Commit Graph

26 Commits

Author SHA1 Message Date
nmlgc 021cbc8e9d [Decompilation] [th01] Boss defeat sequence: SinGyoku version + route selection
Part of P0167, funded by Ember2528.
2021-11-07 23:32:21 +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 c4a0eb6aff [Maintenance] [th01] Change the left/right input flags to an enum
The big player control function uses a separate variable of this type.

Part of P0162, funded by Ember2528.
2021-10-20 00:06:16 +02:00
nmlgc a317cb49fc [Maintenance] Fix another bunch of accumulated typos
Part of P0161, funded by [Anonymous].
2021-10-09 23:26:02 +02:00
nmlgc b9f1fefb84 [Maintenance] [th01] Remove the last traces of `#pragma option -b`
Part of P0161, funded by [Anonymous].
2021-10-09 23:26:01 +02:00
nmlgc cf356bbf5e [Maintenance] [th01] Start a new header for commonly used VRAM color indices
Part of P0158, funded by Yanga.
2021-09-28 18:05:24 +02:00
nmlgc e07624a7be [Maintenance] [th01] Start a new header for clamping macros
Part of P0158, funded by Yanga.
2021-09-28 18:05:24 +02:00
nmlgc ab4c1a9bad [Maintenance] Add a template for stupid bytewise access to logical structures
For the cases where ZUN's code would always be cleaner without it.

Part of P0157, funded by Yanga.
2021-09-12 18:35:08 +02:00
nmlgc e5dffdd9b6 [Maintenance] [th01] Move frame_delay() to consistently named files
It didn't bother me during all of 2020 that TH01's version was
inconsistently part of vsync.h?!

Part of P0140, funded by [Anonymous].
2021-05-27 18:49:29 +02:00
nmlgc f1c63ab3a1 [Reverse-engineering] Assign names to all graph_putsa_fx() effects
And get rid of the constraining FX() macro, with its spacing parameter
that we haven't even seen used so far.

Part of P0124, funded by [Anonymous] and Blue Bolt.
2020-11-02 22:33:50 +01:00
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 91ff008140 [Maintenance] Define the number of score digits in a consistent place
Even if that place is a one-line header file…?

Part of P0103, funded by Ember2528.
2020-07-27 17:09:07 +02:00
nmlgc d840841a2b [Naming] Rename egc_copy_rect_1_to_0() to emphasize its 16-dot alignment
ZUN might have gotten the impression that the EGC can *only* work with
multiples of 16 pixels per load or store? Which might explain why…

Part of P0102, funded by Yanga.
2020-07-12 16:27:56 +02:00
nmlgc 5c77db08ca [Decompilation] [th01] High score registration
Completing the high score menu with a final stupid set of
inconsistencies between REIIDEN.EXE and FUUIN.EXE. Oh well.

Part of P0094, funded by Yanga.
2020-05-25 15:16:40 +02:00
nmlgc 0e73029276 [Decompilation] [th01] High score menu: Name entering loop
The REIIDEN.EXE version (which is only shown when game-overing) has a
completely invisible timeout that force-enters a high score name after
1000... *keyboard inputs*? Not frames? Why. Like, how do even you
realistically to such a number.
(Best guess: It's a hidden easter egg to amuse players who place
drinking glasses on cursor keys. Or beer bottles.)

And hey, that initialization of the name variable with ASCII spaces.
The only actually meaningful byte-wise access… except that it's not,
because ZUN could have just used the Shift-JIS ideographic space for
the exact same effect.

Completes P0093, funded by Ember2528.
2020-05-25 15:11:12 +02:00
nmlgc bbef9b0bdb [Decompilation] [th01] REYHI*.DAT saving
Now with POSIX file I/O in both executables. And the confirmation that
the name array is indeed exclusively accessed per-byte.

Part of P0093, funded by Ember2528.
2020-05-25 15:10:07 +02:00
nmlgc 6e0c33a8bf [Decompilation] [th01] High score menu: Input handling
It's exactly as terrible as you would have expected after hearing
"alphabet cursor actually stored as on-screen position". Nothing gained
in reducing redundancy any further here, any meaningful change would
pretty much have to rewrite the entire thing.

Part of P0093, funded by Ember2528.
2020-05-25 15:07:59 +02:00
nmlgc 440330857a [Decompilation] [th01] High score menu: Shot key handling
In which inline functions are apparently the only way to trick Turbo
C++ into not actually optimizing away the useless `AND AL, 0FFh`.

But come on. Just accessing the high score name characters in chunks of
16-bit Shift-JIS codepoints (which is what they are!) instead of
breaking them down to bytes *everywhere* would have been both more
readable (no swapping of Shift-JIS literals, no bitshifts), more
efficient (this isn't running on an 8-bit CPU after all), and less of a
waste of my time…

Completes P0092, funded by Yanga.
2020-05-25 15:06:48 +02:00
nmlgc 7a1332e1f5 [Decompilation] [th01] High score menu: Re-rendering individual characters
Lol, the internal alphabet cursor position is actually stored as the
on-screen top-left position of the selected character, which this
function then maps back to a character index. At least that gets rid of
quite a bunch of PI false positives now.

Part of P0092, funded by Yanga.
2020-05-25 15:05:43 +02:00
nmlgc 57be510056 [Decompilation] [th01] High score menu: Initial table rendering
With ternary operator expressions straight out of Jigoku.
(TL note: Jigoku means hell.)
Nice to see that Turbo C++ apparently has no nesting limit on function
call inlining in general, though!

Part of P0092, funded by Yanga.
2020-05-25 15:03:55 +02:00
nmlgc 8473dc2048 [Maintenance] [th01] Rethink high score menu constants
The one thing where I didn't think ahead…

Part of P0092, funded by Yanga.
2020-05-25 14:59:23 +02:00
nmlgc 16ac6b4206 [Decompilation] [th01] High score menu: Initial alphabet rendering
Completes P0091, funded by Ember2528.
2020-05-12 15:06:12 +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 c338305a61 [Decompilation] REYHI*.DAT loading and recreation
With master.lib file I/O in REIIDEN.EXE, and POSIX file I/O in
FUUIN.EXE… yup.

Part of P0084, funded by Yanga.
2020-03-22 10:16:08 +01:00
nmlgc ee9168b7eb [Reverse-engineering] [th01] REYHI*.DAT structure
Part of P0084, funded by Yanga.
2020-03-22 10:01:16 +01:00