Commit Graph

40 Commits

Author SHA1 Message Date
nmlgc 01b3b271f6 [Decompilation] [th01] Kikuri: Sprite loading and initial variables
And yes, that's indeed a custom copy constructor, as we're going to see
later.

Part of P0198, funded by Lmocinemod and Ember2528.
2022-06-16 22:51:55 +02:00
nmlgc b4033b5fe4 [Research] [th01] Document potential HP bar heap corruption in debug mode
Turns out that Konngara is also affected.

Part of P0197, funded by Yanga and Ember2528.
2022-05-31 23:29:26 +02:00
nmlgc 313450f00a [Decompilation] [th01] Sariel: Move all data to C land
Second PC-98 Touhou boss completely decompiled, 29 to go! But meh,
ZUN's original code did in fact force the three leaf pattern sprites
into separate 1-sprite sheets…

Completes P0181, funded by Ember2528.
2022-01-31 08:31:18 +01:00
nmlgc 091f19f69b [Decompilation] [th01] Sariel: Pattern 16/16
The one where Sariel's second form shoots sparks towards the top of the
playfield, which then turn into leaf-like sprites that sway towards the
bottom, killing Reimu on contact.

And wow, what a finish! A weird "decimal subpixel" type, hardcoded
sprites, and effectively unused non-hardcoded sprites. Too bad that it
also ruins the nice `dot_rect_t(w, h)` parameter abstraction for
grcg_put_8x8_mono()…

Completes P0180, funded by Yanga.
2022-01-31 08:31:18 +01:00
nmlgc 5d557a2437 [Decompilation] [th01] Sariel: Pattern 4/16
The one with the single snowflake, detonating into a 94-pixel hitbox…

Part of P0177, funded by Yanga.
2022-01-31 07:18:43 +01:00
nmlgc 6e7ab07659 [Decompilation] [th01] Loading and initializing common data used in all stages
Stupid one-off functions deserve stupid names, Part 2. If it only
loaded sprites, I might have given it a somewhat better name.

Part of P0167, funded by Ember2528.
2021-11-07 23:22:10 +01:00
nmlgc 7bf183621c [Reverse-engineering] [th01] Bosses: .PTN slot IDs
Common sense: Entity backgrounds always go into slot X, missile sprites
into slot Y, and wave sprites into slot Z
ZUN: "Nah, let's set aside two slots, and bosses can just freely use
them as they want 🎺"

Part of P0165, funded by Ember2528.
2021-11-07 22:50:28 +01:00
nmlgc 5fa2a4da09 [Maintenance] [th01] .GRC: Define the slot count in terms of used slot IDs
Part of P0165, funded by Ember2528.
2021-11-07 22:49:27 +01:00
nmlgc b28585efa0 [Maintenance] [th01] .PTN: Define the slot count in terms of used slot IDs
There's a reason why the game reserves memory for exactly this many,
after all. This way, we also stop pretending that the game's use of
.PTN is neatly decoupled from the format's interface…

Part of P0165, funded by Ember2528.
2021-11-07 22:48:07 +01:00
nmlgc 7a0e5d8d85 [Decompilation] [th01] Player: Miss animation
And even the final function in this 3-push series comes with a
potential visual glitch…

Completes P0164, funded by Yanga.
2021-10-20 10:59:36 +02:00
nmlgc 6d572b33cf [Decompilation] [th01] Player: Main control and rendering function
Yup, what a giant, unstructured mess. Enjoy the 85 conditional
branches.

Completes P0163, funded by Ember2528.
2021-10-20 10:59:36 +02:00
nmlgc 1dde208a92 [Reverse-engineering] [th01] Player: MIKO.PTN sprite IDs
Hooray, separate sprites for facing left and right. That huge function
would have probably been less than half as long if ZUN just implemented
sprite mirroring, but doing that on PC-98 might have been just a
little bit *too* nontrivial for a first game. (At least he did it in
TH03, where he couldn't get away with pre-mirrored sprites.)

