Commit Graph

898 Commits

Author SHA1 Message Date
wintiger0222 c140281ba7 [Naming] [th01] graph_putsa_fx 2019-12-17 23:26:58 +01:00
wintiger0222 590436dfa8 [Reduction] [th03] graph_putsa_fx
Fine, let's drag that ASM slice along, instead of immediately reusing
the already decompiled TH02 version… The website really needs a
decompilation metric soon, anyway. --Nmlgc
2019-12-17 23:26:58 +01:00
wintiger0222 9173833a8d [Reverse-engineering] [th01] grcg_setcolor() C reimplementations 2019-12-17 23:26:57 +01:00
wintiger0222 88a9143309 [Reverse-engineering] [th01] JIS X 0208 東方★靈異伝 code points 2019-12-17 23:26:57 +01:00
wintiger0222 c0705c395c [Naming] [th03/th04/th05] Music Room functions changed from TH02 2019-12-17 23:26:57 +01:00
wintiger0222 d7906ef78e [Reverse-engineering] [th04/th05] ZUN Soft logo 2019-12-17 23:26:57 +01:00
nmlgc c6ab779897 [Maintenance] [th04/th05] Correctly declare the ZUN Soft explosion functions 2019-12-17 23:26:57 +01:00
wintiger0222 38e8fd6a8d [Reverse-engineering] [th04/th05] Music Room / ending background image buffers
"bgimage" really was the best name I could come up with here, given
what it's used for. Everything else sounded way too ambiguous. Even
something like "mempage", in the meaning of "a third memory-backed
graphics page"… --Nmlgc
2019-12-17 23:26:56 +01:00
wintiger0222 9684cf5312 [Reduction] [th03] Music Room comment back buffer
I think cmt_back_* type functions need more universal name
Because at th04 and th05, it used in zunsoft opening animation
--WindowsTiger

And in MAINE.EXE. So I agree for TH04 and TH05, but TH03 still only
allocates, snaps, and recovers only the VRAM area occupied by the music
comments. --Nmlgc
2019-12-17 23:26:56 +01:00
wintiger0222 1317273aa0 [Reduction] [th03/th04/th05] Music Room code identical to TH02 2019-12-17 23:26:56 +01:00
wintiger0222 680af1afd9 [Position independence] [th03/th04/th05] Music Room file names and titles 2019-12-17 23:26:56 +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 d0c4de0c7f [Naming] [th04/th05] GameCore 2019-12-17 23:26:55 +01:00
wintiger0222 895884fc7a [Naming] [th02/th04/th05] HUD display functions 2019-12-17 23:26:55 +01:00
wintiger0222 25903719a3 [Naming] [th02] Current and high score 2019-12-17 23:26:55 +01:00
wintiger0222 1ffa121821 [Naming] [th02] Gaiji loading
Renaming these to gaiji_load() and gaiji_free() for consistency with
other functions that load files. --Nmlgc
2019-12-17 23:26:54 +01:00
wintiger0222 0b084b83c3 [Reverse-engineering] [th04/th05] graph_putsa_fx 2019-12-17 23:26:54 +01:00
wintiger0222 75f05c8b90 [Reverse-engineering] [th04/th05] graph_putsa_fx tables 2019-12-17 23:26:54 +01:00
wintiger0222 6e09a2c15f [Naming] [th04/th05] graph_putsa_fx 2019-12-17 22:44:30 +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
nmlgc a23dab3154 [Reverse-engineering] MMD ticks-per-quarter-note constant
And then, ZUN hardcodes all measure-related functions to 4/4…
2019-12-17 22:40:05 +01:00
nmlgc 5f4f5d87dc [Decompilation] [th03] Shot update and render functions
Meh, can't overload arithmetic operators that take a Subpixel without
generating a needless load and store, even with -Z. But heck, slightly
uglifying subpixel/subpixel arithmetic is exactly the right trade-off.

Completes P0061, funded by Touhou Patch Center.
2019-12-05 21:41:31 +01:00
nmlgc 8b01c60f44 [Maintenance] Move PC-98 hardware constants to a separate include file
SPRITE16 would also like to refer to those later.

Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:38:39 +01:00
nmlgc 5c1a864432 [Reverse-engineering] [th03] Shot pair structure
Yup, one structure instance describes one *pair* of shot sprites in
TH03.

Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:38:32 +01:00
nmlgc 296f9f61c2 [Reverse-engineering] [th03] Playfield shaking
Which only applies to the set of sprites considered to be in the
foreground, so no EGC acceleration.

Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:36:02 +01:00
nmlgc 4030ef737a [Reverse-engineering] [th03] Character movement and gauge charge speeds
Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:35:02 +01:00
nmlgc 4d3d6acd28 [Decompilation] Templatize subpixels to offer both 16-bit and 8-bit variants
Yup, TH03 actually uses a 4.4 fixed-point format.

Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:27:53 +01:00
nmlgc bb6b0f1cc3 [Maintenance] Move the Subpixel class to a separate header, under TH03
Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:21:56 +01:00
nmlgc 04d24ccf1c [Reverse-engineering] [th03] Character IDs
Part of P0061, funded by Touhou Patch Center.
2019-12-05 21:21:49 +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 a6a805f008 [ZUN symbols] key_det / shiftkey
Not applying this leak to TH03 since it would have more than one
`key_det` variable, resulting in names that are as much fanfiction as
the current ones…
2019-11-30 19:32:10 +01:00
nmlgc 73f5ae79a0 [Reverse-engineering] [th03] Demo frame counter
My dumb parser identified this as a reference to the PI header slots,
which is why it's here now!

Completes P0060, funded by Touhou Patch Center.
2019-11-28 23:23:30 +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
nmlgc 619203a1c9 [Position independence] [th02/th03/th04/th05] Color palettes
Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:23:29 +01:00
nmlgc b6e0330ff6 [Decompilation] [th03] Sprite display calls
Yes, decompilation, of something that was so obviously originally
written in ASM. We're still left with two un-decompilable instructions
here, but I'm amazed at how nicely I was able to abstract away all of
the gory register details, leading to pretty clear, readable, and dare
I say *portable* code?! Turbo C++ was once again pretty helpful here:

• `static_cast<char>(_BX) = _AL` actually compiles into `MOV BL, AL`,
  as you would have intended,
• and no-op assignments like _DI = _DI are optimized away, allowing
  us to leave them in for clarity, so that we can have all parameter
  assignments for the SPRITE16 display call in a single place.

I love this compiler.

Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:14:21 +01:00
nmlgc 2269d0c29c [Reverse-engineering] [th03] Playfield sprite clipping coordinates
Part of P0060, funded by Touhou Patch Center.
2019-11-28 23:12:10 +01:00
wintiger0222 29385dd7cb [Naming] [th02] text_wipe 2019-11-24 16:02:43 +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 7c80fb01f2 [Contributing] Establish how to cite ZUN's source code leaks 2019-11-24 14:14:13 +01:00
wintiger0222 22bf71d170 [Reduction] [th03/th04/th05] game_init_main 2019-11-24 14:14:13 +01:00
wintiger0222 9b9f487d6c [Naming] [th03/th04/th05] graph_putsa_fx
Let's cover this one during decompilation.
2019-11-24 14:14:05 +01:00
wintiger0222 09edcab744 [Reduction] [th03/th04/th05] game_init_op 2019-11-24 14:04:36 +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