Commit Graph

400 Commits

Author SHA1 Message Date
nmlgc f4eb7a8445 [Maintenance] Throw out the Borland C++ run-time slices 🎉
This cautionary tale of wasted time will now be told at

	https://github.com/nmlgc/Slices

with additional context for anyone else thinking about starting their
own ReC project.

Completes P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:19 +01:00
nmlgc 0f3359e1b3 [Maintenance] Use @@locals for self-modifying code in bfnt_entry_pat()
Which finally allows us to use the PLANE_SIZE macro in ASM land. Yeah,
(ROW_SIZE * RES_Y) has finally got old.

Part of P0073, funded by [Anonymous] and -Tom-.
2020-02-16 21:35:16 +01:00
wintiger0222 53f316792f [Reverse-engineering] [th05] Music Room piano sprite data 2019-12-17 23:26:56 +01:00
wintiger0222 b25ec3d138 [Reverse-engineering] [th05] PMD work area and piano note data
Good job identifying what is bascially the QQ structure from PMDWin!
--Nmlgc
2019-12-17 23:26:55 +01:00
wintiger0222 e8c9876bef [Reverse-engineering] [th05] Current BGM measure
Split off from the delay function in this game, since the ending syncs
a bunch of things independent from any frame delays. -Nmlgc
2019-12-17 22:44:23 +01:00
nmlgc a23dab3154 [Reverse-engineering] MMD ticks-per-quarter-note constant
And then, ZUN hardcodes all measure-related functions to 4/4…
2019-12-17 22:40:05 +01:00
nmlgc 619203a1c9 [Position independence] [th02/th03/th04/th05] Color palettes
Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:23:29 +01:00
nmlgc b6e0330ff6 [Decompilation] [th03] Sprite display calls
Yes, decompilation, of something that was so obviously originally
written in ASM. We're still left with two un-decompilable instructions
here, but I'm amazed at how nicely I was able to abstract away all of
the gory register details, leading to pretty clear, readable, and dare
I say *portable* code?! Turbo C++ was once again pretty helpful here:

• `static_cast<char>(_BX) = _AL` actually compiles into `MOV BL, AL`,
  as you would have intended,
• and no-op assignments like _DI = _DI are optimized away, allowing
  us to leave them in for clarity, so that we can have all parameter
  assignments for the SPRITE16 display call in a single place.

I love this compiler.

Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:14:21 +01:00
nmlgc 6c4852f789 [Position independence] False positives in master.lib GRCG function calls
Yup, function parameters that can clearly be identified as coordinates
are by far the fastest way to raise the calculated position
independence percentage. Kinda makes it sound like useless work, which
I'm only doing because it's dictated by some counting algorithm on a
website, but decompilation will want to un-hex all of these values
anyway. We're merely doing that right now, across all games.

Part of P0058, funded by -Tom-.
2019-11-14 00:51:48 +01:00
nmlgc c09446a1f4 [Reverse-engineering] [th03] SPRITE16 calls
Aha! TH03's in-game graphics run in line-doubled 640×200 simply because
that's what this SPRITE16.COM version was written for, making use of
the PC-98 EGC for optimized blitting.

Doesn't seem all *too* optimized though, given that it chooses to
effectively draw every sprite twice, just in case it might overlap with
something that's already in VRAM. It first clears the previous VRAM
content at the drawing position according to the sprite's alpha mask,
then ORs in the actual sprite data. The EGC can do monochrome alpha-
tested blitting just as well as the GRCG, but once the sprite data
covers all bitplanes, ORing is apparently the best it can do by itself?
More technical details on the raster operations in the next push!

