2019-11-19 23:05:00 +00:00
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## Welcome!
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If we've seen you doing any kind of reverse-engineering or modding work on the
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PC-98 Touhou games before, you might have already been [invited as a
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collaborator][2]. In that case, feel free to create separate branches for your
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work directly in this repository – this will immediately inform anyone who
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watches this repo or subscribed to a webhook. If you prefer, you can still
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use your own fork though.
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### What can I do on these separate branches?
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Anything – reverse-engineering and decompilation of original ZUN code (which
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then could be merged back into `master` after review) or your own custom mods,
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no matter how large or small.
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For starters, simply naming functions or global variables to reflect their
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actual intent will already be helpful. *Any* name is better than
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`sub_<something>`, and can always be fixed or improved later.
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2019-11-04 21:14:25 +00:00
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# Contribution guidelines
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## Rule #1
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**`master` must never introduce code changes that change the decompressed
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program image, or the unordered set of relocations, of any original game
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binary, as compared using [mzdiff].** The only allowed exceptions are:
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1) different encodings of identical x86 instructions within code segments
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2) padding with `00` bytes at the end of the file.
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2020-06-05 15:19:44 +00:00
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These cases should gradually be removed as development goes along, though.
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2019-11-04 21:14:25 +00:00
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## Taste issues
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* Use tabs for indentation.
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* Spaces for alignment are allowed, especially if they end up giving the code
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a nice visual structure, e.g. with multiple calls to the same function with
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varying pixel coordinates.
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* Don't indent `extern "C"` blocks that span the entire file.
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* Always use `{ brackets }`, even around single-statement conditional
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branches.
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* Add spaces around binary operators. `for(i = 0; i < 12; i++)`
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* Variables should be *signed* in the absence of any ASM instruction
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(conditional jump, arithmetic, etc.) or further context (e.g. parameters
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with a common source) that defines their signedness. If a variable is used
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in both signed and unsigned contexts, declare it as the more common one.
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2020-06-19 15:50:05 +00:00
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## Compatibility
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2021-05-22 14:08:41 +00:00
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* Despite the games' native encoding being Shift-JIS, most files should be
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encoded in UTF-8, as it's simply more comfortable to work with in modern
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tools. The only (necessary) exceptions are
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* the big .ASM dump files in the root directory,
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* and any files in the per-game `shiftjis/` subdirectory. All hardcoded
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Shift-JIS strings should be put there. With files full of Shift-JIS text,
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it's also easier to see when an editor didn't recognize the encoding,
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which keeps the annoyance from accidentally destroyed files to a minimum.
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2020-06-19 15:50:05 +00:00
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* Use `__asm` as the keyword for inline assembly. This form works in Borland
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C++, Open Watcom, and Visual C++, which will ease future third-party ports.
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2017-01-22 20:22:00 +00:00
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## Build system
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2020-09-05 23:12:42 +00:00
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* Whenever you edit the `Tupfile`, run `tup generate Tupfile.bat` to update
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the dumb batch fallback script, for systems that can't run Tup.
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2017-01-22 20:22:00 +00:00
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2019-11-04 21:14:25 +00:00
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## Code organization
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* Try to avoid repeating numeric constants – after all, easy moddability
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should be one of the goals of this project. For local arrays, use `sizeof()`
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2019-11-19 21:08:45 +00:00
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if the size can be expressed in terms of another array or type. Otherwise,
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`#define` a macro if there is a clear intent behind a number.
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(Counterexample: Small, insignificant amounts of pixels in e.g. entity
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movement code.)
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2020-01-16 19:26:17 +00:00
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* Try rewriting padding instructions in ASM land into TASM directives:
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* `db 0` / `NOP` → `even` / `align 2`
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* `db ?` → `evendata`
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This makes mzdiffs a bit shorter in common cases where a single byte was
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erroneously added somewhere, by providing a chance for the code to catch up
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to its original byte positions.
