Commit Graph

399 Commits

Author SHA1 Message Date
nmlgc 7698f5da6d [Maintenance] Compress unknown BSS regions using byte arrays
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.
2020-03-22 10:16:09 +01:00
nmlgc f99d7a571c [Maintenance] Remove all dependencies on Borland C++ run-time source headers
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-.
2020-02-23 17:53:18 +01:00
nmlgc a2961b02da [Reverse-engineering] [th03/th04/th05] Configuration file
The supposedly low-hanging fruit that almost every outside contributor
wanted to grab a lot earlier, but (of course) always just for a single
game… Comprehensively covering all of them has only started to make
sense recently 😛

Also, yes, the variable with the uppercase .CFG filename has itself a
lowercase name and vice versa…

Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:24:17 +01:00
nmlgc fdf2a45baf [Maintenance] Use *_CELS to denote the number of distinct animation sprites
Which are typically lower than the amount of *_FRAMES they're shown in.

Part of P0074, funded by Myles.
2020-02-16 21:41:28 +01:00
nmlgc 042b7802bf [Reverse-engineering] [th04/th05] Resident structure
And yes, you can get it in your own tool by simply #including
th04/th04.hpp or th05/th05.hpp.

Completes P0065, funded by Touhou Patch Center.
2020-01-03 21:43:43 +01:00
nmlgc 5a7fb6879f [Maintenance] Use the same resident structure pointer name for every game
The TH04/TH05 BGM/SE mode setup is a good example for code where
different structure field offsets will vanish completely upon reverse-
engineering. If we continued to use the per-game ID string as the
variable name, we'd only have another game-specific "difference" there.

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:26:10 +01:00
nmlgc d3c24b5438 [Position independence] [th04/th05] egc_copy_rect_1_to_0 calls
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:44 +01:00
nmlgc f5f45c9420 [Position independence] [th02/th03/th04/th05] PaletteTone values
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:42 +01:00
nmlgc 4893a52ed3 [Position independence] [th04/th05] bgimage_put_rect calls
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:39 +01:00
nmlgc 0eaa142684 [Position independence] master.lib graph_* function calls
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:38 +01:00
wintiger0222 daa6b7bb95 [Reverse-engineering] [th04/th05] End sequence constants 2019-12-29 20:59:24 +01:00
nmlgc 8dbb45050f [Reverse-engineering] [th04/th05] GENSOU.SCR decoding, encoding, and defaults
WTF. Fine, let's have separate, micro-optimized ASM implementations for
decoding and encoding inr MAIN.EXE, but still, all those minute
difference between OP.EXE and MAINE.EXE…
This is as far as anyone should reasonably go before decompilation;
things will get really ugly with the loading functions once the file
name is involved as well…

Completes P0063, funded by -Tom-.
2019-12-28 12:27:52 +01:00
nmlgc f46fc914c1 [Maintenance] [th04/th05] Define a OP/MAIN/MAINE macro
Seems to be the best way to handle all those implementation differences
in the GENSOU.SCR functions.

Part of P0063, funded by -Tom-.
2019-12-28 12:27:47 +01:00
nmlgc 5eeed67113 [Reverse-engineering] [th04/th05] GENSOU.SCR structure
Funny how the actual scores are stored as little-endian gaiji strings
in the bold font, yet never actually used as such.

Part of P0063, funded by -Tom-.
2019-12-28 12:18:43 +01:00
nmlgc f275e041e9 [Position independence] master.lib superimpose function calls
Completes P0062, funded by Touhou Patch Center.
2019-12-22 15:39:34 +01:00
nmlgc 7d329202e7 [Position independence] graph_putsa_fx() calls
Waiting with the `fx` parameter in TH01's calls for the decompilation
of this game's version of this function…

Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:38:31 +01:00
wintiger0222 1d6fbb8108 [Reverse-engineering] [th05] Masked PI display
As used for the title screen fade-in effect. Another function that
apparently was deliberately written to run not that fast, by blitting
each row individually to the 400th VRAM row just so that it can then
turn on the EGC, perform the *actual* masked blit to the VRAM
destination, and then turn the EGC off before moving to the next now.
The same effect could have entirely been accomplished by copying
graph_pack_put_8() and applying the mask there; it's not like ZUN
didn't know how to modify master.lib…

