Commit Graph

198 Commits

Author SHA1 Message Date
nmlgc 86c7ce540c [Maintenance] [th04/th05] Rename `pellets_alive` to `pellets_render_count`
More consistent with the next structure…

Part of P0088, funded by -Tom-.
2020-05-03 23:17:37 +02:00
wintiger0222 c6b17b0c24 [Reverse-engineering] [th04/th05] Point number popup add functions
Reviewed and merged as part of P0087, funded by -Tom-.
2020-04-15 21:34:32 +02:00
wintiger0222 ff56f162ea [Reverse-engineering] [th04/th05] Point number popup update/render functions
Reviewed and merged as part of P0087, funded by -Tom-.
2020-04-15 21:34:23 +02:00
wintiger0222 b91d82f037 [Reverse-engineering] [th04/th05] Point number popup rendering array
Reviewed and merged as part of P0087, funded by -Tom-.
2020-04-15 21:34:22 +02:00
wintiger0222 1a8da72ba0 [Reverse-engineering] [th04/th05] Point number popup structure
Good job! Nice to see another one of those rare feature whose TH05
implementation is actually less insane than the TH04 one. --Nmlgc

Reviewed and merged as part of P0087, funded by -Tom-.
2020-04-15 21:34:22 +02:00
nmlgc 4e58dadc74 [Reverse-engineering] [th02/th04/th05] Rendering of individual point numerals
Part of P0087, funded by -Tom-.
2020-04-15 21:34:22 +02:00
nmlgc b6fdcb0013 [Maintenance] Start a separate file for recurring sprite blitting algorithms
Part of P0087, funded by -Tom-.
2020-04-15 21:34:21 +02:00
nmlgc 8f824c4297 [Reverse-engineering] [th02/th04/th05] Point numeral sprites
Part of P0087, funded by -Tom-.
2020-04-15 21:34:21 +02:00
nmlgc cf68f49803 [Reverse-engineering] [th04/th05] Boss phase end functions
…which I'd like to cover all at once.

Part of P0086, funded by [Anonymous] and Blue Bolt.
2020-04-15 21:34:19 +02:00
nmlgc 117fa02525 [Reverse-engineering] [th04] Stage 6 Yuuka's parasol and vanishing animations
Yes, this is the best time to cover these, since Stage 6 Yuuka's
animation state is reset in a variety of the boss phase end functions…

Part of P0086, funded by [Anonymous] and Blue Bolt.
2020-04-15 21:34:18 +02:00
nmlgc 4bab289d8a [Maintenance] [th04/th05] Declare boss explosions in C land
Part of P0086, funded by [Anonymous] and Blue Bolt.
2020-04-15 21:34:13 +02:00
nmlgc cb8da961c9 [Reverse-engineering] [th04/th05] Boss item drops
Part of P0086, funded by [Anonymous] and Blue Bolt.
2020-04-15 21:01:59 +02:00
nmlgc d1f3dcd620 [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory
Adding op/, main/, and end/ directories does nicely cover a great
majority of the "not really further classifiable slices" implied in
d56bd45.

Part of P0086, funded by [Anonymous] and Blue Bolt.
2020-04-15 20:58:01 +02:00
nmlgc 54ee99b711 [Reverse-engineering] [th04/th05] 3-stack gather circles
Completes P0085, funded by -Tom-.
2020-04-03 17:45:28 +02:00
nmlgc 48203add0a [Reverse-engineering] [th04/th05] Gather circle structure
Part of P0085, funded by -Tom-.
2020-04-03 17:41:04 +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 bedba4e070 [Reverse-engineering] [th04/th05] Gather point rendering
As if ZUN had coins for every possible optimization of these rendering
functions, and flipped them seperately before implementing each.
By now, we've probably seen it all though.

Also, 25% RE milestone passed!

Part of P0085, funded by -Tom-.
2020-04-03 17:32:51 +02:00
nmlgc 65816a43db [Reverse-engineering] [th02/th04/th05] Pellet rendering
… which allows a split into first rendering the top part of every
pellet, then the bottom part. This way, the game only needs two
grcg_setcolor() calls for any number of pellets.

Part of P0085, funded by -Tom-.
2020-04-03 17:32:51 +02:00
nmlgc 4843d17aae [Reverse-engineering] [th02/th04/th05] Hardcoded 8×8 pellet sprites
The bottom gray part of pellets in TH04 and TH05 is actually a separate
8×4 sprite…

Part of P0085, funded by -Tom-.
2020-04-03 17:32:50 +02:00
nmlgc bc9a88d3b9 [Maintenance] Decide how to handle pre-shifted sprites in C land
Ideally, the future sprite compiler should automatically pre-shift such
sprites, and correctly place the shifted variants in memory, by merely
parsing the C header. On disk, you'd then only have a .BMP with each
individual cel at x=0.

