Commit Graph

102 Commits

Author SHA1 Message Date
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 0eaa142684 [Position independence] master.lib graph_* function calls
Part of P0064, funded by Touhou Patch Center.
2019-12-29 21:15:38 +01:00
nmlgc 8dbb45050f [Reverse-engineering] [th04/th05] GENSOU.SCR decoding, encoding, and defaults
WTF. Fine, let's have separate, micro-optimized ASM implementations for
decoding and encoding inr MAIN.EXE, but still, all those minute
difference between OP.EXE and MAINE.EXE…
This is as far as anyone should reasonably go before decompilation;
things will get really ugly with the loading functions once the file
name is involved as well…

Completes P0063, funded by -Tom-.
2019-12-28 12:27:52 +01:00
nmlgc 5eeed67113 [Reverse-engineering] [th04/th05] GENSOU.SCR structure
Funny how the actual scores are stored as little-endian gaiji strings
in the bold font, yet never actually used as such.

Part of P0063, funded by -Tom-.
2019-12-28 12:18:43 +01:00
nmlgc 9791ea55cf [Maintenance] [th04] Move gaiji.inc to its own subdirectory
The other games also have their own directory.

Part of P0063, funded by -Tom-.
2019-12-28 12:12:36 +01:00
nmlgc 83f422c61a [Decompilation] [th05] Character-independent shot type functions
Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:37:36 +01:00
nmlgc c060df171e [Decompilation] [th05] Reimu's shot control functions
That took less than 1½ hours, even with deduplication. Too easy.

Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:35:58 +01:00
nmlgc 36f1727f82 [Maintenance] [th05] Abstract away randring for shot angles
Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:34:19 +01:00
nmlgc 765eae82e8 [Maintenance] [th05] Minimize #includes for the shot type translation units
Since a few annoying alignment bytes suggested more translation units
than previously expected, using many small headers has proved to be
better than one big shared TH04/TH05 header file. Or should we *really*
pepper the code with lots of `#pragma codestring`? 😛

And in case we have multiple translation units which all #include the
same set of headers, we'll just go with situational shared headers,
using a common prefix.

Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:32:44 +01:00
wintiger0222 1d6fbb8108 [Reverse-engineering] [th05] Masked PI display
As used for the title screen fade-in effect. Another function that
apparently was deliberately written to run not that fast, by blitting
each row individually to the 400th VRAM row just so that it can then
turn on the EGC, perform the *actual* masked blit to the VRAM
destination, and then turn the EGC off before moving to the next now.
The same effect could have entirely been accomplished by copying
graph_pack_put_8() and applying the mask there; it's not like ZUN
didn't know how to modify master.lib…