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2019-12-24 15:51:43 +00:00
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2019-11-04 21:14:25 +00:00
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* Documenting function comments exclusively go into C/C++ header files, right
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above the corresponding function prototype, *not* into ASM slices.
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2021-03-29 17:16:49 +00:00
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* If an ASM translation unit requires the `.MODEL` directive *and* uses 32-bit
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80386 instructions via `.386`, make sure to specify the `USE16` model
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modifier, as in
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```asm
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.model use16 large
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```
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Otherwise, some TASM versions might create 32-bit segments if `.386` is
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specified before `.MODEL`, causing all sorts of issues and messing up
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segment alignments. (TASM32 version 5.3 is known to do this, for example.)
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Specifying `USE16` is a lot more understandable than switching back and
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forth between CPUs, or relying on the order of the `.MODEL` and `.386`
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directives to imply the default 16-bit behavior.
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2020-01-15 19:23:27 +00:00
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* Newly named symbols in ASM land (functions, global variables, `struc`ts, and
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"sequence of numeric equate" enums) should immediately be reflected in C/C++
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land, with the correct types and calling conventions. Typically, these
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definitions would go into header files, but they can stay in .c/.cpp files
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if they aren't part of a public interface, i.e., not used by unrelated
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functions.
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2019-11-04 21:14:25 +00:00
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2020-01-17 21:26:26 +00:00
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* Compress calls to *known* functions in ASM land to use TASM's one-line,
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interfaced call syntax, whenever all parameters are passed via consecutive
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`PUSH` instructions:
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* `pascal`:
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<table>
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<tr>
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<td>
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<code>push param1</code><br />
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<code>push param2</code><br />
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<code>call foo</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo pascal, param1, param2</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, single parameter:
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<table>
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<tr>
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<td>
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>pop cx</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo stdcall, param1</code><br />
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<code>pop cx</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, multiple parameters:
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<table>
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<tr>
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<td>
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<code>push param2</code><br />
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>add sp, 4</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo c, param1, param2</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, 32-bit parameters (Note that you have to use
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`large` whenever a parameter happens to be 32-bit, even if the disassembly
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didn't need it):
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<table>
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<tr>
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<td>
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<code>push 012345678h</code><br />
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<code>pushd param1</code><br />
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<code>call foo</code><br />
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<code>add sp, 8</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo c, large param1, large 012345678h</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, multiple calls with a single `add sp` instruction for their
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combined parameter size at the end:
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<table>
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<tr>
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<td>
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<code>push param2</code><br />
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>[…]</code><br />
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<code>push param2</code><br />
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<code>pushd param1</code><br />
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<code>call bar</code><br />
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<code>add sp, 0Ah</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo stdcall, param1, param2</code><br />
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<code>[…]</code><br />
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<code>call bar stdcall, large param1, param2</code><br />
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<code>add sp, 10</code>
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</td>
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</tr>
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</table>
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[Maintenance] Reimplement TASM's ARG directive for `MOV BX, SP` functions
`cPtrSize` is simply the wrong constant for calculating parameter
offsets on the stack, because it corresponds to the memory model's
default distance, not the function's distance. Luckily, ARG has a
RETURNS clause, and if you declare all parameters in there, ARG won't
emit that pesky and unnecessary `ENTER 0, 0` instruction. Big discovery
right there!
Sadly, ARG is unusable for ZUN's silly functions that keep the base
pointer in BX. TASM declares the resulting equates as `[BP+offset]`,
and it's apparently impossible to only get `offset` out of such an
equate later.
So, rather than staying with numbers, let's reimplement ARG for these
functions instead. This way, we can even abstract away the stack clear
size for the `RET` instructions.
It's a bit rough around the edges though, forcing you to explicitly
specify the function distance, and to pass the parameters in reverse
order compared to the C declaration (thankfully, all of these use the
PASCAL calling convention). It also doesn't work with more complex
types yet. But certainly better than numbers.