Completes P0056, funded by rosenrose and [Anonymous].
2019-11-06 23:36:47 +01:00
nmlgc 772897c8f5 [th03] Identify ZUNSP.COM as a rebrand of Promisence Soft's SPRITE16.COM driver
Which was actually found out by @m1yur1 last year, who thankfully
tweeted this in reference to ReC98:

	https://twitter.com/m1yur1/status/1018855232371998720

Thanks a lot! But what makes this more than a piece of trivia is the
fact that the StormySpace release actually *was* bundled with
documentation. Shoutout to the Neo Kobe PC-98 collection for preserving
the original release! This should now greatly simplify any RE efforts
related to TH03's INT 42h calls. (Not *trivialize*, because there's
still all this EGC hardware to be understood…)

And sure, you *were* allowed to use this driver in your own game, but
replacing the copyright with your own isn't exactly the nicest thing to
do… That now makes three library programmers that ZUN didn't credit.
Makes me wonder what makes M. Kajihara so special. Probably the fact
that Touhou has always been about the music for ZUN, first and
foremost.

Part of P0056, funded by rosenrose and [Anonymous].
2019-11-06 23:30:43 +01:00
nmlgc 68c9a3c79c [Reverse-engineering] [th02/th04/th05] Single-plane sprite display calls
Require understanding a hardware detail, so let's do them all at once.

Part of P0035, funded by zorg.
2019-09-24 21:58:03 +02:00
nmlgc e6294c2c1a [Reverse-engineering] [th02/th04/th05] Score update and display
The TH02 version is a piece of cake…

… but TH04 starts turning it into this un-decompilable piece of
unnecessarily micro-optimized ZUN code. Couldn't have chosen anything
better for the first separate ASM translation unit.

Aside from now having to convert names of exported *variables* to
uppercase for visibility in ASM translation units, the most notable
lesson in this was the one about avoiding fixup overflows. From the
Borland C++ Version 4.0 User's Guide:

	"In an assembly language program, a fixup overflow frequently
	 occurs if you have declared an external variable within a
	 segment definition, but this variable actually exists in a
	 different segment."

Can't be restated often enough.

Completes P0032, funded by zorg.
2019-09-21 14:01:47 +02:00
nmlgc 3b7561a711 [Maintenance] Export all pascal functions with their proper uppercase names
Yup, that was one massive screw-up.

Part of P0030, funded by zorg.
2019-09-15 20:29:47 +02:00
nmlgc 35ef90f4d1 [Reduction] Page flipping
Funded by -Tom-.
2018-12-30 00:16:18 +01:00
nmlgc bc3c85f09a [Reverse-engineering] [th04/th05] GRCG/EGC-powered VRAM writes
Funded by zorg.
2018-12-25 23:45:24 +01:00
nmlgc 41622254a8 [Reverse-engineering] EGC register writes
Funded by zorg.
2018-12-25 23:45:24 +01:00
nmlgc 70d1e1c230 [Reverse-engineering] [th04/th05] Inlined GRCG color setting calls
Funded by -Tom-.
2018-12-06 19:42:44 +01:00
nmlgc 83e089cba9 [Reverse-engineering] Inlined GRCG mode setting calls
Funded by -Tom-.
2018-12-06 19:18:02 +01:00
nmlgc a4308d6c09 [Reduction] #712: js_sense
In which ZUN actively refuses help from master.lib and rips out
everything that isn't immediately related to reading the one joystick
port of the PC-9801-86 sound board.

Maybe there actually was a good reason for that?

Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 6c35094bea [Reduction] #711: master.lib joystick globals
Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 371fa21610 [Reduction] #710: js_start
Might be interesting to research why ZUN explicitly removed support for
the SAJ-98 there.

Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 6b0d0c6940 [Maintenance] Rename master.lib's speed parameter to avoid an upcoming conflict
TASM crashes if you try to define a structure member with the same name
as an existing numeric equate.

