28,160 bytes of global data just for a overly large 320×704 bitmap
that allows you to scroll between the general verdict and the
individual end-of-stage scores with the Up and Down keys. That's one
benefit of splitting your game into multiple executables, I guess?
Completes P0115, funded by Lmocinemod and Blue Bolt.
Subpixels with 32-bit X and Y components?! That's new.
And yeah, they still just use 4 bits for the fractional part.
Also, let's try something revolutionary for these declarations that are
only used in a single .ASM dump file, and put them all straight before
the first function they are used in. Then we certainly don't forget to
delete them once we're done decompiling that stuff 🙃
Part of P0115, funded by Lmocinemod and Blue Bolt.
Nice to see that Borland C++ optimizes bit-tests to cover just the high
or low byte of a word if possible, and that these don't have to be
two-byte structures after all.
Completes P0114, funded by Lmocinemod.
Oh, wait. Due to ridiculously unlucky alignment, we can't actually
approach TH03's OP.EXE from the top of code segment 2… without
covering way too many functions at once, that is.
At least TH02 works out with "just" three functions at once. *If* we
add seg2 back to OP.EXE, where we previously needed to delete it… 😵
Part of P0114, funded by Lmocinemod.
Wow, this is the first time we're about to call any of these from C
land in ≥TH03? Found no built-in way to just uppercase an identifier
in TASM, so apparently we have to spell out the names in both lower-
and uppercase.
So, let's go back to regular, non-macro PUBLIC / PROC / ENDP code
wherever we can – for all functions introduced in ≥TH03, and for
everything that takes no parameters. It's simply not worth the
trouble.
Part of P0114, funded by Lmocinemod.
In which we exchange variable names for the ability to decompile more
than just 3 instructions here.
… yeah, "decompilation" is still a stretch.
Part of P0114, funded by Lmocinemod.
About time I finally developed this piece of tech. Towards TH05, this
segment got more and more undecompilable ASM functions mixed inbetween
C ones. Which means that pretty much all of the current ASM land
`#include`s in that segment will have to become translation units. And
we *really* don't want an additional layer of numbered, per-binary
translation units that just `#include` maybe one or two functions.
Also yeah, no _TEXT suffix, to drive home the point that this is a
"library" segment, and not really "owned" by any one file.
Part of P0113, funded by Lmocinemod.
No need to make the function names more complicated if we already
expressed the one subtle format difference between TH03 and TH04/TH05
in the plane layout enum.
Part of P0113, funded by Lmocinemod.
Yeah, why *were* we assembling them in the 16-bit part before?!
Possible reasons:
• In a time before Tup, it made no actual difference whether these
little files were assembled in the 32-bit or 16-bit part. Now it sort
of does, since we've temporarily given up on minimal rebuilds in the
16-bit part.
• Emphasizing the temporary nature of the 32-bit part by deliberately
moving everything to the 16-bit part as early as possible?
• It all started with the ZUN.COM ASM code, which doesn't include any
other files, and can therefore be perfectly tracked by a Makefile.
Which *was* superior than the exclusive dumb batch file we had in the
past. And then I've simply cargo-culted all new .ASM translation
units into the 16-bit part well.
Oh, and another positive side effect of temporarily not using 16-bit
TASM: The build process now also runs on Windows 95.
Part of P0113, funded by Lmocinemod.
This Tupfile does in fact date back to January 2017, and I've been
using it myself ever since. Time to finally deliver it on master!
Part of P0001, funded by GhostPhanom.
If the output file already exists, TASM interprets a filename with
extension as a directory, and then concatenates the implicitly
generated output file name to that path… yup.
Part of P0001, funded by GhostPhanom.
Yup, let's completely avoid any of the benefits a Makefile might have
had, because they're completely unreliable without spelling out every
single #include. Such a trash technology, unsuited for pretty much
anything it's touted for.
Oh well, you can still call `maker` manually without the -B flag, if
you know for a fact that you've only modified the dependencies
currently listed. 🤷
At least this flag exists, and we don't have to add something like a
dummy .OBJ to each and every list of dependencies, so that we then can
force rebuilds by simply `touch`ing that one file…
Part of P0001, funded by GhostPhanom.
Lol, this led the bmp2arr compilation to fail on a clean checkout.
Lesson learned: Always test on a clean clone, not in your separate test
repo that you just `git pull` up to the final commit in a push, but
with all the build artifacts still in there…
Also, yes, `mkdir` only supports backslashes.
Part of P0001, funded by GhostPhanom.
And that's it, actual position dependence achieved! 🎉 Again, the
website won't quite show 100% PI, but that (again) are all false
positives, to be covered in an upcoming push…
Completes P0112, funded by [Anonymous] and Blue Bolt.
Making sure that we don't ever have to iterate over the 8×8 pellet part
of the bullet array during rendering… sure, but why not give the same
optimization treatment to the 16×16 bullets?
Part of P0112, funded by [Anonymous] and Blue Bolt.
Right, *_TRAM_W refers to 8-pixel halfwidth characters, and *_KANJI_W
to 16-pixel full-width characters… which also include gaiji, which are
what the entire HUD is made out of.
Part of P0112, funded by [Anonymous] and Blue Bolt.
…Wow. A 32-element lookup table for the very computationally expensive
operation of (i * 320), needlessly limiting the amount of unique 384×80
tile sections in a stage to 32… and then TH05 further "optimizes" this
lookup by pre-multiplying all section IDs in the .STD file with the
element size of that table, to save a grand total of 1 x86 instruction.
Part of P0112, funded by [Anonymous] and Blue Bolt.
After ternary expressions straight out of Jigoku in 57be510, we now got
pointer arithmetic straight out of Jigoku… with, unsurprisingly, two
ZUN bugs.
Part of P0112, funded by [Anonymous] and Blue Bolt.
Final structure in TH05's `MAIN.EXE`! And, just like this game's custom
entities, every character uses the same structure fields with vastly
different semantics and high-level types… yup, time for separate
structures again.
Part of P0112, funded by [Anonymous] and Blue Bolt.
No structure declaration in the header file needed, since the game
doesn't party on its members from outside, for once!
Part of P0112, funded by [Anonymous] and Blue Bolt.
Which does have the practical effect of communicating more information
via IntelliSense during regular development!
Part of P0112, funded by [Anonymous] and Blue Bolt.