Commit Graph

1215 Commits

Author SHA1 Message Date
Jonathan Campbell a286e1634e [Pipeline] bmp2arr: more 2020-06-25 23:36:26 -07:00
Jonathan Campbell 667feb32c4 [Pipeline] bmp2arr: more 2020-06-25 23:35:44 -07:00
Jonathan Campbell a925e50d23 [Pipeline] bmp2arr: needs palette, or ImageMagick is not happy 2020-06-25 23:35:21 -07:00
Jonathan Campbell 8ea8eba4cb [Pipeline] bmp2arr: more 2020-06-25 23:33:06 -07:00
Jonathan Campbell cd4832357a [Pipeline] bmp2arr: Revert "bmp"
This reverts commit 96eb9e22ea.
2020-06-25 23:23:36 -07:00
Jonathan Campbell 96eb9e22ea [Pipeline] bmp2arr: bmp 2020-06-25 23:22:24 -07:00
Jonathan Campbell 26495ecab3 [Pipeline] bmp2arr: more 2020-06-25 23:21:04 -07:00
Jonathan Campbell 2856989176 [Pipeline] bmp2arr: more 2020-06-25 23:15:39 -07:00
Jonathan Campbell b5f31c8aaf [Pipeline] bmp2arr: initial code 2020-06-25 20:31:51 -07:00
nmlgc f03f43db3a [Regression] Fix conditional branches in CShots::hittest_pellet()
1 wrong byte of ASM that slipped through due to a off-by-one error in
an experimental mzdiff branch. Having MOV rather than LES here was
ultimately a harmless mistake though. In context, it's even covered by
the "identical instruction encoding" exception 🙂
2020-06-25 17:37:39 +02:00
nmlgc ed4d7282a0 [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.

(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
2020-06-21 23:03:45 +02:00
nmlgc 43c97ccaa1 [Maintenance] Decide on __asm as the keyword for inline assembly
Which works in both Borland C++, Open Watcom, and Visual C++.

Not that we're about to port any of the games to these compilers, just
something I noticed while evaluating 32-bit compilers for ReC98's own
32-bit pipeline tools. Modders might want to look into that though,
since 100% position independence also makes it easier to change
compilers.
2020-06-21 22:18:00 +02:00
nmlgc 97dce75446 [Maintenance] Proofread all comments in C land 2020-06-21 22:14:08 +02:00
nmlgc f54e05492e [Maintenance] [th01] Rename z_col_at() to z_graph_readdot()
There actually is a master.lib function doing the same!
2020-06-21 22:13:47 +02:00
nmlgc ad067486ca [Decompilation] [th01] Player shots: Pellet and boss collision
*Still* sloppily unblitting. And that's why you end up shooting 1-frame
holes into bosses!

Completes P0098, funded by Yanga.
2020-06-13 21:15:32 +02:00
nmlgc 60805cea7c [Decompilation] [th01] Player shots: Unblit/update/render function
And that's exactly where TH01's sprite flickering comes from. You
aren't supposed to unblit all entities of one type immediately before
rendering them, since sprites of different entity types are free to
overlap each other. And you might have already blitted one of those
before!

Not to mention that ZUN *still* uses the sloppy unblitting method here.
🙄

Part of P0098, funded by Yanga.
2020-06-13 21:15:31 +02:00
nmlgc d158d186e2 [Decompilation] [th01] Player shots: Reset function
Why the sloppyness of unblitting a whole 16×16 rectangle *if you have
a dedicated function to precisely unblit a .PTN sprite using its alpha
mask*???
Oh well, it's not the regular function called in the main loop, so who
cares…?

Part of P0098, funded by Yanga.
2020-06-13 21:15:31 +02:00
nmlgc f453625e30 [Maintenance] Move the declarations for planar graphics to their own file
Increasing build times by unnecessarily #including <master.h> has
finally become too annoying.

Part of P0098, funded by Yanga.
2020-06-13 21:15:31 +02:00
nmlgc 442a92d32b [Decompilation] [th01] Player shots: Spawn function
Continuing to learn new things about Turbo C++'s code generation!

Part of P0098, funded by Yanga.
2020-06-13 21:15:31 +02:00
nmlgc 40b8325cc3 [Maintenance] [th01] Move MDRV2 files to a separate `snd/` directory
Consistency… even though we won't have more of those in this game.