(See also 44ad3eb4) --Nmlgc
2019-12-17 23:27:02 +01:00
nmlgc a5e714b165 [Maintenance] [th05] Clarify pi_slot_put() a bit
Can't blame WindowsTiger for writing hard-to-review code when he just
adapted what I wrote in 2014…
2019-12-17 23:27:01 +01:00
nmlgc 75a779e82a [Maintenance] Clean up PI function declarations and comments 2019-12-17 23:27:01 +01:00
wintiger0222 b95a625d87 [Naming] [th04/th05] Character select screens 2019-12-17 23:27:00 +01:00
wintiger0222 02d1c04858 [Reverse-engineering] [th05] Character selection and unlock variables 2019-12-17 23:27:00 +01:00
nmlgc 50c36f5551 [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00
nmlgc 59bbe313ad [Decompilation] Add separate types for 1bpp planar pixel lines 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
wintiger0222 2a722db215 [Reverse-engineering] [th05] Music Room piano functions
No need to declare most of these in C land if 1) it isn't even clear
yet whether we can even decompile these functions with their 2)
complex __usercall conventions, which 3) aren't even called from
outside this slice. --Nmlgc
2019-12-17 23:26:56 +01:00
wintiger0222 53f316792f [Reverse-engineering] [th05] Music Room piano sprite data 2019-12-17 23:26:56 +01:00
wintiger0222 b25ec3d138 [Reverse-engineering] [th05] PMD work area and piano note data
Good job identifying what is bascially the QQ structure from PMDWin!
--Nmlgc
2019-12-17 23:26:55 +01:00
wintiger0222 2b617dfa75 [Reverse-engineering] [th05] Music Room piano coordinates 2019-12-17 23:26:55 +01:00
wintiger0222 b74b7f9bce [Reverse-engineering] [th05] Music Room piano label font 2019-12-17 23:26:55 +01:00
wintiger0222 811ba84e3f [Reverse-engineering] [th03/th04/th05] snd_delay_until_measure 2019-12-17 22:44:27 +01:00
wintiger0222 e8c9876bef [Reverse-engineering] [th05] Current BGM measure
Split off from the delay function in this game, since the ending syncs
a bunch of things independent from any frame delays. -Nmlgc
2019-12-17 22:44:23 +01:00
32th System 96684f45dc [Reverse-engineering] [th04/th05] Pause menu 2019-11-30 19:36:07 +01:00
nmlgc 30e6b7c3db [Maintenance] Correctly declare all input functions
The pascal calling convention for TH03's input mode functions actually
sort of matters, since we have this nice function pointer type that
expects pascal.
2019-11-30 19:34:55 +01:00
nmlgc 5bffab4f43 [Position independence] [th04/th05] Remaining references to PI slots
Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:23:30 +01:00
wintiger0222 61a2df2d71 [Naming] [th04/th05] EMS area setup 2019-11-24 16:02:43 +01:00
wintiger0222 37fb6eba32 [Naming] [th02/th04/th05] Demo loading and playback 2019-11-24 14:14:13 +01:00
nmlgc 71c737c4ee [Maintenance] Move DOS memory assignment sizes to separate files
Ideally, these could be calculated from some other game-specific
parameters? Anyone else who wants to look into this?
2019-11-24 14:04:36 +01:00
nmlgc 3f25caa5df [Reverse-engineering] [th02/th03/th04/th05] DOS memory assignment sizes
Changing the variable suffix to _paras rather than _siz here, since
master.lib uses the latter for byte sizes, while these are paragraphs.
2019-11-24 14:04:34 +01:00
nmlgc b37611b1be [Maintenance] Add an underscore to the player_pos variable
No need to declare them as `pascal` on the C side only because I messed
up when naming them first.

Part of P0059, funded by [Anonymous] and -Tom-.
2019-11-18 22:21:15 +01:00
nmlgc ac7540dada [Reverse-engineering] [th04/th05] Item types and sprite IDs
Completes P0057, funded by [Anonymous] and -Tom-.
2019-11-14 00:49:22 +01:00
nmlgc d1acb70cdc [Maintenance] Move the enemy item drop table to an item/ subdirectory
Part of P0057, funded by [Anonymous] and -Tom-.
2019-11-14 00:44:10 +01:00
nmlgc e7e1cbcaaf [Decompilation] [th05] Marisa's shot control functions
Yeah… such fun pretending that the original code wasn't copy-pasted.
And yes, Reimu will have to wait until the next one.

Completes P0037, funded by zorg.
2019-10-14 23:54:37 +02:00
nmlgc 1276a0c94a [Decompilation] [th05] Mima's shot control functions
And if I don't manage to cover Reimu in this push, it's because ZUN
switched around the cases in half of the functions here… 😵  Here's
some macros instead, to make the code at least *look* as table-driven
and readable as it should have been in the first place.

Part of P0037, funded by zorg.
2019-10-14 23:54:37 +02:00
nmlgc da27eb4c31 [Decompilation] [th05] Yuuka's shot control functions
Ooh, shot position being determined by RNG at lower shot levels? That's
some RNG manipulation TAS potential right there! Maybe.

Part of P0037, funded by zorg.
2019-10-14 23:54:29 +02:00
nmlgc db4de240e9 [Decompilation] Prepare the C side for the shot type control functions
That should make this convoluted copypasta a bit easier to read. And
sure, I could have done something about the loop as well, but
SHOT_FUNC_INIT already hides enough control flow behind a macro…

Part of P0037, funded by zorg.
2019-10-14 23:42:20 +02:00
nmlgc 82b0e1db24 [Reverse-engineering] [th05] Player shot cycle bitflags
A TH05 innovation that actually makes the game code easier to read?!
Although it was quite hard to actually reverse-engineer it, with the
confusing flag ordering pointing to some deeper meaning behind the
flags, which really doesn't exist.