And that's why we need macros and consistent naming: To express these
semantics, without having to duplicate the sprite declaration in some
other format. sSPARKS[8][8][8] wouldn't help anyone 😛

Now, we could go even further there by defining a separate type
(`preshifted_dots8_t`), and maybe get rid of the _W macro by replacing
it with a method on that type. However,
• that would be inconsistent, since we'll need the _H macro anyway, for
  both the actual rendering code and the sprite compiler
• we couldn't directly call such a method on a 2D or 3D array, and have
  to go down to a single element to do so (`sSPARKS[0][0][0].w()`)
• making it a static method instead duplicates the type all over the
  code
• and any variables of that type would no longer be scalar-type values
  that can be stored in registers, requiring weird workarounds in those
  places. As we've already seen with subpixels.

Part of P0085, funded by -Tom-.
2020-04-03 17:32:50 +02:00
nmlgc 54e5bf39fc [Maintenance] Use `dots` for 1bpp lines, and `planar` for B/R/G/E dot structs
I tried `brge` for the latter, but that had *the* most horrible
ergonomics, and I misspelled it as `bgre` 100% of the times I typed it
manually. Turns out that `dots` is also consistent with master.lib's
naming scheme, leaving `planar` to *actually* refer to types storing
multiple planes worth of pixels. These types are showing up more and
more, and deserve something better than their previous long-winded and
misleading name.

Part of P0081, funded by Ember2528.
2020-03-07 21:19:25 +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 ebd214bbb2 [Decompilation] [th05] RES_KSO.COM
And of course, TH05 ruins the consistency once again. Sure, the added
file error handling is nice, but we also have changes in the playful
messages (lol), and now need a third distinct optimization barrier
(🤦)… But as it turns out, inlined calls to empty functions work as
well. They also seem closer to what ZUN might have actually written
there, given that their function body could have been removed by the
preprocessor, similar to the logging functions in the Windows Touhou
games. (With the difference that the latter infamously *aren't*
inlined…)

Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:17 +01:00
nmlgc 4e53b97552 [Decompilation] [th04] RES_HUMA.COM
Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:17 +01:00
nmlgc a1c3acd9f1 [Maintenance] [th04/th05] Declare BGM and SE modes in C land
Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:17 +01:00
wintiger0222 381db0a14d [Reverse-engineering] [th04/th05] Dialog box background rendering
Let's go with "box", since a frame is a unit of time --Nmlgc
2020-02-23 17:53:16 +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 c5a18ecfa0 [Naming] [th02/th04/th05] Maximum and default starting lives and bombs
Oh wow, caff4fe introduced wrong bytes into RES_KSO.COM by confusing
[cfg_bombs] with [credit_lives] -.- Which I didn't find out back then
because all the RES_*.COM binaries still had some different instruction
encodings anyway and I just didn't care enough to base my diff of those
files on the wrong encoding versions to notice the bug…
Whoops.

Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:22:46 +01:00
nmlgc ee2e385d57 [Maintenance] [th04/th05] Correctly declare player variables
Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:19:21 +01:00
nmlgc b7ea95836d [Maintenance] [th03/th04/th05] Start a new "essential macros" file
Both player/player.hpp and resident.hpp (in case of TH03's PLAYER_COUNT)
and th04/shared.hpp (in case of TH04/TH05's MAIN_STAGE_COUNT) have way
too much additional stuff that we don't want to include everywhere we
need these constants. So let's try this "no types allowed" approach
instead… maybe that'll work out for once.

Part of P0076, funded by [Anonymous] and -Tom-.
2020-02-23 16:56:15 +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
nmlgc 222fc993d0 [Reverse-engineering] [th04/th05] Bullet spawn types
Well… how else to call a variable that handles
• pellet vs. 16×16 sprite (TH04),
• the delay cloud flags from bullet_spawn_state_t, but with different
  values (which is restricted to 16×16 sprites in TH04),
• optionally showing the gather animation before spawning the bullet
… whether the bullet uses the basic slowdown motion (TH05),
  (which is restricted to pellets in TH04),
• and defining what happens *after* the gather animation – not actually
  spawning any bullets (TH04), or using the special motion type from
  the bullet template (TH05)

🤯

Completes P0075, funded by Myles and -Tom-.
2020-02-16 21:48:33 +01:00
nmlgc f21269f373 [Reverse-engineering] [th04/th05] Bullet template structure
Turns out that angles are more clearly expressed in hex after all. And
if we use negative values for everything greater than 80h, we still
remove those from the PI calculation.

*Really* not sure about using that delta union in the TH04 one though.
Might be saner to just hide the complexity of the technically two
separate types after all… Let's see.