Part of P0134, funded by [Anonymous].
2021-02-10 11:51:14 +00:00
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* In ASM functions with ZUN's silly `MOV BX, SP` stack frame, use the `arg_bx`
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and `ret_bx` macros from `th03/arg_bx.inc` to declare parameters and return
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with the correct amount of bytes released from the stack. The parameter
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names only get a single `@` as their prefix in this case:
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<table>
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<tr>
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<td>
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<code>foo proc near</code><br />
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<code>arg_2 = byte ptr 2</code><br />
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<code>arg_0 = word ptr 4</code><br />
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<code></code><br />
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<code>mov bx, sp</code><br />
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<code>mov al, ss:[bx+arg_2]</code><br />
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<code>mov bx, ss:[bx+arg_0]</code><br />
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<code>ret 2</code><br />
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<code>foo endp</code>
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</td>
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<td>→</td>
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<td>
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<code>foo proc near</code><br />
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<code>arg_bx near, @arg_2:byte, @arg_0:word</code><br />
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<code></code><br />
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<code></code><br />
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<code></code><br />
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<code>mov al, @arg_0</code><br />
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<code>mov bx, @arg_2</code><br />
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<code>ret_bx</code><br />
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<code>foo endp</code>
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</td>
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</tr>
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</table>
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2019-11-04 21:14:25 +00:00
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* Try moving repeated sections of code into a separate `inline` function
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before grabbing the `#define` hammer. Turbo C++ will generally inline
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everything declared as `inline` that doesn't contain `do`, `for`, `while`,
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`goto`, `switch`, `break`, `continue`, or `case`.
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* These inlining rules also apply to C++ class methods, so feel free to
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2019-11-19 21:08:45 +00:00
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declare classes if you keep thinking "overloaded operators would be nice
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2019-11-04 21:14:25 +00:00
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here" or "this code would read really nicely if this functionality was
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encapsulated in a method". (Sometimes, you will have little choice, in
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fact!) Despite Turbo C++'s notoriously outdated C++ implementation, [there
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are quite a lot of possibilites for abstractions that inline perfectly][1].
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Subpixels, as seen in 9d121c7, are the prime example here. Don't overdo it,
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though – use classes where they meaningfully enhance the original procedural
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code, not to replace it with an overly nested, "enterprise-y" class
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hierarchy.
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2021-03-21 18:35:04 +00:00
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* Use `#pragma option -zC` and `#pragma option -zP` to rename code segments
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and their groups, not `#pragma codeseg`. Might look uglier, but has the
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2021-03-22 17:16:38 +00:00
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advantage of not generating an empty segment with the default name and the
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default padding. This is particularly relevant [if the `-WX` option is used
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to enforce word-aligned code segments][3]: That empty default segment would
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otherwise also (unnecessarily) enforce word alignment for the segment that
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ends up following the empty default one.
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2021-03-21 18:35:04 +00:00
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* These options can only be used "at the beginning" of a translation unit –
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before the first non-preprocessor and non-comment C language token. Any
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other `#pragma option` settings should also be put there.
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2020-10-01 14:34:46 +00:00
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2019-11-19 23:07:39 +00:00
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## Decompilation
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* Don't try to decompile self-modifying code. Yes, it may be *possible* by
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calculating addresses relative to the start of the function, but as soon as
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someone starts modding or porting that function, things *will* crash at
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runtime. Inline ASM in C/C++ source files is fine, that will trip up future
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port developers at compile time. Self-modifying code can only do the same if
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it's kept in separate ASM files.
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2020-03-30 18:17:28 +00:00
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* Don't use TCC's `-a` command-line option to force a particular code or data
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alignment. Instead, directly spell out the alignment by adding padding
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members to structures, and additional global variables. It's simply not
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worth requiring every structure to work around it. For functions with
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2020-10-01 14:34:46 +00:00
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`switch` tables that originally were word-aligned, put a single
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`#pragma option -a2` *after* all header inclusions.
