmony? Here's the formula:

Difficulty level* × 20
+10 - (Continues used × 3)
+max((50 - (Lives lost × 3) - Bombs used), 0)
+min(max(📝 item_skill, 0), 25)
* Ranges from 0 (Easy) to 3 (Lunatic).
Across all 5 stages.
With Easy Mode capping out at 85, this is possible on every difficulty, although it requires increasingly perfect play the lower you go. Reaching 77 on purpose, however, pretty much demands a careful route through the entire game, as every collected and missed item will influence the item_skill in some way. This almost feels it's like the ultimate challenge that this game has to offer. Looking forward to the first Vanilla Harmony% run!

And with that, TH02's MAINE.EXE is both fully position-independent and ready for translation. There's a tiny bit of undecompiled bit of code left in the binary, but I'll leave that for rounding up a future TH02 decompilation push.


With one of the game's skill-based formulas decompiled, it's fitting to round out the second push with the other two. The in-game bonus tables at the end of a stage also have labels that we'd eventually like to translate, after all.
The bonus formula for the 4 regular stages is also the first place where we encounter TH02's rank value, as well as the only instance in PC-98 Touhou where the game actually displays a rank-derived value to the player. KirbyComment and Colin Douglas Howell accurately documented the rank mechanics over at Touhou Wiki two years ago, which helped quite a bit as rank would have been slightly out of scope for these two pushes. 📝 Similar to TH01, TH02's rank value only affects bullet speed, but the exact details of how rank is factored in will have to wait until RE progress arrives at this game's bullet system.
These bonuses are calculated by taking a sum of various gameplay metrics and multiplying it with the amount of point items collected during the stage. In the 4 regular stages, the sum consists of:

 難易度 Difficulty level* × 2,000
ステージ (Rank + 16) ×   200
ボム max((2,500 - (Bombs used* ×   500)), 0)
ミス max((3,000 - (Lives lost* × 1,000)), 0)
靈撃初期数 (4 - Starting bombs) ×   800
靈夢初期数 (5 - Starting lives) × 1,000
* Within this stage, across all continues.
Yup, 封魔録.TXT does indeed document this correctly.

As rank can range from -6 to +4 on Easy and +16 on the other difficulties, this sum can range between:

EasyNormalHardLunatic
Minimum 2,8004,8006,8008,800
Maximum 16,70021,10023,10025,100

The sum for the Extra Stage is not documented in 封魔録.TXT:

クリア 10,000
ミス回数 max((20,000 - (Lives lost × 4,000)), 0)
ボム回数 max((20,000 - (Bombs used × 4,000)), 0)
クリアタイム ⌊max((20,000 - Boss fight frames*), 0) ÷ 10⌋ × 10
* Amount of frames spent fighting Evil Eye Σ, counted from the end of the pre-boss dialog until the start of the defeat animation.

And that's two pushes packed full of the most bloated and copy-pasted code that's unique to TH02! So bloated, in fact, that TH02 RE as a whole jumped by almost 7%, which in turn finally pushed overall RE% over the 60% mark. 🎉 It's been a while since we hit a similar milestone; 50% overall RE happened almost 2 years ago during 📝 P0204, a month before I completed the TH01 decompilation.
Next up: Continuing to wait for Microsoft to fix the static analyzer bug until May at the latest, and working towards the newly popular dreams of TH03 netplay by looking at some of its foundational gameplay code.

📝 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:
P0138
Commits:
8d953dc...864e864
💰 Funded by:
[Anonymous], Blue Bolt
🏷 Tags:

Technical debt, part 9… and as it turns out, it's highly impractical to repay 100% of it at this point in development. 😕

The reason: graph_putsa_fx(), ZUN's function for rendering optionally boldfaced text to VRAM using the font ROM glyphs, in its ridiculously micro-optimized TH04 and TH05 version. This one sets the "callback function" for applying the boldface effect by self-modifying the target of two CALL rel16 instructions… because there really wasn't any free register left for an indirect CALL, eh? The necessary distance, from the call site to the function itself, has to be calculated at assembly time, by subtracting the target function label from the call site label.
This usually wouldn't be a problem… if ZUN didn't store the resulting lookup tables in the .DATA segment. With code segments, we can easily split them at pretty much any point between functions because there are multiple of them. But there's only a single .DATA segment, with all ZUN and master.lib data sandwiched between Borland C++'s crt0 at the top, and Borland C++'s library functions at the bottom of the segment. Adding another split point would require all data after that point to be moved to its own translation unit, which in turn requires EXTERN references in the big .ASM file to all that moved data… in short, it would turn the codebase into an even greater mess.
Declaring the labels as EXTERN wouldn't work either, since the linker can't do fancy arithmetic and is limited to simply replacing address placeholders with one single address. So, we're now stuck with this function at the bottom of the SHARED segment, for the foreseeable future.


