Commit Graph

389 Commits

Author SHA1 Message Date
nmlgc 6127ca0ec1 [Reverse-engineering] [th05] Bullets: Velocity and angle calculation (undecompilable)
Reason: That switch statement. How should we even?

Well, the code *is* fairly good. After looking very deep into it, and
spending 35% of that function on blank lines (for logical grouping) and
explanatory comments, that is…

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 21:09:36 +02:00
nmlgc 4d3a1eace8 [Decompilation] [th05] Bullets: Clipping and pre-spawn hit test
Deciding whether to decompile this one or not seemed to be a tough
choice. Should we *really* introduce two more translation units just
for the sake of decompiling another function that's identical to its
TH04 counterpart anyway?
Well, turns out it actually isn't: TH05 does in fact *not* immediately
clip bullets that are spawned on top of the player. Which might sound
like it has a notably different effect on gameplay… except that it
doesn't.
So yeah, good we've decompiled it, and got to show that more clearly.

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 21:09:30 +02:00
nmlgc b0a2621296 [Reverse-engineering] [th05] Bullets: Spawn function (undecompilable)
Reason: Self-modifying. -.- And saving SI and DI on the stack way too
late.
Luckily, it's mostly identical to TH04's version I decompiled earlier,
only (thankfully) combining regular and special bullets into one
function, and integrating TH05-specific improvements.

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 20:19:33 +02:00
nmlgc 9ff0033a0c [Reverse-engineering] [th05] Bullets: Far wrapper for regular bullet spawning
Only used for the revenge bullets fired from Stage 3 Alice's barrier.
Not worth creating a separate translation unit, especially since the
function above is undecompilable as well…

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 20:19:33 +02:00
nmlgc 217ee589ea [Maintenance] [th04/th05] Move ASM land gather declarations to their own file
TH05's undecompilable bullet spawn code needs them, adding yet another
dumb file that we'll always have to drag along…

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 20:19:33 +02:00
nmlgc ddc6c1aa3f [Reverse-engineering] [th05] Bullets: Fix wrongly RE'd slowdown logic
Spent 4 pushes on the basic types and constants in 2020, still ended up
up getting this wrong and documenting the opposite of what TH05 actually
does…

Part of P0152, funded by -Tom- and [Anonymous].
2021-07-31 20:19:33 +02:00
nmlgc 4d24ca53bd [Decompilation] [th04/th05] Bullets: Update function
… (24 + (difficulty * 8) + rank) in TH04, and (42 + (difficulty * 8))
in TH05. Also, TH05 only doesn't have TH04's bullet zap animation
because ZUN didn't consistently use constants…

Completes P0151, funded by Blue Bolt and -Tom-.
2021-07-31 20:19:33 +02:00
nmlgc 0d7fc5af77 [Decompilation] [th04/th05] Turbo/Slow Mode slowdown
Slow Mode only does one thing: It looks at how many 8×8 pellets or
16×16 bullets are alive, and reduces the frame rate by 33% (i.e., turns
every second frame into two frames) if that number is…

Part of P0151, funded by Blue Bolt and -Tom-.
2021-07-31 20:19:33 +02:00
nmlgc 6eecba1bea [Reverse-engineering] [th05] Bullets: Slowdown cause flag
Effectively unused.

Part of P0151, funded by Blue Bolt and -Tom-.
2021-07-31 20:19:33 +02:00
nmlgc 4ae5e471f0 [Maintenance] [th04/th05] Declare all public spark functions in C land
Part of P0151, funded by Blue Bolt and -Tom-.
2021-07-31 20:19:33 +02:00
nmlgc 3f2077e9c5 [Reverse-engineering] [th04/th05] Per-difficulty graze score
Part of P0151, funded by Blue Bolt and -Tom-.
2021-07-31 20:19:33 +02:00
nmlgc 768251d268 [Decompilation] [th04] Bullets: Special spawn function
Completes P0150, funded by Blue Bolt.
2021-07-31 20:19:33 +02:00
nmlgc 18e755d99b [Decompilation] [th04] Bullets: Regular spawn function
Part of P0150, funded by Blue Bolt.
2021-07-31 20:19:32 +02:00
nmlgc d876eeb7bd [Decompilation] [th04] Bullets: Clipping and pre-spawn hit test
First place to confirm the hitbox of both the 8×8 pellets and the 16×16
sprite bullets!

Well, "hitbox". It's really more of a kill delta of 8×8 pixels between
the center points of a bullet and the player. You can distribute these
pixels to any combination of bullet and player "hitboxes" that make up
8×8. 4×4 around both the player and bullets? 1×1 for bullets, and 8×8
for the player? All equally valid… or perhaps none of them, once you
keep in mind that other entity types might have different kill deltas,
which turns the concept of a "hitbox" into just a confusing abstraction.

