Commit Graph

48 Commits

Author SHA1 Message Date
nmlgc e8588b1b0a [Separate translation units] [th02] game_exit()
Part of P0133, funded by [Anonymous].
2021-01-31 16:53:55 +01:00
nmlgc 3428739f80 [Separate translation units] [th02] .MPTN: Inner load functions
Part of P0133, funded by [Anonymous].
2021-01-30 19:53:00 +01:00
nmlgc 665f7d30bc [Maintenance] [th02] Move packfile declarations to their own header
Part of P0133, funded by [Anonymous].
2021-01-30 19:40:21 +01:00
nmlgc 9d23f26445 [Maintenance] [th02] Move HUUHI.DAT declarations to their own file
The `struct date` members in `scoredat_t` add a dependency on <dos.h>
to the entire header file. Makes sense to move it out as early as
possible.

Part of P0133, funded by [Anonymous].
2021-01-30 19:20:08 +01:00
nmlgc 21d82fab04 [Maintenance] Declare the input bitflags in a consistent way
Turns out the inlining behavior of `const` variables at global scope
that we've been relying on lately is actually exclusive to C++ mode…
once again!

Part of P0133, funded by [Anonymous].
2021-01-30 19:13:11 +01:00
nmlgc 53d3a6fb73 [Maintenance] [th02] Move the resident structure declaration to its own file
Consistency at last.

Part of P0133, funded by [Anonymous].
2021-01-30 18:53:07 +01:00
nmlgc c8fa3311b1 [Separate translation units] [th02] Unaccelerated page 1→0 rectangle blitting
Not using the EGC, because we gotta go slow in the main menus…?

Part of P0132, funded by [Anonymous].
2021-01-05 19:55:42 +01:00
nmlgc 0bfff60a0a [Maintenance] Define `bool` as unsigned
Wait, we can just do that, and nothing breaks?! All this time, we
could have avoided the `unsigned char` workaround???

Part of P0130, funded by Yanga.
2020-12-18 00:45:54 +01:00
nmlgc 3dd741ce98 [Decompilation] [th05] Game clear/extra unlock variable initialization
Why does this function also have to load sprites for the viewing mode
of the high score menu?! Oh well, ridiculous functions deserve
ridiculous names…

Part of P0119, funded by [Anonymous] and -Tom-.
2020-09-21 15:00:15 +02:00
nmlgc aee8a13958 [Separate translation units] [th02] game_exit_to_dos(), zun_error(), graph_putsa_fx()
Oh, wait. Due to ridiculously unlucky alignment, we can't actually
approach TH03's OP.EXE from the top of code segment 2… without
covering way too many functions at once, that is.
At least TH02 works out with "just" three functions at once. *If* we
add seg2 back to OP.EXE, where we previously needed to delete it… 😵

Part of P0114, funded by Lmocinemod.
2020-09-07 21:18:40 +02:00
nmlgc 6204fdd450 [Separate translation units] [th02/th03/th04] frame_delay_2()
Completes P0113, funded by Lmocinemod.
2020-09-07 21:18:38 +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 a75e0f8f53 [Maintenance] Compile all VRAM-accessing translation units as C++
Leading to slight complications in TH02's Music Room and shot type
selection menus. Thought about leaving those in C for a while, but I
still think it's worth it for the consistency we get with the VRAM
offset functions. Also, we'll have similar code for the main menus of
later games, and I'll surely won't be using C++ when starting out with
these.

Part of P0105, funded by Yanga.
2020-08-12 16:16:09 +02:00
nmlgc 8b58e193bd [Maintenance] Reorganize gaiji definitions
Part of P0089, funded by [Anonymous] and Blue Bolt.
2020-05-04 00:05:32 +02:00
nmlgc 021280b25c [Maintenance] Don't modify master.h to #undef grcg_off() for TH02
Because TH04 and TH05 actually do use this macro.

Part of P0089, funded by [Anonymous] and Blue Bolt.
2020-05-03 23:30:47 +02:00
nmlgc 97ce7b78cd [Maintenance] Consistently use forward slashes in #include paths
Completes P0087, funded by -Tom-.
2020-04-15 21:34:32 +02:00
nmlgc 02f0a0afcc [Build] Don't word-align everything by default
Again, 11 necessary workarounds, vs. forcing byte aligment in at least
18 places, and that number would have significantly grown in the
future.

Part of P0085, funded by -Tom-.
2020-04-03 17:35:57 +02:00
nmlgc ffad8cc897 [Build] Use the minimum possible size for enums by default
5 enums where code generation wants an `int`, vs. 11 cases where using
the minimum size is exactly the right default. So it's way more
idiomatic to force those 5 to 16 bits via a dummy element… except that
we can't give it a single, consistent name, because you can't redeclare
the same element in a different enum later.

Oh well, let's have this ugly naming convention instead, which makes it
totally clear that the force element not, in fact, a valid value of
that enum.

Part of P0085, funded by -Tom-.
2020-04-03 17:33:58 +02:00
nmlgc cd48aa351e [Position independence] [th02/th04/th05] False positives in input constants
Completes P0079, funded by -Tom-.
2020-02-29 16:01:13 +01:00
nmlgc 9ae9754fb3 [Maintenance] [th02] Move .CFG/resident initialization to separate files
All future RES_*.COM binaries reuse this code.

Completes P0076, funded by [Anonymous] and -Tom-.
2020-02-23 17:14:43 +01:00
nmlgc 6363a37d7a [Maintenance] Move TH02's sound functions to a separate header
Oh hey, guarding declarations with complicated types via #ifdef limits
the header files we additionally have to #include!