(See also 44ad3eb4) --Nmlgc
2019-12-17 23:27:02 +01:00
wintiger0222 cb45bf5a80 [Reverse-engineering] [th04/th05] EGC-powered page 1→0 region copies 2019-12-17 23:26:58 +01:00
wintiger0222 38e8fd6a8d [Reverse-engineering] [th04/th05] Music Room / ending background image buffers
"bgimage" really was the best name I could come up with here, given
what it's used for. Everything else sounded way too ambiguous. Even
something like "mempage", in the meaning of "a third memory-backed
graphics page"… --Nmlgc
2019-12-17 23:26:56 +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
wintiger0222 6e09a2c15f [Naming] [th04/th05] graph_putsa_fx 2019-12-17 22:44:30 +01:00
wintiger0222 811ba84e3f [Reverse-engineering] [th03/th04/th05] snd_delay_until_measure 2019-12-17 22:44:27 +01:00
wintiger0222 e8c9876bef [Reverse-engineering] [th05] Current BGM measure
Split off from the delay function in this game, since the ending syncs
a bunch of things independent from any frame delays. -Nmlgc
2019-12-17 22:44:23 +01:00
nmlgc a23dab3154 [Reverse-engineering] MMD ticks-per-quarter-note constant
And then, ZUN hardcodes all measure-related functions to 4/4…
2019-12-17 22:40:05 +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 5bffab4f43 [Position independence] [th04/th05] Remaining references to PI slots
Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:23:30 +01:00
wintiger0222 22bf71d170 [Reduction] [th03/th04/th05] game_init_main 2019-11-24 14:14:13 +01:00
nmlgc 71c737c4ee [Maintenance] Move DOS memory assignment sizes to separate files
Ideally, these could be calculated from some other game-specific
parameters? Anyone else who wants to look into this?
2019-11-24 14:04:36 +01:00
nmlgc 3f25caa5df [Reverse-engineering] [th02/th03/th04/th05] DOS memory assignment sizes
Changing the variable suffix to _paras rather than _siz here, since
master.lib uses the latter for byte sizes, while these are paragraphs.
2019-11-24 14:04:34 +01:00
wintiger0222 34b7b61964 [Reduction] [th03/th04/th05] game_exit 2019-11-24 12:45:17 +01:00
nmlgc 8b627803a3 [Position independence] Vector calls and variables
Raw, uninteresting position independence work. Or maybe not, given that
this was one of the few things that also apply to TH01, and reveal just
how chaotically this game was coded. And so we've got three ways that
ZUN stored regular 2D points: Regularly (X first, Y second), Y first
and X second, and multiple points stored in a structure of arrays…

Completes P0059, funded by [Anonymous] and -Tom-.
2019-11-18 22:24:24 +01:00
nmlgc 6c4852f789 [Position independence] False positives in master.lib GRCG function calls
Yup, function parameters that can clearly be identified as coordinates
are by far the fastest way to raise the calculated position
independence percentage. Kinda makes it sound like useless work, which
I'm only doing because it's dictated by some counting algorithm on a
website, but decompilation will want to un-hex all of these values
anyway. We're merely doing that right now, across all games.

Part of P0058, funded by -Tom-.
2019-11-14 00:51:48 +01:00
nmlgc f07089017f [Maintenance] Rename the extension of game-specific ASM includes to .inc
Rule of thumb going forward: Everything that emits data is .asm,
everything that doesn't is .inc.
(Let's hope that th01_reiiden_2.inc won't exist for that much longer!)

Part of P0032, funded by zorg.
2019-09-21 13:03:56 +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 e10502bfe6 [Maintenance] Fix the function name format of CDG/CD2 functions
No leading underscore for functions with Pascal calling convention, but
we do have one for all variables, because it's not worth it to put
keywords in front of everything for no reason.
Seemed to have forgotten this rule in 2017?