Part of P0075, funded by Myles and -Tom-.
2020-02-16 21:47:53 +01:00
nmlgc 3292af086b [Reverse-engineering] [th04/th05] Bullet pattern types
uth05win TL note: "n-way all-around" means "ring"… yep, let's better
improve on the naming here, once again using established terminology
from Sparen's Danmaku Design Guide at

	https://sparen.github.io/ph3tutorials/ddsga3.html

Since TH04 only supports rings *or* spreads *or* stacks, overloading
[delta] to store both spread angle and stack speed, that enum does
serve kind of a purpose in TH04. Unlike TH05, where it could be vastly
simplified to a bitfield with 4 flags: aim to player, randomize angle,
randomize speed, force single. Which could then actually create *more*
types of patterns than these uselessly defined 14 distinct types, all
of which can already be derived from the other values of the upcoming
template structure:
• Set [stack] to 1 if you don't want a stack
• Set [spread] to 1 if you don't want a spread
• Set [spread_delta_angle] to 0 to turn a N-way spread into a ring
Easy.

Part of P0075, funded by Myles and -Tom-.
2020-02-16 21:47:28 +01:00
nmlgc 1807906400 [Reverse-engineering] [th04/th05] Sprite selection for angled bullets
Completes P0074, funded by Myles.
2020-02-16 21:46:43 +01:00
nmlgc eb0cf6820f [Reverse-engineering] [th04/th05] Bullet-related sprite IDs
IDs based on Maribel Hearn's jargon page
(https://maribelhearn.com/jargon) as well as Sparen's Danmaku Design
Guide (https://sparen.github.io/ph3tutorials/ddsga1.html#sub2).

Part of P0074, funded by Myles.
2020-02-16 21:44:51 +01:00
nmlgc d6f356da45 [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.

Part of P0074, funded by Myles.
2020-02-16 21:43:08 +01:00
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 e4f1718e93 [Maintenance] [th04/th05] Improve the z_super_roll_put*() naming convention
So, master.lib has:
• super_put_tiny() for tiny-format 16×n sprites
• super_roll_put_tiny() for vertically wrapped tiny-format 16×16
  sprites
• super_put_tiny_small() for tiny-format 8×n sprites
• yet *no* super_roll_put_tiny_small() function

And now we have ZUN adding micro-optimized versions of:
1) vertically-wrapped tiny-format 16×16, clearly based on master.lib's
   super_roll_put_tiny(), RE'd in 35f9bd7
2) vertically-wrapped tiny-format 32×32
3) vertically-wrapped non-tiny monochrome 16×16 (TH05 only)

Conclusion: Even though 1) does duplicate a master.lib function, trying
to continue following master.lib's inconsistent naming convention only
leads to more confusion here. master.lib also already designates the _8
suffix to mean "x will be byte-aligned, ⌊x/8⌋*8"…
So let's:
• spell out both coordinates of the sprite size directly in the
  function
• keep the z_ prefix to encode ZUN's optimized calling convention
  (left/top coordinates in registers, ES already set to the beginning
  of a VRAM plane, GRCG already on) for all of these, not just 1).
• and prefix the actual functions with _raw, since C land will want
  to handle the coordinate parameter registers in a macro.

Part of P0073, funded by [Anonymous] and -Tom-.
2020-02-16 21:36:56 +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 cea3ea6dc7 [Reverse-engineering] [th04/th05] Bullet structure
And since everyone always cares about caps:
• TH04: 240 for the white 8×8 pellets, 220 for 16×16 sprites
• TH05: 180 for the white 8×8 pallets, 240 for 16×16 sprites

Completes P0072, funded by [Anonymous] and -Tom-.
2020-02-16 21:32:30 +01:00
nmlgc 761a0f48a2 [Reverse-engineering] [th03] Five-digit powers of 10
Part of P0070, funded by KirbyComment.
2020-01-19 22:08:58 +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
nmlgc 0e19e52572 [Maintenance] Templatize RGB and palette types for 4- and 8-bit components
Right, PC-98 hardware only supports 4 bits per RGB component, for a
total of 4,096 possible colors. The 8-bit RGB color values we've been
seeing throughout the later games are a master.lib extension, to allow
for more toning precision. Which TH01, with all its NIH syndrome,
doesn't use.

And yup, that means templates in the most basic header files… Since
that would have meant renaming *everything* to compile as C++, I simply
made these types exclusive to C++ code, thcrap style.

Part of P0066, funded by Keyblade Wiedling Neko and Splashman.
2020-01-05 19:06:32 +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 c3a9816e60 [Maintenance] [th04/th05] Declare a little-endian BCD score type
Only in C land though; doing the same in ASM land actually makes digit
accesses harder to read.

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:33:30 +01:00
nmlgc 23ea2d4bee [Reverse-engineering] [th04/th05] Item collection counters
Naming hell: Storing one and the same amount in two different variables
which are used in three places

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:31:25 +01:00
nmlgc b5d56e5df2 [Reverse-engineering] [th03/th04/th05] Frame counters
Of which there are quite a lot!

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:30:02 +01:00