Part of P0098, funded by Yanga.
2020-06-13 21:15:30 +02:00
nmlgc 9ef56ad5ca [Reverse-engineering] [th01] Player shot class
Part of P0098, funded by Yanga.
2020-06-13 21:15:29 +02:00
nmlgc 600f036c04 [Reverse-engineering] [th01] Portal-related orb flags and variables
Completes P0097, funded by Ember2528.
2020-06-13 21:15:29 +02:00
nmlgc 51de73bcc9 [Decompilation] [th01] Orb physics
"Physics". Not only did ZUN restrict the X velocity to the 5 discrete
states of -8, -4, 0, 4, and 8 (because hey, unaligned blitting is slow
anyway?), but gravity is also only applied every 5 frames.

We're still missing quite a bit of usage code, but these are the core
functions. One of which turned out to be undecompilable, due to… a
rigorously defined instruction order when performing arithmetic between
`double`s and `float`s?! Still, spelling out all this stuff in ASM
seems much better than somehow splitting the data segment, just so that
we can immediately use literals there.

Part of P0097, funded by Ember2528.
2020-06-13 21:15:27 +02:00
nmlgc f364dc0182 [Reverse-engineering] [th01] Orb position
… Wow, the orb is *actually* only ever displayed at byte-aligned X
coordinates, divisible by 8. It's only thanks to the constant spinning
that its movement appears at least *somewhat* smooth.

(And yeah, this is purely a rendering issue; internally, its position
*is* tracked at pixel precision.)

Part of P0097, funded by Ember2528.
2020-06-13 21:13:51 +02:00
nmlgc 8283c5eec8 [Decompilation] [th01] .PTN: Unaligned 16×16 blitting
But no corresponding unblitting function…?

Completes P0096, funded by Ember2528.
2020-06-13 21:13:50 +02:00
nmlgc 979f401515 [Maintenance] [th01] .PTN: Define the transparent color in a single place
Inlined template functions! \o/

Part of P0096, funded by Ember2528.
2020-06-13 21:13:50 +02:00
nmlgc 9cd54f1b13 [Decompilation] [th01] .PTN: Byte-aligned 16×16 blitting
Part of P0096, funded by Ember2528.
2020-06-13 21:13:49 +02:00
nmlgc f6c668dafc [Decompilation] [th01] .PTN: Byte-aligned 16×16 unblitting
Part of P0096, funded by Ember2528.
2020-06-13 21:13:49 +02:00
nmlgc 71970f57c6 [Decompilation] [th01] .PTN: Byte-aligned 32×32 blitting
Part of P0096, funded by Ember2528.
2020-06-13 21:13:49 +02:00
nmlgc a55c5ced81 [Decompilation] [th01] .PTN: Byte-aligned 32×32 unblitting
Part of P0096, funded by Ember2528.
2020-06-13 21:13:48 +02:00
nmlgc 6a5fa3aee9 [Maintenance] [th01] Decide on `unput` for VRAM page 1 pixel restoration
"Unblitting" reads better in commit descriptions, though 🤔

Part of P0096, funded by Ember2528.
2020-06-13 21:13:48 +02:00
nmlgc 52b8414993 [Reverse-engineering] [th01] Reimu's X position
13 copies of the clamping branches… Quality.

Part of P0096, funded by Ember2528.
2020-06-13 21:13:47 +02:00
nmlgc dd89843fae [Decompilation] [th01] Pellet rendering
So even TH01 wasn't 100% C++ after all. Turns out that this function
was the only instance in all of REIIDEN.EXE where ReC98 previously had
different encodings for identical x86 instructions.

Part of P0096, funded by Ember2528.
2020-06-13 21:11:53 +02:00
nmlgc 94dc9ef251 [Maintenance] Move the pellet sprite to TH01
That's where it actually originated.

Part of P0096, funded by Ember2528.
2020-06-12 21:49:16 +02:00
nmlgc 8ddb77801d [Decompilation] [th01] GDC-powered graphics layer scrolling
Surprise, it's the (terribly suboptimal) setgsta() example function
from the PC-9801 Programmers' Bible! 100% identical, so ZUN must have
read that book as well.
Used for screen shaking effects, as well as the scrolling backgrounds
at the start of the Final Boss stages.

Completes P0095, funded by Yanga.
2020-05-31 17:46:46 +02:00
nmlgc ec478666de [Position independence] [th01] graph_2xscale_byterect_1_to_0_slow() calls
It's actually not that easy to find memory references in REIIDEN.EXE
that can both be quickly be RE'd at the end of a push, and which also
aren't more sensibly handled by immediate decompilation. So, have more
false positive busywork…

Part of P0095, funded by Yanga.
2020-05-31 17:31:18 +02:00
nmlgc 416aa4ccef [Reverse-engineering] [th01] .BOS bitplane pointers
No idea why ZUN split the 6 slots into 4 with a regular alpha plane,
and 2 with a negated alpha plane. The latter are only used for Sariel's
animations.