Part of P0030, funded by zorg.
2019-09-15 20:29:40 +02:00
nmlgc c241af414f [Reverse-engineering] Current difficulty
Funded by -Tom-.
2019-03-01 23:07:42 +01:00
nmlgc 35ef90f4d1 [Reduction] Page flipping
Funded by -Tom-.
2018-12-30 00:16:18 +01:00
nmlgc 4fe4c8eed1 [Reverse-engineering] [th04/th05] Scrolling-related variables
Funded by -Tom-.
2018-12-29 18:34:51 +01:00
nmlgc 6a6ce47c56 [Reduction] EGC-powered VRAM region copies
Funded by -Tom-.
2018-12-29 17:03:26 +01:00
nmlgc 3f06c63206 [Reverse-engineering] [th03/th04/th05] Pointers to the resident structure
Quickly doing these despite not having RE'd the structures themselves
yet…

Funded by zorg.
2018-12-26 17:59:03 +01:00
nmlgc bc3c85f09a [Reverse-engineering] [th04/th05] GRCG/EGC-powered VRAM writes
Funded by zorg.
2018-12-25 23:45:24 +01:00
nmlgc 41622254a8 [Reverse-engineering] EGC register writes
Funded by zorg.
2018-12-25 23:45:24 +01:00
nmlgc 70d1e1c230 [Reverse-engineering] [th04/th05] Inlined GRCG color setting calls
Funded by -Tom-.
2018-12-06 19:42:44 +01:00
nmlgc 83e089cba9 [Reverse-engineering] Inlined GRCG mode setting calls
Funded by -Tom-.
2018-12-06 19:18:02 +01:00
nmlgc 141baa4ca9 [Reverse-engineering] [th05/maine] Remaining references to CDG slot data
…unlike these two identical functions, which hopefully become clearer
after more reverse-engineering has been done around them. It's not like
they're directly related to CDG slot data anyway, they just apply the
TH05 version of the dissolution effect in the staff roll on top of the
already displayed image.

And that concludes all CDG/CD2-related code!

Funded by DTM.
2018-10-16 01:04:46 +02:00
nmlgc aa47bb33d9 [Reverse-engineering] [th04/th05] Non-alpha CDG display 2018-10-16 01:04:46 +02:00
nmlgc 286c6431d8 [Reverse-engineering] [th04/th05] CDG loading 2018-10-16 01:04:46 +02:00
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 a4308d6c09 [Reduction] #712: js_sense
In which ZUN actively refuses help from master.lib and rips out
everything that isn't immediately related to reading the one joystick
port of the PC-9801-86 sound board.

Maybe there actually was a good reason for that?

Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 6c35094bea [Reduction] #711: master.lib joystick globals
Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 371fa21610 [Reduction] #710: js_start
Might be interesting to research why ZUN explicitly removed support for
the SAJ-98 there.

Funded by -Tom-.
2018-04-15 23:51:49 +02:00
nmlgc 39c169c30d [Reduction] Separate functions for 1D and 2D vector construction
Look at that TH05 vector2_at_opt function. What the hell, the caller is
supposed to set up the stack frame for the function? How do you even get
a compiler to do this (and no, I haven't found a compiler switch)? No
way around writing a separate "optimizer" as part of the compilation
pipeline, it seems.
2017-01-08 21:01:13 +01:00
nmlgc 6759d346d5 [Reduction] Lookup table for horizontally flipping planar pixels
OK, let's not identify the arrays in a file-based fashion just yet, and
first reduce all shared ZUN code that uses arrays. Less stressful, we'll
have to do this anyway, and I just can't resist the urge to immediately
reverse-engineer everything I find.
2017-01-07 22:30:46 +01:00
nmlgc 58e1e142a5 [Maintenance] clip[bss].asm actually covers 16 bytes, not 8 -.- 2017-01-03 21:42:14 +01:00
nmlgc c5f53d9cf1 [Maintenance] Rename snd_kaja_func() to snd_kaja_interrupt()
Oh, right, these functions can have parameters. So, let's turn snd_kaja_func()
into a macro that combines the function number and the parameter into the AX
value for the driver.
2015-03-15 23:51:11 +01:00
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 a7235304ed Make the VRAM plane constants available to C 2015-02-24 22:16:31 +01:00
nmlgc 22332a71fa Make all sound functions and variables available to C 2015-02-23 18:28:38 +01:00
nmlgc 46eb3792cf Move frame_delay into the hardware/ subdirectory 2015-02-23 10:29:12 +01:00
nmlgc 145ecaaa54 Rename all code segments to names that Turbo C++ would generate
Well, duh, of course, we *can* do this in order to allow decompilation to be
started at the end (not the beginning) of any segment. In fact, if we hadn't
done this, we would have had to start by moving _TEXT out to libraries....
2015-02-21 12:47:24 +01:00
nmlgc ffd8bb9013 Clean up the last remaining misanalyzed procedure boundaries
After spending a few hours on correctly decompiling ZUN's bulky custom text
renderer used in TH02 and TH03, it unfortunately turned out that TLINK doesn't
actually give us the fine-grained control over segment ordering we'd like to
have in a project like this, and that we can't slot code from one object file
in between segments from another object file. This means that yes, we really
have to decompile the functions in the order they appear in the executables,
starting on either end.