Part of P0150, funded by Blue Bolt.
2021-07-31 20:19:26 +02:00
nmlgc 4cbeadde96 [Decompilation] [th04] Bullets: Sprite selection by angle
Part of P0150, funded by Blue Bolt.
2021-07-31 16:15:36 +02:00
nmlgc 81c3de0057 [Decompilation] [th04] Bullets: Rank-based speed tuning
TH05's version, which we saw way back in ac7e6bc, is almost identical
and can be used for any speed, whereas this one is hardcoded to modify
only the speed in the bullet template.

Part of P0150, funded by Blue Bolt.
2021-07-31 16:15:36 +02:00
nmlgc 2c52bb5ef3 [Decompilation] [th04] Bullets: Velocity and angle calculation
`switch` statements compiling to binary searches if the range of values
is nasty enough? That's so cool. Apart from a few places in TH02,
this is the only place in PC-98 Touhou to show off that Turbo C++
optimization.

That code's still unexpectedly janky for what you'd expect from the 4th
game in the series, though.

Part of P0150, funded by Blue Bolt.
2021-07-31 16:15:32 +02:00
nmlgc f99aa1ae29 [Decompilation] [th04] Bullets: Bypassing rank-based speed tuning
Still way premature to say things like "the base speed of a bullet
aroup is not affected by difficulty, only by rank". (Which also would
be a way less meaningful statement than you might think it is.)

Part of P0150, funded by Blue Bolt.
2021-07-31 09:33:51 +02:00
nmlgc 4d7c8bb21f [Decompilation] [th04] Bullets: Pointless per-difficulty spawn wrappers
Not even "debugging reasons" could explain the presence of these
functions adequately…

Part of P0150, funded by Blue Bolt.
2021-07-31 09:33:51 +02:00
nmlgc 05e4c4a80c [Naming] [th04/th05] Bullets: Mid-level regular/special spawn wrappers
Too bad that it would have made no sense to call them "goofy bullets".
"Regular" is also a better name than "normal" (which is a difficulty!).

Completes P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:51 +02:00
nmlgc 0eb7e38543 [Naming] [th04/th05] Bullets: Low-level spawn functions
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:51 +02:00
nmlgc 48c67d5e14 [Decompilation] [th04/th05] Common transformations from playfield space to VRAM
… quite some readability improvements in this regard.

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:50 +02:00
nmlgc db05bffca3 [Maintenance] Turn motion_t into a template
motion_t is also used for certain animations in MAINE.EXE, so not all
instances refer to entities in playfield space. Explicitly specifying
the latter now allows us to gain…

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:50 +02:00
nmlgc 69a3ecf8f1 [Maintenance] [th04/th05] Get rid of th04/shared.hpp
Wow, we really only used it in that first big decompilation of 2019.

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:50 +02:00
nmlgc 7f19c72550 [Maintenance] [th04/th05] Move MAIN-specific score declarations to a new header
th04/shared.hpp was also a bad idea.

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:49 +02:00
nmlgc 6233a3c3e3 [Research] Assigning near functions from other groups to near function pointers
Yup, P0148 didn't actually solve the issue it was meant to solve, and
I still had to research this workaround.

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:49 +02:00
nmlgc 3019c293e4 [Maintenance] [th04] Bullets: Rename the unused "spread + random angle" group
Well. The more random bullets at constrained angles are added to a
bullet group, the closer that group will invariably approximate a
spread shape. That's why it probably appeared as a "spread" to me in
2020. But the implementation for this group type
• neither uses any of the spread code,
• nor does it ensure a consistent angle between the bullets (which a
  hypothetical "random angle spread" group type would probably do).
Also, look at its number within the enum! How could I ever get that
confused?!

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:49 +02:00
nmlgc b855592c0a [Maintenance] [th04/th05] Bullets: Document the random speed range
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:49 +02:00
nmlgc af5d9c421a [Reverse-engineering] [th04/th05] Bullets: Turn zap_trigger into a union
Probably a smart choice on part of ZUN, actually.

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:48 +02:00
nmlgc 75c4f2d3cc [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics
And actually document them correctly.

Clear: Custom duration, awards constant points per bullet during the
       entire duration, plays a decay animation
  Zap: Fixed duration, awards a semi-exponential bonus for all bullets
       alive on the first frame, plays a, um, "zapping" animation… in
       TH04, because it's bugged in TH05 :zunpet:

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:35 +02:00
nmlgc e1a26bb9b1 [Decompilation] [th04/th05] Player position clamping
Completes P0148, funded by [Anonymous].
2021-07-21 00:35:03 +02:00
nmlgc 53920309a1 [Decompilation] [th05] snd_kaja_interrupt()
Boom! Decompilable after all. And look what that made us finally point
out: In all 4 games that use this function, its return value is
undefined if BGM is inactive. (That is, if the user disabled it, or if
no FM sound board is installed.)

Part of P0148, funded by [Anonymous].
2021-07-21 00:35:03 +02:00
nmlgc ab8af79549 [Separate translation units] [th04/th05] motion_update_seg3() (undecompilable)
Reason: See previous commit.

