Commit Graph

33 Commits

Author SHA1 Message Date
nmlgc 3c27fbc3bd [Decompilation] [th05] Player character selection menu
The TH04 one might have the same function structure, but the only thing
that's actually identical in both games is the picture darkening loop.

Part of P0119, funded by [Anonymous] and -Tom-.
2020-09-21 15:00:05 +02:00
nmlgc fb67d4d054 [Maintenance] Rename all old *_X and *_Y constants to *_LEFT and *_TOP
Part of P0112, funded by [Anonymous] and Blue Bolt.
2020-08-28 15:14:22 +02:00
nmlgc d6f634631f [Maintenance] Declare distinct types for pixel and VRAM sizes
Oh wait, we also need one of those for an upcoming structure!

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:33 +02:00
nmlgc 368f151759 [Maintenance] Declare distinct types for screen, VRAM, and TRAM coordinates
Whew, time to look at every `int` variable we ever declared! The best
moment to do this would have been a year ago, but well, better late
than never. No need to communicate that in comments anymore.

These shouldn't be used for widths, heights, or sprite-space
coordinates. Maybe we'll cover that another time, this commit is
already large enough.

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:30 +02:00
nmlgc d840841a2b [Naming] Rename egc_copy_rect_1_to_0() to emphasize its 16-dot alignment
ZUN might have gotten the impression that the EGC can *only* work with
multiples of 16 pixels per load or store? Which might explain why…

Part of P0102, funded by Yanga.
2020-07-12 16:27:56 +02:00
nmlgc bf40b4e375 [Maintenance] [th04/th05] Declare GRCG register setting functions in C land
Part of P0089, funded by [Anonymous] and Blue Bolt.
2020-05-03 23:38:32 +02:00
nmlgc 38f17af25d [Reverse-engineering] [th04/th05] Micro-optimized 32×32 sprite display
Which *looks* like a master.lib function, but only because ZUN adapted
his own micro-optimized super_roll_put_tiny() for 32×32. Good thing we
covered that one first!

Part of P0073, funded by [Anonymous] and -Tom-.
2020-02-16 21:38:38 +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
nmlgc b0c832bdee [Decompilation] [th01] Restorable line drawing
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.
2020-01-14 22:12:08 +01:00
nmlgc 4340b5d6ae [Maintenance] [th01/th02] Split graph_putsa_fx() into its shared parts
I did consider not doing this, because "well, can't anyone who's
*actually* interested just diff the TH01 and TH02 implementations to
figure out the differences themselves", but that duplication ended up
feeling too filthy after all.

And hey, it's a nice excuse to update TH02's version to current naming
standards! 😛

Part of P0068, funded by Yanga.
2020-01-14 22:03:00 +01:00
wintiger0222 cb45bf5a80 [Reverse-engineering] [th04/th05] EGC-powered page 1→0 region copies 2019-12-17 23:26:58 +01:00
wintiger0222 0b084b83c3 [Reverse-engineering] [th04/th05] graph_putsa_fx 2019-12-17 23:26:54 +01:00
wintiger0222 75f05c8b90 [Reverse-engineering] [th04/th05] graph_putsa_fx tables 2019-12-17 23:26:54 +01:00
32th System 96684f45dc [Reverse-engineering] [th04/th05] Pause menu 2019-11-30 19:36:07 +01:00
nmlgc 30e6b7c3db [Maintenance] Correctly declare all input functions
The pascal calling convention for TH03's input mode functions actually
sort of matters, since we have this nice function pointer type that
expects pascal.
2019-11-30 19:34:55 +01:00
nmlgc a6a805f008 [ZUN symbols] key_det / shiftkey
Not applying this leak to TH03 since it would have more than one
`key_det` variable, resulting in names that are as much fanfiction as
the current ones…
2019-11-30 19:32:10 +01:00
nmlgc 6cdd2296bb [Reverse-engineering] [th04/th05] Input → player movement
Completes P0033, funded by zorg.
2019-09-21 14:01:51 +02:00
nmlgc 9f764fa6fb [Maintenance] [th04] Split code segment #1 into two
So yes, we *can* technically decompile from anywhere, by splitting the
segment after the function we want, then .SEQuentially GROUPing the two
segments back together into one virtual segment matching the original
one. This gives us one more point where we can slot in new compilation
units that emit their code into the same segment, in the order given on
the link command line.

*But* since all ASM in ReC98 heavily relies on being assembled in MASM
mode, we then start to suffer from MASM's group addressing quirk,
described in the "Accessing data in a segment belonging to a group"
section in the Turbo Assembler Version 5 User's Guide.
Which then forces us to manually prefix every single function call

• from inside the group
• to anywhere else within the newly created segment

with the group name. It's stupidly boring busywork, because of all the
function calls you *mustn't* prefix. Special tooling might make this
easier, but I don't have it, and I'm not getting crowdfunded for it.