So, have a boring janitorial commit instead.
2015-02-20 22:44:09 +01:00
nmlgc c2a8c221f2 Let Turbo C++ link in the Borland C/C++ runtime for the main EXE files
This took long enough, so we're not covering the COM files right now. Like, I
can't even tell how you're supposed to work around the forced word alignment
for the _TEXT segment. Guess we'll just have to decompile all of these in one
go, just like we did with ZUNSOFT.COM.

Also, it really seems as if we're merely trading one ugly workaround for
another in our quest for identical binaries.
2015-02-19 10:22:00 +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 07519a7238 [Reverse-engineering] 32-bit VRAM plane pointers
I've looked at every openly available piece of PC-98 documentation, and there
don't seem to be any official names for the individual planes. The closest
thing I could find was the description at

	http://island.geocities.jp/cklouch/column/pc98bas/pc98disphw2.htm

explaining that they represent the blue, red, green, and brightness component
when using the default PC-98 palette. However, these planes correspond to
nothing else but the 4 individual bits of the final index into the color
palette, and you can assign any color to every single palette slot. Therefore,
it's merely a convention that your own palettes don't have to follow (and in
Touhou, they don't).

Nevertheless, there doesn't seem to be an alternative, and the Neko Project II
source code uses the same B/R/G/E convention, so I'll go with that as well.
2015-02-10 23:43:34 +01:00
nmlgc 44146c4749 [Reduction] GRCG modes 2015-01-12 22:48:13 +01:00
nmlgc f0ab47fd18 [Reduction] Hardware text colors and effects
Turns out we're not quite done with reduction yet, as there still are a bunch
of macros in master.h that #define PC-98-specific hardware constants and I/O
ports.
2014-12-20 22:36:38 +01:00
nmlgc a07e5fad42 [Reverse-engineering] Slot-based PI display
Also covering the two variations for blitting only every second row or
blitting only a 320x200 quarter, as seen in the endings.

So yeah, there's indeed nothing wrong with piread.cpp. TH03 just uses that
separate function that only blits every second row of an image, and indeed
always loads the entire image as it would appear in a PNG conversion. Here's
what happens if you display these images using the non-interlacing function:
https://www.dropbox.com/s/885krj09d9l0890/th03%20PI%20no%20interlace.png
2014-12-18 14:36:43 +01:00
nmlgc 721aa18de8 [Reduction] #709: graph_pack_put_8_noclip
Yeah, it's really just a copy of that function with 3 instructions deleted.
2014-12-17 13:04:21 +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 181d2920af [Reverse-engineering] Symbols for PMD and MMD API calls 2014-11-27 19:35:54 +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
nmlgc f40819b0e5 [Reverse-engineering] frame_delay 2014-11-23 22:32:26 +01:00
nmlgc 510a3a5070 [Reverse-engineering] pi_slot_palette_apply 2014-11-22 09:29:09 +01:00
nmlgc b532a96c7e [JWasm move] Avoid "push large"
For 32-bit immediate values, PUSH by itself is enough. For everything else,
PUSHD works in both TASM and JWasm.

Also, could it be...? Could we actually move to JWasm without breaking the
build in TASM at all?
2014-11-19 12:09:22 +01:00
nmlgc f54b85577d [Reverse-engineering] Slot-based PI file loading and freeing 2014-11-18 17:56:13 +01:00
nmlgc b4361e8487 [Reduction] #700-704: pfopen
... and then I end up copying modified versions into the individual game
subdirectories after all, because the changes between games were simply too
drastic. (That's also why I'm counting pfopen() itself twice.)

Only one slice left now, and then we're done with reduction!
2014-11-17 04:54:40 +01:00
nmlgc 62d4593842 [Reduction] #697-699: Packfile interrupt hooking 2014-11-16 04:08:46 +01:00
nmlgc f303222ffc Replace MASTERMOD with a per-game constant
Yup, packfiles finally proved that we really have a different set of changes
to master.lib in every game. Also, there are bound to be more of these game-
specific small changes to otherwise identical code in ZUN's own code.