Part of P0148, funded by [Anonymous].
2021-07-21 00:35:02 +02:00
nmlgc 751481b658 [Maintenance] Assign segment-specific names to the motion_update() variants
Well, we *could* pointlessly decompile this function into an unreadable
mess, but only if we throw away the semantics of the return value, and
replace its type with `void` or `uint32_t`.
(Turbo C++ can't cast registers to a struct value, and adding a
constructor to SPPoint would break everything else, if it even works.)
ZUN's original usage code doesn't care either way, because it only ever
accesses the returned value directly through DX:AX.

Part of P0148, funded by [Anonymous].
2021-07-21 00:35:02 +02:00
nmlgc f3d59bc324 [Decompilation] [th04/th05] Applying VRAM scrolling to Y coordinates (segment 3)
… Wait, we *can* decompile functions with both parameters, no stack
frame, and a Pascal calling convention?! Good that I already forgot how
impossible it was to decompile the first function I looked at that fell
into this category!

Part of P0148, funded by [Anonymous].
2021-07-21 00:35:02 +02:00
nmlgc 8671340481 [Decompilation] [th04/th05] Gather circle rendering
Part of P0148, funded by [Anonymous].
2021-07-21 00:35:02 +02:00
nmlgc 6333643222 [Decompilation] [th03/th04/th05] cfg_load_resident_ptr()
Including the pointless DOS I/O variation in TH05's MAIN.EXE.
I'm slowly running out of characters to remove from the first segment
name in that file, though…

Part of P0148, funded by [Anonymous].
2021-07-21 00:34:59 +02:00
nmlgc a6ace813e4 [Decompilation] [th04] Bonus popup point display
Part of P0148, funded by [Anonymous].
2021-07-20 23:35:50 +02:00
nmlgc 3a41604314 [Decompilation] [th04/th05] Text popups
The bullet update function really needs this one declared in C land to
link without a fixup overflow? Guess we'll have another technical debt
push before then…

Part of P0148, funded by [Anonymous].
2021-07-20 23:35:46 +02:00
nmlgc e6e3c97eb3 [Maintenance] [th04/th05] Merge shared popup data into one file
Part of P0148, funded by [Anonymous].
2021-07-20 20:50:25 +02:00
nmlgc c940059037 [Decompilation] [th05] Shinki + EX-Alice: Background rendering
Palette hacks not included yet. Yup, that's how all phases can use
hardware color #0 as their background color.

Completes P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:42 +02:00
nmlgc a157739665 [Reverse-engineering] [th04/th05] .CDG slot IDs for MAIN.EXE
64 slots reserved, 16 slots actually used, another 768 bytes of
conventional RAM wasted…

(And yes, that naming convention is indeed meant as a shoutout to all
the RPG Maker veterans out there.)

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:41 +02:00
nmlgc 4eb11b55fc [Maintenance] [th04/th05] Declare playfield fill functions in playfld.hpp
Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:40 +02:00
nmlgc 7fc13c24ac [Maintenance] [th04] Get rid of th04.hpp
Oh wow, we never used that one; I only added it in 042b780 to make it
easier for tool authors to #include "th04/resident.hpp". Bad idea –
if we don't ensure that it *actually works* (and it didn't, as of
d1f3dcd), it's of no help to them either.

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:39 +02:00
nmlgc 23c46c6654 [Maintenance] [th05] Get rid of th05.hpp
That was surprisingly painless!

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:39 +02:00
nmlgc b265134541 [Reverse-engineering] [th04/th05] Background rendering function pointers
That could have easily been architected without forcing every boss to
manually set the "background to be drawn while bombing" function
pointer.
And without the laziness of just redrawing all tiles during the blocky
opening animation of certain bombs…

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:38 +02:00
nmlgc 57499cea1c [Reverse-engineering] [th04/th05] .BB tile animation: Bomb cel rendering
Wait, if TH05 has .BB files for all 4 characters, but only ever shows
Reimu's and Yuuka's…

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:37 +02:00
nmlgc 8691b23716 [Reverse-engineering] [th04/th05] .BB tile animation: Cel rendering
Not exclusively used for the boss entrance animations, even though its
data is declared in that general vicinity. It's also used for all bombs
in TH04, and Reimu's and Yuuka's bomb in TH05.

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:28 +02:00
nmlgc f3afd37e8f [Reverse-engineering] [th04/th05] .BB tile animation: Filling a single tile
Sure, it's still a micro-optimization, but at least it's __fastcall for
once! And doesn't assume ES to have been set to a VRAM segment. So not
*that* optimized 😛

Part of P0147, funded by -Tom- and Ember2528.
2021-06-20 19:44:40 +02:00
nmlgc ebbb5b8255 [Maintenance] Move tile-related files to their own subdirectory
The next commit will make clear that tile functionality is not a subset
of the non-boss stage code.

Part of P0147, funded by -Tom- and Ember2528.
2021-06-20 19:37:20 +02:00