And while this is faster than porting the entire codebase to Ideal
mode, I'll only do this on rare occasions.
Like the upcoming, particularly awful piece of reverse-engineering.

Completes P0031, funded by zorg.
2019-09-21 13:02:09 +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 789c910c88 [Reverse-engineering] [th04/th05] Playfield fill-around function names
These are used from quite a few places, so it seems best to just name
them after the rect on the playfield they leave out, which is then
typically where the background picture goes.

…*except* that in doing this, we quickly run up against the symbol
length limit of 32 characters. TASM can expand it via the /mv option,
but TCC only lets you *reduce* it to even less. (Why?)
So, my initial idea of `playfield_fill_around_(x)_(y)_(w)_(h)` wouldn't
have worked. But those coordinates are kinda important, I'd say…
Well then, let's just go with `fillm` instead of `fill_around` then.
"Fill with mask at the given coordinates"… yeah, that would work.

Part of P0029, funded by zorg.
2019-09-15 20:26:21 +02:00
nmlgc d211a22c9f [Reverse-engineering] [th04/th05] GRCG-powered playfield row filling
Isn't it quite a bit risky to do that without a CLD in front?

Funded by zorg.
2018-12-26 17:59:01 +01:00
nmlgc d08a7f49b6 [Reduction] [th04/th05] Redefined GRCG mode/color setting functions
Funded by -Tom-.
2018-12-06 22:39:11 +01:00
nmlgc 79cc3ed71c [Reverse-engineering] [th03/th04/th05] Input change delay function
With TH05 definitely being the Galaxy Brain version of this function.
You'll see once I get to push the C decompilation for that one…

Anyway, that covers all shared input functions of TH02-TH05!

Funded by zorg.
2018-09-17 22:10:42 +02:00
nmlgc c592464121 [Reverse-engineering] [th03/th04/th05] Basic keyboard input functions
Funded by zorg.
2018-09-11 19:34:19 +02:00
nmlgc de491f225d [Maintenance] Move the sound driver function slices from hardware/ to snd/
And renaming them all to the short filenames they will be decompiled to for
consistency. These functions aren't really immediately hardware-related, as
we've established earlier in the decompilation.
2015-03-15 23:01:31 +01:00
nmlgc 22332a71fa Make all sound functions and variables available to C 2015-02-23 18:28:38 +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 2cac434455 [Reverse-engineering] Sound effect playback 2015-02-13 12:56:51 +01:00
nmlgc bead27b781 Use TASM calling convention syntax for previously identified ZUN functions
With TH03 changing the calling convention for most of the code from __cdecl to
__pascal, I've been getting more and more confused about this myself. So,
let's settle on the following consistent syntax for function calls:

* C where the calling convention is actually __cdecl and where TASM's emitted
  __cdecl code matches the original binary
* PASCAL where the calling convention is actually __pascal
* STDCALL where the calling convention is actually __cdecl, but where
  the caller either defers stack cleanup (summing up the stack size of
  multiple functions, then cleaning it all in a single "add sp" instruction)
  or where the stack is cleared in a different way (e.g. "pop cx").

Unfortunately though, when using the ARG directive to automatically generate
an appropriate RET instruction for the given calling convention, TASM always
emits ENTER and LEAVE instructions even when no local variables are declared,
which greatly limits the number of functions where we can use that syntax. -.-
2014-12-16 05:53:56 +01:00
nmlgc 46b2d67143 [Reverse-engineering] Music and sound effect loader 2014-11-30 00:18:40 +01:00
nmlgc 08db7d6392 [Reverse-engineering] Sound mode determination
Note how it's only one *mode* in TH02/TH03, but two *modes* in TH04/TH05,
since you can't select between FM and Beep sound effect modes in TH02/TH03 (or
even disable sounds altogether). Might be a bit confusing, but it seemed
appropriate enough to distinguish the two functions.
2014-11-29 00:56:26 +01:00
nmlgc de25d6de3e [Reverse-engineering] PMD and MMD function call wrapper
Well, the naming.

Even though only TH02 actually uses MIDI (and thus, the MMD driver), every
game since then contains interrupt instructions for both functions. We could
just name it "pmd", since it seems like that's what came first - the AH
numbers of the 6 functions that make up MMD's interrupt API are identical to
those of the equivalent functions in PMD, even including gaps in the numbering
for PMD functions that don't have an equivalent in MIDI. However, except for
the FM sound effect handling and the key display in TH05's Music Room, these 6
functions are all the games actually use. Also, we already distinguish between
PMD and MMD in the driver check functions, and it might be confusing to only
imply PMD from now on?

So, "kaja" it is, collectively referring to the shared aspects of both
drivers.
2014-11-26 21:21:57 +01:00
nmlgc 98de0abfab [Reverse-engineering] Sound driver and hardware checks 2014-11-24 22:36:57 +01:00