And hey, no need to define that value in the build scripts anymore.

(I've also considered just copying modified versions into the individual game
subdirectories, but it's not too nice to expect people to diff them in order
to actually understand why these copies exist and where the changes actually
are.)
2014-11-15 02:03:41 +01:00
nmlgc 8cecebff81 Analyze any remaining byte blobs in code segments
... excluding those in packfile functions and the floating-point hacks, both
of which will follow in the next few days.
2014-11-12 23:11:16 +01:00
nmlgc 13b10ef589 [Reduction] #683: access (the one that *actually* has no underscore) 2014-11-09 11:58:33 +01:00
nmlgc 3a1c2fd679 Move the stack segment into its own slice
Saves 141 lines, and we'll need to ASSUME it in the upcoming floating-point
slices.
2014-11-02 19:44:02 +01:00
nmlgc 4ac17ac2a5 Trick TASM into not creating 32-bit default segments
So that's the - admittedly rather weird - solution to the problem that has
been plaguing this project ever since the beginning of the reduction step.
Without any 32-bit dummy segments in the compiled object files, more linkers
will be able to build this project, one of them being JWlink
(http://sourceforge.net/projects/jwlink/).

Still can't rename dseg to _DATA though, as TASM stupidly refuses to accept
any ALIGN directives above a segment's alignment attribute value. TH01's
floating-point data slices already require larger alignments, and we're very
likely to have even more of those in the future.

Also, we're finally defining the Borland C++ model symbols directly in the
code, rather than in my unpublished build batch files. :)
2014-10-31 08:17:54 +01:00
nmlgc 696d7f9476 Identify the missing BSS slice of xxv.cpp
sigdata.c doesn't specify any alignment, so this is the only position that
makes sense.
2014-10-29 05:41:43 +01:00
nmlgc 340c8a792a General cleanup
Mostly moving spurious null bytes, which are actually supposed to denote
alignment, into their associated slices, but also prettying up some of the
very first slices.
2014-10-20 17:20:04 +02:00
nmlgc 1c72d7e242 [Reduction] #548: Floating-point emulation data
Well, we have to start reducing this mess somewhere. The actual reduced
initialization code I've been preparing still fails to compile, and the data
is shared with a number of other components anyway, so...
2014-10-19 23:37:46 +02:00
nmlgc 658ed9e72b Move "Abnormal program termination" to its own slice
That was the very first function reduced, before I came up with the data slice
model in 59688e23fc.
2014-10-12 18:37:58 +02:00
nmlgc 4625339af1 Identify all remaining nopcalls 2014-10-07 06:32:20 +02:00
nmlgc eace57b1a2 Wrap all code segments into their own group
Necessary to keep the original segment ordering with ALINK, our new linker.
2014-09-22 22:19:29 +02:00
nmlgc 00e2dcb519 Remove comments containing garbage characters
... as well as other useless comments that were in close proximity to those.
Now, all files should be valid Shift-JIS.
2014-09-18 20:41:06 +02:00
nmlgc 1e991fbec0 Remove automatically generated line breaks in string constants
Especially annoying if that happens in the middle of a Shift-JIS multi-byte
sequence, like in those two instances in TH02's OP.EXE. Also, making up for
the lack of string analysis during the dumping process of TH05's MAIN.EXE.
2014-09-17 06:24:22 +02:00
nmlgc 86b86a96b8 [Reduction] #503: graph_gaiji_puts 2014-09-15 03:03:52 +02:00
nmlgc a4a5bc9df9 [Reduction] #502: graph_gaiji_putc
Introducing MASTERMOD v3. How long until a GAME_NUMBER macro? (Answer: Once we
find ZUN code that slightly changed between games.)
2014-09-14 17:39:30 +02:00
nmlgc 69f85fa2de Identify and reduce gaiji strings across all executables 2014-09-13 12:26:33 +02:00
nmlgc 80fc5c6d82 [Reduction] #496: mem_unassign
Which challenges a lot about what we thought to know about Amusement Makers'
modifications to master.lib, due to the fact that TH02 contains the modified
version of this function, but the original of draw_trapezoid...