We can still continue to separate functions off the top of that segment, though. Pretty much the only thing noteworthy there, so far: TH04's code for loading stage tile images from .MPN files, which we hadn't reverse-engineered so far, and which nicely fit into one of Blue Bolt's pending ⅓ RE contributions. Yup, we finally moved the RE% bars again! If only for a tiny bit. :tannedcirno:
Both TH02 and TH05 simply store one pointer to one dynamically allocated memory block for all tile images, as well as the number of images, in the data segment. TH04, on the other hand, reserves memory for 8 .MPN slots, complete with their color palettes, even though it only ever uses the first one of these. There goes another 458 bytes of conventional RAM… I should start summing up all the waste we've seen so far. Let's put the next website contribution towards a tagging system for these blog posts.

At 86% of technical debt in the SHARED segment repaid, we aren't quite done yet, but the rest is mostly just TH04 needing to catch up with functions we've already separated. Next up: Getting to that practical 98.5% point. Since this is very likely to not require a full push, I'll also decompile some more actual TH04 and TH05 game code I previously reverse-engineered – and after that, reopen the store!

📝 Posted:
🚚 Summary of:
P0124, P0125
Commits:
72dfa09...056b1c7, 056b1c7...f6a3246
💰 Funded by:
Blue Bolt, [Anonymous]
🏷 Tags:

Turns out that TH04's player selection menu is exactly three times as complicated as TH05's. Two screens for character and shot type rather than one, and a way more intricate implementation for saving and restoring the background behind the raised top and left edges of a character picture when moving the cursor between Reimu and Marisa. TH04 decides to backup precisely only the two 256×8 (top) and 8×244 (left) strips behind the edges, indicated in red in the picture below.

Backed-up VRAM area in TH04's player character selection

These take up just 4 KB of heap memory… but require custom blitting functions, and expanding this explicitly hardcoded approach to TH05's 4 characters would have been pretty annoying. So, rather than, uh, not explicitly hardcoding it all, ZUN decided to just be lazy with the backup area in TH05, saving the entire 640×400 screen, and thus spending 128 KB of heap memory on this rather simple selection shadow effect. :zunpet:


So, this really wasn't something to quickly get done during the first half of a push, even after already having done TH05's equivalent of this menu. But since life is very busy right now, I also used the occasion to start addressing another code organization annoyance: master.lib's single master.h header file.

So, time to start a new master.hpp header that would contain just the declarations from master.h that PC-98 Touhou actually needs, plus some semantic (yes, semantic) sugar. Comparing just the old master.h to just the new master.hpp after roughly 60% of the transition has been completed, we get median build times of 319 ms for master.h, and 144 ms for master.hpp on my (admittedly rather slow) DOSBox setup. Nice!
As of this push, ReC98 consists of 107 translation units that have to be compiled with Turbo C++ 4.0J. Fully rebuilding all of these currently takes roughly 37.5 seconds in DOSBox. After the transition to master.hpp is done, we could therefore shave some 10 to 15 seconds off this time, simply by switching header files. And that's just the beginning, as this will also pave the way for further #include optimizations. Life in this codebase will be great!


Unfortunately, there wasn't enough time to repay some of the actual technical debt I was looking forward to, after all of this. Oh well, at least we now also have nice identifiers for the three different boldface options that are used when rendering text to VRAM, after procrastinating that issue for almost 11 months. Next up, assuming the existing subscriptions: More ridiculous decompilations of things that definitely weren't originally written in C, and a big blocker in TH03's MAIN.EXE.

📝 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:
P0060
Commits:
29385dd...73f5ae7
💰 Funded by:
Touhou Patch Center
🏷 Tags:

So, where to start? Well, TH04 bullets are hard, so let's procrastinate start with TH03 instead :tannedcirno: The 📝 sprite display functions are the obvious blocker for any structure describing a sprite, and therefore most meaningful PI gains in that game… and I actually did manage to fit a decompilation of those three functions into exactly the amount of time that the Touhou Patch Center community votes alloted to TH03 reverse-engineering!

And a pretty amazing one at that. The original code was so obviously written in ASM and was just barely decompilable by exclusively using register pseudovariables and a bit of goto, but I was able to abstract most of that away, not least thanks to a few helpful optimization properties of Turbo C++… seriously, I can't stop marveling at this ancient compiler. The end result is both readable, clear, and dare I say portable?! To anyone interested in porting TH03, take a look. How painful would it be to port that away from 16-bit x86?

However, this push is also a typical example that the RE/PI priorities can only control what I look at, and the outcome can actually differ greatly. Even though the priorities were 65% RE and 35% PI, the progress outcome was +0.13% RE and +1.35% PI. But hey, we've got one more push with a focus on TH03 PI, so maybe that one will include more RE than PI, and then everything will end up just as ordered? :onricdennat:

📝 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.