TH01 doesn't use "back" and "front" pages in the way the later games
do, after all. Indicating that the source page of this parameter-less
function is the one that was previously set via graph_accesspage_func()
is going to make pretty much all its call sites way clearer, and stops
implying any further state.
Part of P0167, funded by Ember2528.
Boom! Clever segment renaming allows us to link the same .OBJ into 12
binaries.
(Well, 10 for now, due to alignment issues in TH04's OP.EXE and
MAINE.EXE.)
Part of P0138, funded by [Anonymous] and Blue Bolt.
Whoops, turns out that the build has been broken on TASM32 version 5.3
(the one in the DevKit) ever since 7897bf1. In contrast to version 5.0
(which I use for my development), 5.3 actually defines 32-bit segments
if you specify a .386 CPU before using .MODEL.
That might have been the reason for the .286 workaround all along?
Turns out there's the USE16 modifier, which makes this much more
explicit than switching CPUs.
Since I'd still prefer to not use include guards *and* to have that
standalone .GRZ viewer, these would have actually caused somewhat of
an issue with the upcoming final stretch of the master.hpp transition.
Part of P0133, funded by [Anonymous].
Might seem inconsistent, given that the function initializes pointers
that are declared in planar.h… but it's always called from other game
initialization functions that don't require pc98.h or planar.h.
Part of P0133, funded by [Anonymous].
Which gets rid of 13 redundant translation units. Definitely a good
start, before I figure out how to best handle the more complicated
cases.
(Maintenance mode commit)
By now, it's become obvious where it has to be. Apparently, the order
of translation units inside ZUN's modified master.lib did somehow
change with TH02?
(Maintenance mode commit)
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.
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.
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.
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.
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.
Lol, the internal alphabet cursor position is actually stored as the
on-screen top-left position of the selected character, which this
function then maps back to a character index. At least that gets rid of
quite a bunch of PI false positives now.
Part of P0092, funded by Yanga.
With ternary operator expressions straight out of Jigoku.
(TL note: Jigoku means hell.)
Nice to see that Turbo C++ apparently has no nesting limit on function
call inlining in general, though!
Part of P0092, funded by Yanga.
The only TH01 executable not supporting the numpad?
And that's the point where you just rewrite the distinct input_prev_*
values as a single array, because they're local to input_sense()
anyway.
Part of P0091, funded by Ember2528.
Also something that any future ReC project should be doing right at the
start. Finally, it made sense to do it here as well, because…
Part of P0084, funded by Yanga.
Painless this time, since we're only splitting off a handful of
functions there. Any future ReC project should simply assign every
function to its own segment though, to avoid having to do this…
Definitely going to do that more often now, especially for OP and
cutscenes of other games!
Part of P0084, funded by Yanga.
All the weird double returns in FUUIN.EXE just magically appear with
-O-! 😮
And yeah, it's a bowl of global state spaghetti once again. 🍝 Named
the functions in a way that would make sense to a user of the API, who
should be aware of typical side effects, like, y'know, a changed
hardware palette… That's how you end up with the supposed "main"
function getting a "_palette_show" suffix.
Completes P0082, funded by Ember2528.
Since we not only have the .PTN sub-image count array in the middle of
all those .GRP flags, but the .PTN loading code also reusing the
palette set flag…
Part of P0082, funded by Ember2528.
Turns out that the .GRP file functions are, of course, also present in
FUUIN.EXE… but use different palette fade functions there? This is the
first function in the way.
Part of P0082, funded by Ember2528.
Just like with the z_text_*() functions, master.lib doesn't already
have graph_init() and graph_exit() either, and once again, ZUN's code
here doesn't fully correspond to any master.lib function. Unlike the
z_text_*() functions though, those names aren't really the best
descriptions for these rather random combinations of BIOS calls and I/O
port writes…
Anyway, that's the entire segment!
Part of P0080, funded by Ember2528 and Splashman.
No macros for the port numbers here! Anyone who will try to read and
understand this code will probably want to look those up in PC-98
hardware documentation, and macros would just be an annoying layer of
indirection then.
Part of P0080, funded by Ember2528 and Splashman.
Page… 2? On a system with only page 0 and 1? Had to get out my real
PC-98 to double-check that I wasn't missing anything here, since
every emulator only looks at the bottom bit of the page number. But
real hardware seems to do the same, and there really is nothing special
to it semantically, being equivalent to page 0. 🤷
Part of P0080, funded by Ember2528 and Splashman.
And with all possible .COM executables decompiled, this set of changes
reaches an acceptable scope, allowing us to *finally*…
Part of P0077, funded by Splashman and -Tom-.
In which our typedefs mercilessly reveal ZUN's original sloppiness, and
the unncessary sign extension taking place here. Also, ❎ unused…
Completes P0069, funded by [Anonymous] and Yanga.
Yes, when clipping the start and end points to the screen area, ZUN
uses an integer division to calculate the line slopes, rather than a
floating-point one. Doesn't seem like it actually causes any incorrect
lines to be drawn, though; that case is only hit in the Mima boss
fight, which draws a few lines with a bottom coordinate of 400 rather
than 399. It *might* also restore the wrong pixels at parts of the
YuugenMagan fight, causing weird flickering, but seriously, that's an
issue everywhere you look in this game.
Part of P0069, funded by [Anonymous] and Yanga.
TH01's (original) version also replicates the PC-98 text RAM's reverse
and underline attributes. Which was removed in later games,
interestingly and inconsistently enough.
Part of P0068, funded by Yanga.