And yes, we should have solved this by finally librarifying master.lib,
but that'll be a rather involved subtask as well.
2018-03-20 19:26:44 +01:00
nmlgc bfa2fb23bb [Maintenance] Mark all batch and binary files as executable
For all files without a +x flag, git on Cygwin actually sets the Windows ACLs
to explicitly deny execution.
2016-03-02 08:26:13 +01:00
nmlgc 43001161e3 [Maintenance] Fix any whitespace issues in our own code 2015-09-07 15:44:48 +02:00
nmlgc c5f53d9cf1 [Maintenance] Rename snd_kaja_func() to snd_kaja_interrupt()
Oh, right, these functions can have parameters. So, let's turn snd_kaja_func()
into a macro that combines the function number and the parameter into the AX
value for the driver.
2015-03-15 23:51:11 +01:00
nmlgc ed0437f80e [C decompilation] [th02] First set of sound driver calls 2015-03-04 02:47:22 +01:00
nmlgc cd33367b51 [C decompilation] [th02/op] Music Room
Yes, all of it. Including the bouncing polygons, of course. And since it's
placed at the end of ZUN's code inside the executable, the code's already
position-independent and fully hackable.
2015-02-24 22:38:44 +01:00
nmlgc c2a8c221f2 Let Turbo C++ link in the Borland C/C++ runtime for the main EXE files
This took long enough, so we're not covering the COM files right now. Like, I
can't even tell how you're supposed to work around the forced word alignment
for the _TEXT segment. Guess we'll just have to decompile all of these in one
go, just like we did with ZUNSOFT.COM.

Also, it really seems as if we're merely trading one ugly workaround for
another in our quest for identical binaries.
2015-02-19 10:22:00 +01:00
nmlgc 2d5d38426f Finally use standard segment names everywhere
And I guess we just have to ignore and disable that segment alignment warning
for TH01. It's not like this changes anything in the binary.
2015-02-18 14:04:43 +01:00
nmlgc cc219ff2b4 Add MASTERS.LIB and MASTER.H from the original distribution
Yup, we'll be linking against the original binary blob for the time being.
Don't worry though, we will (and in fact, have to) recompile the libraries
from source, separately for each game, as part of the build process in the
future, but we'll get to that once we've decompiled some of the non-TH01 code.
2015-02-16 23:10:47 +01:00
nmlgc 60f6ecec84 [Reverse-engineering] [th01/zunsoft] Identify all global variables
Yup, the code for the first ZUN Soft logo is now completely position-
independent and ready to be decompiled.

(Also, TIL that the PC-98 GRCG has hardware support for double-buffering
through page flipping. Heh, at least one feature that makes it a viable system
for games...)
2015-01-13 18:10:24 +01:00
nmlgc 44146c4749 [Reduction] GRCG modes 2015-01-12 22:48:13 +01:00
nmlgc f0ab47fd18 [Reduction] Hardware text colors and effects
Turns out we're not quite done with reduction yet, as there still are a bunch
of macros in master.h that #define PC-98-specific hardware constants and I/O
ports.
2014-12-20 22:36:38 +01:00
nmlgc 721aa18de8 [Reduction] #709: graph_pack_put_8_noclip
Yeah, it's really just a copy of that function with 3 instructions deleted.
2014-12-17 13:04:21 +01:00
nmlgc 2851587997 Add the FM hardware checker tool (ONGCHK.COM) from the PMD driver
This executable is embedded into all 4 versions of ZUN.COM. It was written by
KAJA, not ZUN, so we don't care about anything in there - not that it would
matter for porting anyway. We only need that binary to be able to create
bit-perfect rebuilds of ZUN.COM in the future.
2014-12-09 21:15:55 +01:00
nmlgc bfa3829003 [Reduction] #705-708: Remaining third-party functions in TH02's ZUN_RES.COM 2014-12-01 05:16:41 +01:00
nmlgc 3f1c1eba6d [th02/zun_res] Reduce all known library functions
From what I can tell, this program does exactly three things:
• preparing the initial high score list
• writing default settings to HUUMA.CFG
• and allocating the game's resident configuration structure and writing its
  segment address to bytes 6-7 of HUUMA.CFG

All that results in a COM file of 6.84 KiB, 83% of which is library code.
That's why C was once seen as a bloated high-level language as well.
2014-12-01 03:25:30 +01:00
nmlgc 46b2d67143 [Reverse-engineering] Music and sound effect loader 2014-11-30 00:18:40 +01:00
nmlgc 181d2920af [Reverse-engineering] Symbols for PMD and MMD API calls 2014-11-27 19:35:54 +01:00
nmlgc 5ad97a08ea [JWasm move] Fix the remaining small issues to get through the first pass
Thanks to the LOCALS directive, we do need to break compatibility to TASM at
one point after all. This is the rest we can reasonably change to get at least
through JWasm's first pass without errors while maintaining compatibility to
TASM.