Part of P0076, funded by [Anonymous] and -Tom-.
2020-02-23 16:51:45 +01:00
wintiger0222 e0d0dcd51d [Maintenance] [th02] Move remaining OP.EXE variables from ASM land to C land 2020-01-14 22:09:01 +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
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 b7de999705 [Maintenance] Improve score data file-related type and function names
So many things named `score_*`, so many things named `hiscore_*`…
Let's go with `scoredat_*`, which clearly indicates that this stuff is
saved into a file, while still being only 8 characters.

Part of P0063, funded by -Tom-.
2019-12-28 12:14:02 +01:00
nmlgc 75a779e82a [Maintenance] Clean up PI function declarations and comments 2019-12-17 23:27:01 +01:00
nmlgc 417ba80c00 [Decompilation] Add a separate segment type
At least wherever Turbo C++ and master.lib want us to use a
non-pointer, since both use uint16_t for segment values throughout
their APIs instead of the more sensible void __seg*. Maybe, integer
arithmetic on segment values was widely considered more important than
dereferencing?
2019-12-17 23:26:59 +01:00
nmlgc 9cb6cc527a [Decompilation] Finally declare <stdint.h> types
*Finally*. We already used `(unsigned) int` in quite a few places where
we actually want a 16-bit value, which was bound to annoy future port
developers.
2019-12-17 23:26:58 +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
wintiger0222 34b7b61964 [Reduction] [th03/th04/th05] game_exit 2019-11-24 12:45:17 +01:00
nmlgc aa56a7cb18 [C decompilation] [th02] ZUN_RES.COM
This, hands down, has been the single worst stretch of decompilation so far.
Three extremely difficult functions that each still required inline assembly.
And no, this didn't even work out with any of the optimization features in
Borland C++ that aren't included in Turbo C++.
2015-09-17 03:43:28 +02:00
nmlgc 547dafe071 [Maintenance] [th02] Move the menu options in huuma_cfg_t to their own structure
Necessary for ZUN_RES.COM.
2015-09-08 17:19:32 +02:00
nmlgc 43001161e3 [Maintenance] Fix any whitespace issues in our own code 2015-09-07 15:44:48 +02:00
nmlgc 75b8765e44 [C decompilation] Finish TH02's OP.EXE 2015-03-16 22:36:50 +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 92979e8f31 [C decompilation] [th02] Code segment #2 of all three executables
Only one code segment left in both OP and FUUIN! its-happening.gif

Yeah, that commit is way larger than I'm comfortable with, but none of these
functions is particularly large or difficult to decompile (with the exception
of graph_putsa_fx(), which I actually did weeks ago), and OP and MAIN have
their own unique functions in between the shared ones, so…
2015-03-14 23:25:50 +01:00
nmlgc f3b8ae2851 [C decompilation] [th02/op] Second set of sound driver calls
So yeah, after ignoring this issue for a week, we indeed have no choice but to
decompile these functions into this horrible mess of C and inline assembly.
And you know what? Since the compiled result still matches with ZUN's binary,
it's entirely possible that this *was* the original format this code was
written in! Seriously, how intoxicated do you have to be to write (or rather,
slur) code like this?

Keeping these functions entirely in assembly would have surely been better.
However, it would have made linking practically impossible, especially for the
later games which still need them in the current assembly slice format.
2015-03-12 12:46:51 +01:00
nmlgc 160d4eb69f [C decompilation] [th01/op] [th01/reiiden] Random resident structure stuff 2015-03-07 17:43:39 +01:00
nmlgc ed0437f80e [C decompilation] [th02] First set of sound driver calls 2015-03-04 02:47:22 +01:00
nmlgc 404044f32b [C decompilation] [th02/op] [th03/op] [th04/op] Frame delay #1 2015-03-04 02:47:16 +01:00
nmlgc a8384c925f [C decompilation] [th02/maine] HUUMA.CFG loading 2015-03-03 07:40:29 +01:00
nmlgc 63299cdf42 [C decompilation] [th02/op] High score screen 2015-03-03 04:25:19 +01:00
nmlgc 87b1fb9e14 [C decompilation] [th02/maine] High score screen
MAIN.EXE shares most of the code in this segment, but I can't remove it from
there right now due to the weird ordering of the data segments in that
executable…

And yes, once again, those three seemingly random type casts in here are
*necessary* to build a bit-perfect binary.
2015-03-02 06:30:06 +01:00
nmlgc 37fc899c42 Add some useful increment and decrement macros
Which we'd really like to have for the highscore entering screen.
2015-03-01 22:52:25 +01:00
nmlgc 1f514b5a6c [C decompilation] [th02/op] Shot type selection
Oh, OK, so this is what the PC-98 GRCG is all about. You call grcg_setcolor(),
and that puts the PC-98 hardware in some sort of "monochromatic mode". Then,
you just write your pixels into any *single* one of the 4 VRAM bitplanes. This
causes the hardware to automatically write to *all* bitplanes in such a way
that the final palette index for each of the 8, 16, or 32 pixels you just wrote
a 1 value to will actually end up to match the color you set earlier.

Don't forget to call grcg_off() at the end though, or you can't draw any
non-monochromatic graphics, heh.
2015-02-25 23:05:20 +01:00
nmlgc cd33367b51 [C decompilation] [th02/op] Music Room
Yes, all of it. Including the bouncing polygons, of course. And since it's
placed at the end of ZUN's code inside the executable, the code's already
position-independent and fully hackable.
2015-02-24 22:38:44 +01:00
nmlgc ed8d0e28f5 [C decompilation] [th02/op] Title screen flashing animation 2015-02-21 14:16:27 +01:00