And I haven't even begun to research how this removal of conditional branches
could have a positive effect on the game, especially since it's only called
before exiting anyway.
2014-09-08 20:47:09 +02:00
nmlgc 23a3a4116a [Reduction] #479-482: pfgetc 2014-09-07 15:07:36 +02:00
nmlgc 99b60ff9b9 [Reduction] #473: execl
And thus, we've singled out all Borland C++ runtime functions in all games but
TH01.
2014-09-06 19:08:18 +02:00
nmlgc d575a37e1e [Reduction] #470-472: LoadProg 2014-09-06 19:07:54 +02:00
nmlgc fe2a73c888 [Reduction] #468-469: ihypot and isqrt 2014-09-05 20:17:22 +02:00
nmlgc ccc560ab37 [Reduction] #466: searchenv 2014-09-04 20:55:28 +02:00
nmlgc dc9fc37b3f [Reduction] #465: searchstr 2014-09-04 20:55:27 +02:00
nmlgc c0aa5b8a67 [Reduction] #461-463: fullpath.c 2014-09-04 19:04:39 +02:00
nmlgc af7f0b0ad6 [Reduction] #458-460: Double-byte character set functions 2014-09-03 23:23:25 +02:00
nmlgc e54a6ad120 [Reduction] #456: DOSCMD
... I, um, cannot comprehend how the C source code I have for this function
could have been compiled into such an assembly.
2014-09-03 19:13:47 +02:00
nmlgc 92046a8021 [Reduction] #455: getenv 2014-09-03 17:08:02 +02:00
nmlgc 01a126da71 [Reduction] #449: setvbuf 2014-09-03 14:02:14 +02:00
nmlgc 00e419e9da [Reduction] #448: setblock 2014-09-02 23:38:26 +02:00
nmlgc b77f2cfba0 [Reduction] #447: access 2014-09-02 23:26:19 +02:00
nmlgc 23aa61c002 [Reduction] #446: abort
The one with the single underscore, which is just raise + a wrapper around the
one with two underscores.
2014-09-02 21:45:19 +02:00
nmlgc 9d5aa934d4 [Reduction] #445: flushall 2014-09-02 21:44:35 +02:00
nmlgc 429f134a51 [Reduction] #442-444: fseek and ftell 2014-09-02 21:04:29 +02:00
nmlgc 6250206235 [Reduction] #432-440: xxv.cpp
OK, *that's* the last piece of C++ crud shared across all main executables.
According to the object in the library file though, it seems to include one
more dword named
	__DestructorCountPtr
in the BSS segment. Neither games nor the runtime itself seem to use it, and
as a consequence, it doesn't even seem to be included in the games' BSS
segments, given that they all end with the symbols of xx.cpp...
2014-09-01 13:51:23 +02:00
nmlgc f994832a28 [Reduction] #431: toupper
Neither is this one. Also, interesting how IDA didn't identify the function in
one third of the cases.