Part of P0162, funded by Ember2528.
2021-10-20 09:24:55 +02:00
nmlgc afd5707561 [Decompilation] [th01] Stage timer: Tick, extend, and render functions
Oh hey, another HUD element that is needlessly (and slowly) drawn to
VRAM. The custom boldfaced font would have been a perfect fit for
gaiji… well, OK, halfwidth gaiji weren't exactly well documented back
then.

Part of P0160, funded by Yanga.
2021-10-09 23:20:04 +02:00
nmlgc 990b598292 [Decompilation] [th01] Point items: Unblit/update/render function
Items done, in 1¼ pushes… way too long for how simple their code could
actually be.

Part of P0159, funded by Yanga.
2021-09-28 18:05:25 +02:00
nmlgc 655d366166 [Decompilation] [th01] Point items: Blitting and sloppy unblitting loops
Part of P0159, funded by Yanga.
2021-09-28 18:05:25 +02:00
nmlgc a82725862a [Decompilation] [th01] Bomb items: Unblit/update/render function
Part of P0159, funded by Yanga.
2021-09-28 18:05:24 +02:00
nmlgc 54fc657902 [Decompilation] [th01] Bomb items: Blitting and sloppy unblitting loops
With the latter being unused, thankfully.

Part of P0158, funded by Yanga.
2021-09-28 18:05:24 +02:00
nmlgc 33c9ef6582 [Decompilation] [th01] Sariel: Loading and initial variables
Part of P0156, funded by Ember2528.
2021-08-22 23:56:59 +02:00
nmlgc 308b73524d [Maintenance] [th01] Merge invincibility sprites into the regular 8×8 shapes
They have the same size, their hardcoded sprites are stored next to
each other in the code, and…

Part of P0153, funded by Ember2528.
2021-08-22 14:55:54 +02:00
nmlgc 08bc188e7d [Decompilation] [th01] Konngara: Pattern 1/12
The one where Konngara fires 4 diamonds in a cross-shaped motion
towards the edges of the screen, with random pellets raining down for
200 frames afterwards.

Completes P0142, funded by Yanga.
2021-05-27 20:21:21 +02:00
nmlgc 794c6ab55c [Maintenance] Fix another bunch of accumulated typos
Part of P0139, funded by [Anonymous].
2021-05-11 18:47:49 +02:00
nmlgc 9739f69729 [Maintenance] Add a 1bpp rectangle template, for custom per-row types
This gets rid of a couple of per-entity sprite bitplane types, makes
sprite declarations easier to read by putting width and height next to
each other… and points out a number of array dimension mistakes -.-
Even in places where we can't use it.

Part of P0138, funded by [Anonymous] and Blue Bolt.
2021-04-21 18:01:57 +02:00
nmlgc d5fd70c458 [Decompilation] [th01] HUD: HP rendering
And we're right back to things not being nice. Because yeah, why
shouldn't these three distinct rendering functions be part of a single
function, selected by magic numbers?
Or why shouldn't the 16×16 wrapper around a 32×32 set of graphics
functions be used to handle backgrounds for 16×8 sprites, resulting in
needlessly complex parameter calculations that lead to sloppy code?

Part of P0131, funded by Yanga.
2020-12-18 01:38:48 +01:00
nmlgc dd74e8a3cd [Reverse-engineering] [th01] Stage objects: Sprite IDs
Part of P0129, funded by Yanga.
2020-12-01 00:34:22 +01:00
nmlgc 50c498a549 [Reverse-engineering] [th01] Shootout lasers: Hardcoded sprites
First ZUN bug in sprite preshifting! One wrongly shifted pixel means
that we can't use the auto-preshift feature of our sprite converter -.-

Also, why did these even have to be hardcoded sprites to begin with.
These dot patterns could have been easily generated procedurally… but
even *that* wouldn't have been necessary, given that there's this nice
function called, uh, graph_r_line_patterned()? Which could have
rendered all of the lasers in the upcoming class and more?