Part of P0095, funded by Yanga.
2020-05-31 17:31:07 +02:00
nmlgc 6b2a54d8d2 [Position independence] [th01] Final false positives in OP.EXE and FUUIN.EXE
100% PI for both! Now, where are all the modders who wanted to replace
MDRV2 with PMD… because you can now prototype that, without worring
about x86 instruction lengths, at least inside the main menu.

Part of P0095, funded by Yanga.
2020-05-31 17:29:05 +02:00
nmlgc 55b3cb0330 [Decompilation] [th01] Main menu: White line animation
> "Sure, this is a PI push, but this second-to-last set of PI false
  positives so small, let's immediately decompile it ^.^"
> Time taken: 22 minutes
Nice when this works out!

Part of P0095, funded by Yanga.
2020-05-31 17:27:37 +02:00
nmlgc e1a728f9e3 [Position independence] [th01] Remaining graph_printf_fx() calls
Part of P0095, funded by Yanga.
2020-05-31 17:25:14 +02:00
nmlgc 57a8487084 [Decompilation] [th01] FUUIN.EXE resident structure data retrieval
Completes P0094, funded by Yanga.
2020-05-25 15:22:53 +02:00
nmlgc 026fff63a5 [Decompilation] [th01] Ending picture loading and display
Aww, how far we've come with inlining and helpful macros.

Part of P0094, funded by Yanga.
2020-05-25 15:18:44 +02:00
nmlgc a7230ba26a [Maintenance] Move the EGC copy setup function to a separate file
Too bad we still have to bother with renaming the function via #define
in the few cases where an executable contains two or more copies of
this function. We can't just make it `static`, since TH02 MAINE.EXE
actually does far-call it from a different segment (and thus,
translation unit).

Part of P0094, funded by Yanga.
2020-05-25 15:17:41 +02:00
nmlgc 5c77db08ca [Decompilation] [th01] High score registration
Completing the high score menu with a final stupid set of
inconsistencies between REIIDEN.EXE and FUUIN.EXE. Oh well.

Part of P0094, funded by Yanga.
2020-05-25 15:16:40 +02:00
nmlgc 753e1b670a [Decompilation] Change graph_move_byterect_interpage() page parameters to int
Turbo C++ doesn't do the 32-bit PUSH LARGE optimization for 8-bit
parameters?

Part of P0094, funded by Yanga.
2020-05-25 15:15:41 +02:00
nmlgc 3bd824b5be [Maintenance] [th01] Add a header for the slow 2× rectangle scale function
Part of P0094, funded by Yanga.
2020-05-25 15:14:19 +02:00
nmlgc 0e73029276 [Decompilation] [th01] High score menu: Name entering loop
The REIIDEN.EXE version (which is only shown when game-overing) has a
completely invisible timeout that force-enters a high score name after
1000... *keyboard inputs*? Not frames? Why. Like, how do even you
realistically to such a number.
(Best guess: It's a hidden easter egg to amuse players who place
drinking glasses on cursor keys. Or beer bottles.)

And hey, that initialization of the name variable with ASCII spaces.
The only actually meaningful byte-wise access… except that it's not,
because ZUN could have just used the Shift-JIS ideographic space for
the exact same effect.

Completes P0093, funded by Ember2528.
2020-05-25 15:11:12 +02:00
nmlgc bbef9b0bdb [Decompilation] [th01] REYHI*.DAT saving
Now with POSIX file I/O in both executables. And the confirmation that
the name array is indeed exclusively accessed per-byte.

Part of P0093, funded by Ember2528.
2020-05-25 15:10:07 +02:00
nmlgc 6e0c33a8bf [Decompilation] [th01] High score menu: Input handling
It's exactly as terrible as you would have expected after hearing
"alphabet cursor actually stored as on-screen position". Nothing gained
in reducing redundancy any further here, any meaningful change would
pretty much have to rewrite the entire thing.

Part of P0093, funded by Ember2528.
2020-05-25 15:07:59 +02:00
nmlgc 440330857a [Decompilation] [th01] High score menu: Shot key handling
In which inline functions are apparently the only way to trick Turbo
C++ into not actually optimizing away the useless `AND AL, 0FFh`.

But come on. Just accessing the high score name characters in chunks of
16-bit Shift-JIS codepoints (which is what they are!) instead of
breaking them down to bytes *everywhere* would have been both more
readable (no swapping of Shift-JIS literals, no bitshifts), more
efficient (this isn't running on an 8-bit CPU after all), and less of a
waste of my time…

Completes P0092, funded by Yanga.
2020-05-25 15:06:48 +02:00