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-.
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-.
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.
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
*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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.