Part of P0122, funded by Yanga.
2020-10-06 13:52:22 +02:00
nmlgc 1184f6c671 [Decompilation] [th01] Interleaving both VRAM pages in an 8×8 square
Some of the unused interleave masks are not that straightforward, so it
makes sense to have all of them as a bitmap. I'm positive that this
sort of thing could have been EGC-accelerated… although, simply
writing better C would probably already go a long way.

Part of P0121, funded by Yanga.
2020-09-28 13:09:49 +02:00
nmlgc 3c008b6a4f [Decompilation] [th01] Invincibility sprite blitting
In which ZUN accidentally the GRCG rather than the EGC in what should
have been (?) the unblitting function. Which then ends up actually
blitting yet another randomly background-masked version of the same
sprite on top of the old one. And after just a few frames, you get
those fully filled red diamonds you don't see in the sprite sheet.

Then again, if the 16w×h rectangle unblitting function is all you
have, and you can't be bothered to actually learn the EGC, this *is*
the better option 🎺

Completes P0120, funded by Yanga.
2020-09-28 12:56:05 +02:00
nmlgc 11b776b32e [Decompilation] [th01] 8×8 diamond, star, and snowflake sprite blitting
More hardcoded sprites! These are prominently seen in the Konngara,
Elis, and Sariel battles, respectively.

Completes P0105, funded by Yanga.
2020-08-12 16:24:04 +02:00
nmlgc 3622eb6298 [Decompilation] [th01] HUD: Stage number rendering
Completes P0104, funded by Ember2528.
2020-07-27 17:23:06 +02:00
nmlgc a0215ea85c [Decompilation] [th01] HUD: Life and bomb count rendering
If you've ever cheated more than 6 lives in TH01, you might have
noticed that those additional lives appear in additional rows in the
HUD. And well, that had to be coded somewhere…

Part of P0104, funded by Ember2528.
2020-07-27 17:20:29 +02:00
nmlgc e0bcdafb00 [Maintenance] [th01] Declare proper IDs for all .PTN sprites seen so far
Part of P0104, funded by Ember2528.
2020-07-27 17:19:48 +02:00
nmlgc b9038be04d [Decompilation] [th01] HUD: Current score and card combo rendering
Part of P0103, funded by Ember2528.
2020-07-27 17:13:35 +02:00
nmlgc b73762ba12 [Decompilation] [th01] HUD: Maximum card combo rendering
Nice and consistent…

Part of P0103, funded by Ember2528.
2020-07-27 17:12:21 +02:00
nmlgc f92c2a637c [Decompilation] [th01] HUD: High score update/render function
The scores are rendered to *both* VRAM pages…? Which means that we
need a separate set of sprites to store the background behind the
numbers. This does not bode well for animated backgrounds…

Part of P0103, funded by Ember2528.
2020-07-27 17:11:43 +02:00
nmlgc 5735c1622e [Decompilation] [th01] Pellets: Reset and decay functions
Or, in more relevant news: That's the function that forced TH01's
pellet sprites to be defined in C land. First sprite to make that jump.

Part of P0102, funded by Yanga.
2020-07-12 16:34:16 +02:00
nmlgc 3e3129567c [Decompilation] [th01] Pellet delay cloud blitting and unblitting
And immediately, we discover another two hardcoded sprites, with, of
course, another set of functions for blitting and unblitting them…

Part of P0099, funded by Ember2528.
2020-07-12 15:15:05 +02:00
nmlgc 1799d67782 [Build] Convert all known hardcoded sprites during the 32-bit build part
You can now mod them by simply editing .BMP files!
2020-07-09 22:28:15 +02:00
nmlgc ed4d7282a0 [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.

(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
2020-06-21 23:03:45 +02:00
nmlgc dd89843fae [Decompilation] [th01] Pellet rendering
So even TH01 wasn't 100% C++ after all. Turns out that this function
was the only instance in all of REIIDEN.EXE where ReC98 previously had
different encodings for identical x86 instructions.

Part of P0096, funded by Ember2528.
2020-06-13 21:11:53 +02:00
nmlgc 94dc9ef251 [Maintenance] Move the pellet sprite to TH01
That's where it actually originated.

Part of P0096, funded by Ember2528.
2020-06-12 21:49:16 +02:00