Completes P0036, funded by zorg.
2019-10-14 23:42:09 +02:00
nmlgc 5ebbe7bda9 [Maintenance] Move all shot-related slices to the player/ subdirectory
It seems that the main th0?/ directories should only contain actual
translation units (of which there are more than previously assumed)
as well as other not really further classifiable slices?

Part of P0036, funded by zorg.
2019-10-14 23:41:46 +02:00
nmlgc a533b5d3ea [Reverse-engineering] [th04/th05] Player sprite area invalidation
And once again, the TH05 version is un-decompilable. :/ It was pretty
close this time, though, as the entire block between PUSH DI and POP DI
kind of resembles a separate inlined function, in accordance with Turbo
C++'s  automatic backup of the DI register, as researched in 7f971a0.

Except that it contains a loop, and Turbo C++ refuses to inline any
function with `do`, `while`, `for`, or `goto`. If it didn't, it would
have totally worked.

Also, yes, C++ class methods are treated identically in this regard.

Oh well. Shot type control functions next, finally!

Completes P0035, funded by zorg.
2019-09-24 22:04:26 +02:00
nmlgc 5a6567e173 [Reverse-engineering] [th04/th05] Number of point items collected
Yes, if you collect more than 255 point items in one TH04 stage, the
counter will overflow to 0.
It's a 16-bit word in both TH02 and TH05.

Part of P0034, funded by zorg.
2019-09-24 21:57:41 +02:00
nmlgc b7d204aeec [Reverse-engineering] [th02/th04/th05] Player option sprite number
Part of P0034, funded by zorg.
2019-09-24 21:57:29 +02:00
nmlgc 6cdd2296bb [Reverse-engineering] [th04/th05] Input → player movement
Completes P0033, funded by zorg.
2019-09-21 14:01:51 +02:00
nmlgc f8213c5a32 [Reverse-engineering] [th04/th05] HUD bar display
So it's *_put(), inherited from master.lib, for everything just writing
to text RAM, and *_render() for everything more involved? But what
about master.lib's own graphics RAM functions like super_put()? Need to
fix that inconsistency some day.

Once again no decompilation, because…

Part of P0033, funded by zorg.
2019-09-21 14:01:50 +02:00
nmlgc e6294c2c1a [Reverse-engineering] [th02/th04/th05] Score update and display
The TH02 version is a piece of cake…

… but TH04 starts turning it into this un-decompilable piece of
unnecessarily micro-optimized ZUN code. Couldn't have chosen anything
better for the first separate ASM translation unit.

Aside from now having to convert names of exported *variables* to
uppercase for visibility in ASM translation units, the most notable
lesson in this was the one about avoiding fixup overflows. From the
Borland C++ Version 4.0 User's Guide:

	"In an assembly language program, a fixup overflow frequently
	 occurs if you have declared an external variable within a
	 segment definition, but this variable actually exists in a
	 different segment."

Can't be restated often enough.

Completes P0032, funded by zorg.
2019-09-21 14:01:47 +02:00
nmlgc d19f91914e [Maintenance] Mirror the TH04/TH05 C header sharing on the ASM side
Part of P0032, funded by zorg.
2019-09-21 13:04:28 +02:00
nmlgc f07089017f [Maintenance] Rename the extension of game-specific ASM includes to .inc
Rule of thumb going forward: Everything that emits data is .asm,
everything that doesn't is .inc.
(Let's hope that th01_reiiden_2.inc won't exist for that much longer!)

Part of P0032, funded by zorg.
2019-09-21 13:03:56 +02:00
nmlgc 3383a4558b [Decompilation] [th05] Resetting boss-related variables
Part of P0031, funded by zorg.
2019-09-21 13:01:30 +02:00
nmlgc b0c2122eec [Decompilation] [th05] Stage-related .BB file loading boilerplate
Yay for alignment, allowing us once again to only move unrelated
variable declarations over to C…

Part of P0031, funded by zorg.
2019-09-21 12:59:22 +02:00