Commit Graph

264 Commits

Author SHA1 Message Date
nmlgc e3a78bd19b [Maintenance] Fix vector creation function declarations and calls
Part of P0099, funded by Ember2528.
2020-07-12 15:22:50 +02:00
nmlgc c0b44ecaec [Position independence] Remaining references to _ctype
Part of P0087, funded by -Tom-.
2020-04-15 21:34:20 +02:00
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 484730e319 [Reverse-engineering] [th03] Resident structure, reviewed
Now with the correct types, more consistency with the other games with
some field names (rank, is_cpu, rand, bgm_mode, demo_num), and some
more research to improve some of the TH03-specific fields.

Part of P0076, funded by [Anonymous] and -Tom-.
2020-02-23 16:57:35 +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 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 0eaa142684 [Position independence] master.lib graph_* function calls
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:38 +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 0dcfc445b8 [Reverse-engineering] [th03] input_wait_for_ok_or_measure()
Moving this into hardware/, since we already have an
input_wait_for_change() function there. --Nmlgc
2019-12-17 23:26:58 +01:00
wintiger0222 590436dfa8 [Reduction] [th03] graph_putsa_fx
Fine, let's drag that ASM slice along, instead of immediately reusing
the already decompiled TH02 version… The website really needs a
decompilation metric soon, anyway. --Nmlgc
2019-12-17 23:26:58 +01:00
wintiger0222 811ba84e3f [Reverse-engineering] [th03/th04/th05] snd_delay_until_measure 2019-12-17 22:44:27 +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
wintiger0222 22bf71d170 [Reduction] [th03/th04/th05] game_init_main 2019-11-24 14:14:13 +01:00
wintiger0222 9b9f487d6c [Naming] [th03/th04/th05] graph_putsa_fx
Let's cover this one during decompilation.
2019-11-24 14:14:05 +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 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 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 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 41622254a8 [Reverse-engineering] EGC register writes
Funded by zorg.
2018-12-25 23:45:24 +01:00
nmlgc d7483c09cc [Maintenance] Fix the TASM32 crash when assembling th03_mainl.asm
Right, the last path component in an INCLUDE file name is "limited" to 28
bytes. Turns out it only crashes on every system that *isn't* the main one I
develop on, though…
2018-12-04 19:55:18 +01:00
nmlgc 01a430d027 [Reverse-engineering] [th03/mainl] CDG line removal for upwards motion
Not *really* CDG-related, but it does use CDG slot data, and is easy
enough to be covered right now…

Funded by DTM.
2018-10-16 01:04:46 +02:00
nmlgc 4bc6da4858 [Reverse-engineering] [th03/mainl] Dissolved CDG display
Depending on two variables that… uh, aren't exactly related to this
function? Let's wait with those until we get there.

Funded by DTM.
2018-10-16 01:04:46 +02:00
nmlgc 850b8d783c [Reverse-engineering] [th03/mainl] CDG freeing
Funded by DTM.
2018-10-16 01:04:46 +02:00
nmlgc 18ae3e5cca [Reverse-engineering] [th03] Horizontally flipped CDG display 2018-10-16 01:04:46 +02:00
nmlgc 4b8d0931b9 [Reverse-engineering] [th03] Non-alpha CDG display 2018-10-16 01:04:46 +02:00
nmlgc df768ebea6 [Reverse-engineering] [th03] Normal CDG display 2018-10-16 01:04:43 +02:00
nmlgc fa39c23fad [Reverse-engineering] [th03] CDG loading 2018-10-16 00:47:58 +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 cbe8a37c53 [Reverse-engineering] [th03] Single-/multi-player/CPU input modes
Funded by zorg.
2018-09-12 15:53:12 +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 43001161e3 [Maintenance] Fix any whitespace issues in our own code 2015-09-07 15:44:48 +02:00
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