[Binary change] Order of 2 relocations in TH03's MAINL.EXE, TH04's MAIN.EXE
and MAINE.EXE, and TH05's MAINE.EXE.
2014-09-01 12:01:35 +02:00
nmlgc 49d85b2c0b [Reduction] #430: tolower
... huh? That is certainly not multi-byte safe.
2014-09-01 12:01:34 +02:00
nmlgc 4e16a92b07 [Reduction] #429: ctype 2014-09-01 12:01:32 +02:00
nmlgc 14b9f10d14 [Reduction] #419: super_convert_tiny 2014-08-31 11:42:22 +02:00
nmlgc 1546628658 [Reduction] #399: grc_setclip 2014-08-31 08:36:33 +02:00
nmlgc 4373c64119 [Reduction] #392: graph_scrollup 2014-08-31 06:43:32 +02:00
nmlgc 6c3cfa94ae [Reduction] #390-391: Sound I/O 2014-08-31 06:27:47 +02:00
nmlgc 563ba7001e [Reduction] #389: text_putsa 2014-08-31 05:52:43 +02:00
nmlgc 5b09a08612 [Reduction] #385: gaiji_putsa 2014-08-31 05:05:48 +02:00
nmlgc 9242a2dcee [Reduction] #384: gaiji_putca 2014-08-31 04:56:17 +02:00
nmlgc 00c6ed5f5e [Reduction] #380-383: super_put_rect
[Binary change] db 0 → nop after the end of superptr_draw in all affected
executables.
2014-08-31 04:46:46 +02:00
nmlgc 1607f39dab [Reduction] #379: gdc_outpw 2014-08-30 14:15:00 +02:00
nmlgc 1a0ec60825 [Reduction] #376: iatan2 2014-08-30 13:44:36 +02:00
nmlgc 8571d60085 [Reduction] #375: pfread 2014-08-30 12:50:48 +02:00
nmlgc c39ded4bfa [Reduction] #374: pfrewind
[Binary change] db 0 → nop after the function in TH05's OP.EXE.
2014-08-30 12:33:48 +02:00
nmlgc f5e8062ec0 [Reduction] #373: pfseek 2014-08-30 12:26:02 +02:00
nmlgc b108d5d46f [Reduction] #372: IRand 2014-08-30 12:13:04 +02:00
nmlgc e448f1f665 [Reduction] #371: file_size 2014-08-30 10:06:10 +02:00
nmlgc 12c1e8560f [Reduction] #369: file_write 2014-08-30 09:38:09 +02:00
nmlgc 536e17d29e [Reduction] #367-368: file_seek and file_tell 2014-08-30 09:21:44 +02:00
nmlgc 5976ec0458 [Reduction] #366: file_ropen 2014-08-30 09:12:17 +02:00
nmlgc 3ee280b708 [Reduction] #365: file_read 2014-08-30 09:00:31 +02:00
nmlgc 649ab800e1 [Reduction] #364: file_exist 2014-08-30 08:46:38 +02:00
nmlgc 2e814fc3c5 [Reduction] #363: file_create 2014-08-30 08:32:10 +02:00
nmlgc 9a1e030ce7 [Reduction] #361-362: file_flush and file_close 2014-08-30 08:19:17 +02:00
nmlgc 87230af28f [Reduction] #360: file_append 2014-08-30 07:58:36 +02:00
nmlgc 605f044854 [Reduction] #359: File-related global data 2014-08-30 07:49:51 +02:00
nmlgc 04b1fd3bcc [Reduction] #355-356: ctor2.asm
OK, looks like we got all of the C++ crap out of the way... e~xcept for
another function in TH01's REIIDEN.EXE, of course.

[Binary change] Order of 2 relocations in TH01's FUUIN.EXE.
2014-08-30 03:50:38 +02:00
nmlgc 73af48ac95 [Reduction] #352-354: ctor3.asm 2014-08-30 02:37:53 +02:00
nmlgc be740fc368 [Reduction] #331-351: strings.cpp
God, this C++ stuff really is a crappy mess. Even had to manually adjust the
alignments at the end of the the TEXTC segment - and no, the ALIGN directive
remains an inadequate tool random bytes, even more so because TASM's
implementation just pads the space with random bytes. But hey, nice to finally
see some reduction outside of seg000.

[Binary change]
* Order of 3 relocations in all of TH04 and TH05's OP.EXE
* Order of 6 relocations in TH03's OP.EXE and MAIN.EXE, and TH05's MAIN.EXE
  and MAINE.EXE
* Order of 9 relocations in all of TH01, TH02's OP.EXE and MAINE.EXE, and
  TH03's MAINL.EXE
* Order of 11 relocations in TH02's MAINE.EXE
2014-08-29 12:47:43 +02:00
nmlgc 588ed7b90b [Reduction] #324-330: new.cpp
[Binary change]
* Order of 2 relocations in all executables of TH02, TH03, TH04 and TH05
* Order of 4 relocations in TH01's FUUIN.EXE
* Inserts a new relocation into TH01's REIIDEN.EXE
2014-08-29 10:50:30 +02:00
nmlgc d49fdce731 [Reduction] #274-323: xx.cpp
Yup. 50 functions in a single module, totalling 12,633 bytes, used in all 15
game executables, and no references to any of that in the remaining game code.

[Binary change]
* Order of 3 relocations in all of THO3, TH04 and TH05, TH02's MAIN.EXE and
  MAINE.EXE, and TH01's OP.EXE and FUUIN.EXE
* Order of 2 relocations in TH02's OP.EXE and TH01's REIIDEN.EXE
* Inserts a new relocation into TH03's MAIN.EXE
2014-08-29 08:03:21 +02:00