Includes:
* the OPTION syntax to switch in and out of floating-point emulation mode
* REP CMPSB → REPE CMPSB
* Hacks for two 80-byte short jumps
* lack of support for floating-point stupidity ♥
as well as other issues that I covered in previous commits and overlooked in
some files.
2014-11-21 11:24:47 +01:00
nmlgc 2279e82167 [JWasm move] Use unique global names for local labels where it matters
From the TASM manual:
"NEAR labels defined with the colon directive (:) are considered block-scoped
if they are located inside a procedure, and you've selected a language
interfacing convention with the MODEL statement. However, these symbols are
not truly block-scoped; they can't be defined as anything other than a near
label elsewhere in the program."

MASM's own local label syntax - declaring labels using @@ and then jumping to
the next and previous @@ using @F and @B - is obviously too limiting for any
longer function, and is not even supported by TASM unless we switch it to MASM
mode completely.

While this is indeed ugly, it only affected 16 files, which is way less than
what we would get in a TASM build without LOCALS. In comparison to having a
modern, cross-platform assembler, that really is a small price to pay.
2014-11-21 08:40:41 +01:00
nmlgc 5e35cfb1af [JWasm move] Fix improper structure declarations
Really, Borland? You considered it necessary to add directives for object-
oriented programming (in Assembly!) and convenience features like bitfield
records or PUSHSTATE/POPSTATE, yet you never came up with the actually
*helpful* idea of just adding a simple basic pointer data type that depends
on the current memory model's data size?
Like, something like DP... oh wait, that's already taken, as an alias for
DF, the 48-bit 80386 far pointer type.

And this, exactly, is the problem with assemblers. The language itself is
undefined beyond the instructions themselves, but it's obviously very
uncomfortable to program anything with just that, so your assembler needs to
add custom directives on top of that, and of course everyone has different
ideas of the features and use cases that should (and should not) be covered by
syntax. (I'm looking especially at you, NASM.)

And then one of those developers sells their compiler division to a different
company, which then subsequently discontinues all products without ever
releasing the source code, trapping their nice extensions in a single
executable for a single platform that is not even legally available anymore.

tl;dr: http://xkcd.com/927/
2014-11-20 04:55:57 +01:00
nmlgc b532a96c7e [JWasm move] Avoid "push large"
For 32-bit immediate values, PUSH by itself is enough. For everything else,
PUSHD works in both TASM and JWasm.

Also, could it be...? Could we actually move to JWasm without breaking the
build in TASM at all?
2014-11-19 12:09:22 +01:00
nmlgc 877804c739 [JWasm move] Prefixes must be on the same line as the modified instruction 2014-11-19 07:31:59 +01:00
nmlgc e551d590bd [JWasm move] Fix the interrupt vector declarations in c0[data].asm
The leniency! It hurts!
2014-11-19 07:26:12 +01:00
nmlgc af1ce6cad8 [JWasm move] Specify struct names where necessary
It may look redundant and it surely bloats the code, but well, registers don't
have types, so it really *is* good coding style to do this everywhere.
2014-11-19 07:15:10 +01:00
nmlgc b4361e8487 [Reduction] #700-704: pfopen
... and then I end up copying modified versions into the individual game
subdirectories after all, because the changes between games were simply too
drastic. (That's also why I'm counting pfopen() itself twice.)

Only one slice left now, and then we're done with reduction!
2014-11-17 04:54:40 +01:00
nmlgc 62d4593842 [Reduction] #697-699: Packfile interrupt hooking 2014-11-16 04:08:46 +01:00
nmlgc f303222ffc Replace MASTERMOD with a per-game constant
Yup, packfiles finally proved that we really have a different set of changes
to master.lib in every game. Also, there are bound to be more of these game-
specific small changes to otherwise identical code in ZUN's own code.

And hey, no need to define that value in the build scripts anymore.

(I've also considered just copying modified versions into the individual game
subdirectories, but it's not too nice to expect people to diff them in order
to actually understand why these copies exist and where the changes actually
are.)
2014-11-15 02:03:41 +01:00