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2020-03-30 18:17:28 +00:00
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2021-02-03 17:12:06 +00:00
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## Portability
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* Use `__seg *` wherever it doesn't make the code all too ugly. Type
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conversions into `far` pointers automatically set the offset to 0, so
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`MK_FP` is not necessary in such a case:
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```c++
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void resident_set(resident __seg *seg)
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{
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// Redundant, and requires the MK_FP() macro to be declared
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2021-10-04 18:53:23 +00:00
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resident_t far *resident = MK_FP(seg, 0);
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2021-02-03 17:12:06 +00:00
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// Does the same, without requiring a macro
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2021-10-04 18:53:23 +00:00
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resident_t far *resident = seg;
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2021-02-03 17:12:06 +00:00
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}
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```
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2021-02-04 19:16:03 +00:00
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* All original `.EXE` binaries use the *large* memory model, meaning that both
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function and data pointers are `far` by default. Therefore, pointers and
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references should only explicitly be declared `far` if
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1. they are actually constructed from a segment and an offset via the two
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methods above, or
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2. the code performs segment/offset arithmetic on them.
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2019-11-04 21:14:25 +00:00
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## Naming conventions
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2019-11-19 21:08:45 +00:00
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* ASM file extensions: `.asm` if they emit code, `.inc` if they don't
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2019-11-04 21:14:25 +00:00
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* Macros defining the number of instances of an entity: `<ENTITY>_COUNT`
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2020-02-09 20:34:35 +00:00
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* Macros defining the number of distinct sprites in an animation: `*_CELS`
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* Frame variables counting from a frame count to 0: `*_time`
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* Frame variables and other counters starting from 0: `*_frames`
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2020-07-25 17:26:34 +00:00
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* Generic 0-based IDs: `*_id`
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* Generic 1-based IDs, with 0 indicating some sort of absence: `*_num`
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2019-11-04 21:14:25 +00:00
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* Functionally identical reimplementations or micro-optimizations of
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master.lib functions: `z_<master.lib function name>`
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2019-11-24 12:35:34 +00:00
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## Identifiers from ZUN's original code
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On some occasions, ZUN leaked pieces of the actual PC-98 Touhou source code
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during interviews. From these, we can derive ZUN's original names for certain
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2021-11-11 13:23:01 +00:00
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variables, functions, or macros. To indicate one of those, put a
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`/* ZUN symbol [reference] */` comment next to the declaration and definition
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of the identifier in question. Preserving any aspect from leaked ZUN code just
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for the sake of it is not mandatory though, and in fact tends to make the
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resulting code harder to understand. If you can come up with a better (or less
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wrong) name, go for it.
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2019-11-24 12:35:34 +00:00
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Currently, we know about the following [references]:
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2020-05-24 18:47:51 +00:00
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* `[Strings]`: The symbol name is mentioned in error or debug messages. Can be
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easily verified by grepping over the ReC98 source tree.
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2019-11-24 12:35:34 +00:00
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* `[MAGNet2010]`: Interview with ZUN for the NHK BS2 TV program MAG・ネット
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(MAG.Net), originally broadcast 2010-05-02. At 09m36s, ZUN's monitor briefly
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displays a piece of TH04's `MAIN.EXE`, handling demo recording and the setup
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of the game's EMS area.
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2019-11-04 21:14:25 +00:00
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[mzdiff]: https://github.com/nmlgc/mzdiff
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2019-11-19 21:08:45 +00:00
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[1]: Research/Borland%20C++%20decompilation.md#c
|
2019-11-19 23:05:00 +00:00
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[2]: https://github.com/nmlgc/ReC98/invitations
|
2021-03-22 17:16:38 +00:00
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[3]: Research/Borland%20C++%20decompilation.md#padding-bytes-in-code-segments
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