Finishing this push with another highly questionable one… Let's hope
that the port developers will certainly appreciate that they just have
to remove the weirdness here, and not mess with defining entirely new
functions in C land.
Completes P0127, funded by [Anonymous].
Actually fairly average, as far as unreasonable decompilations are
concerned. No `goto`, at least! Another place that would benefit from
EGC raster op documentation, though.
Also, got one more padding byte in TH05's MAINE.EXE correct. 🙂
Part of P0126, funded by [Anonymous] and Blue Bolt.
The change of pi_free() from a macro to a function in TH05 doesn't
require a complete redefinition.
Part of P0124, funded by [Anonymous] and Blue Bolt.
6149 LoC with the original master.h, vs. 2524 LoC *and* additional
semantic sugar with master.hpp. Nice!
(Yes, *semantic* sugar.)
Part of P0124, funded by [Anonymous] and Blue Bolt.
And no longer force translation units that access the resident
structure into #including that mistake that was ReC98.h.
Part of P0124, funded by [Anonymous] and Blue Bolt.
The regular master.h is big, uncomfortable in C++ mode, and bloated
with all those portability `#define`s that effectively only cover a
small portion of the PC-98-specific code anyway. So, let's gradually
transition to a new smaller header that is more integrated into the
ReC98 codebase, by simply no longer #including `master.h` in new code.
Which also explains its weird place in the root directory. Even though
`libs/master.lib/` contains plenty of game-specific modifications, it
didn't feel right to have anything in this directory refer to types
from `pc98.h`.
Part of P0124, funded by [Anonymous] and Blue Bolt.
Originally just a workaround to remove angles from the PI counter, but
having the sign indicate the Y direction also makes them a lot nicer to
read in C land.
(Maintenance mode commit)
*Technically* also a uth05win inaccuracy. That codebase went with
"KnifeBullet", which seemed right, so I just ran with it without
researching it further… My bad.
(Maintenance mode commit)
And that's the intended way to play back the hidden DEMO5.REC. Unlock
the Extra Stage with all 4 characters, then hold the left and right
arrow keys in the main menu while waiting the usual demo replay.
For a recording of that replay, see
https://www.youtube.com/watch?v=iP2ywlW2u4U
Completes P0119, funded by [Anonymous] and -Tom-.
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-.
The TH04 one might have the same function structure, but the only thing
that's actually identical in both games is the picture darkening loop.
Part of P0119, funded by [Anonymous] and -Tom-.
28,160 bytes of global data just for a overly large 320×704 bitmap
that allows you to scroll between the general verdict and the
individual end-of-stage scores with the Up and Down keys. That's one
benefit of splitting your game into multiple executables, I guess?
Completes P0115, funded by Lmocinemod and Blue Bolt.
Subpixels with 32-bit X and Y components?! That's new.
And yeah, they still just use 4 bits for the fractional part.
Also, let's try something revolutionary for these declarations that are
only used in a single .ASM dump file, and put them all straight before
the first function they are used in. Then we certainly don't forget to
delete them once we're done decompiling that stuff 🙃
Part of P0115, funded by Lmocinemod and Blue Bolt.
Wow, this is the first time we're about to call any of these from C
land in ≥TH03? Found no built-in way to just uppercase an identifier
in TASM, so apparently we have to spell out the names in both lower-
and uppercase.
So, let's go back to regular, non-macro PUBLIC / PROC / ENDP code
wherever we can – for all functions introduced in ≥TH03, and for
everything that takes no parameters. It's simply not worth the
trouble.
Part of P0114, funded by Lmocinemod.
And that's it, actual position dependence achieved! 🎉 Again, the
website won't quite show 100% PI, but that (again) are all false
positives, to be covered in an upcoming push…
Completes P0112, funded by [Anonymous] and Blue Bolt.
Making sure that we don't ever have to iterate over the 8×8 pellet part
of the bullet array during rendering… sure, but why not give the same
optimization treatment to the 16×16 bullets?
Part of P0112, funded by [Anonymous] and Blue Bolt.
Right, *_TRAM_W refers to 8-pixel halfwidth characters, and *_KANJI_W
to 16-pixel full-width characters… which also include gaiji, which are
what the entire HUD is made out of.
Part of P0112, funded by [Anonymous] and Blue Bolt.
…Wow. A 32-element lookup table for the very computationally expensive
operation of (i * 320), needlessly limiting the amount of unique 384×80
tile sections in a stage to 32… and then TH05 further "optimizes" this
lookup by pre-multiplying all section IDs in the .STD file with the
element size of that table, to save a grand total of 1 x86 instruction.
Part of P0112, funded by [Anonymous] and Blue Bolt.
After ternary expressions straight out of Jigoku in 57be510, we now got
pointer arithmetic straight out of Jigoku… with, unsurprisingly, two
ZUN bugs.
Part of P0112, funded by [Anonymous] and Blue Bolt.
Final structure in TH05's `MAIN.EXE`! And, just like this game's custom
entities, every character uses the same structure fields with vastly
different semantics and high-level types… yup, time for separate
structures again.
Part of P0112, funded by [Anonymous] and Blue Bolt.
We've been establishing `screen` as meaning "a coordinate rooted at the
top-left corner of the display", whereas most of the Subpixels in >TH01
are rooted at the top-left of the playfield.
Part of P0112, funded by [Anonymous] and Blue Bolt.
Final unknown entity in TH05 that can collide with the player!
Get position independence hype!
(Also, no structure member comments necessary, thanks to the new
types!)
Part of P0111, funded by [Anonymous] and Blue Bolt.
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.
With all the memmove()-style shifting of individual lines, there's
probably a point to reserving 20 lines per set, but only ever rendering
4 of them. We'll see once I get to decompile all of these functions.
Part of P0110, funded by [Anonymous] and Blue Bolt.
Not just used for the zooming lines in Shinki's background, but also
for the pentagram (and circle!) in EX-Alice's background.
Part of P0110, funded by [Anonymous] and Blue Bolt.