#include #include "platform.h" #include "x86real.h" #include "pc98.h" #include "planar.h" #include "master.hpp" #include "shiftjis.hpp" #include "libs/kaja/kaja.h" #include "th01/hardware/egc.h" #include "th01/hardware/grppsafx.h" #include "th01/formats/cutscene.hpp" #include "th02/score.h" #include "th02/v_colors.hpp" #include "th02/resident.hpp" #include "th02/hardware/frmdelay.h" #include "th02/hardware/input.hpp" #include "th02/formats/end.hpp" extern "C" { #include "th02/formats/pi.h" } #include "th02/gaiji/gaiji.h" #include "th02/gaiji/score_p.hpp" extern "C" { #include "th02/snd/snd.h" } #include "th02/end/staff.hpp" #include "th02/sprites/verdict.hpp" // Constants // --------- static const int CUTSCENE_PIC_SLOT = 0; enum end_text_colors_t { V_YELLOW = 6, V_GREEN = 9, }; // --------- // Coordinates // ----------- static const screen_y_t CUTSCENE_PIC_TOP = ((RES_Y / 2) - (CUTSCENE_PIC_H / 2)); static const pixel_t END_LINE_W = (END_LINE_LENGTH * GLYPH_HALF_W); static const screen_x_t END_LINE_LEFT = ((RES_X / 2) - (END_LINE_W / 2)); static const screen_y_t END_LINE_TOP = ( CUTSCENE_PIC_TOP + CUTSCENE_PIC_H + (GLYPH_H * 2) ); static const screen_x_t END_LINE_RIGHT = (END_LINE_LEFT + END_LINE_W); static const screen_y_t END_LINE_BOTTOM = (END_LINE_TOP + GLYPH_H); static const pixel_t ENDFT_W = 80; static const pixel_t ENDFT_SEGMENT_W = 16; static const pixel_t ENDFT_SEGMENT_COUNT = (ENDFT_W / ENDFT_SEGMENT_W); static const screen_x_t STAFFROLL_TEXT_LEFT = ( STAFFROLL_PIC_RIGHT + (GLYPH_FULL_W * 4) ); static const screen_y_t STAFFROLL_TEXT_TOP = ((RES_Y / 2) - (GLYPH_H / 2)); // ----------- // State // ----- shiftjis_t end_text[100][END_LINE_SIZE]; int8_t line_col_and_fx; inline void line_col_set(vc_t vc) { line_col_and_fx = (vc | FX_WEIGHT_BOLD); } bool line_type_allow_fast_forward_and_automatically_clear_end_line; // ----- // Function ordering fails // ----------------------- void near end_line_clear(void); // ----------------------- void pascal near end_load(const char *fn) { file_ropen(fn); // ZUN landmine: No check to ensure that the size is ≤ sizeof(end_text). // Dynamic allocation would have made more sense... size_t size = file_size(); file_read(end_text, size); file_close(); } void pascal near verdict_value_score_put( screen_x_t left, screen_y_t top, score_t score ) { #define on_digit(i, gaiji) { \ graph_gaiji_putc((left + (GAIJI_W * i)), top, gaiji, V_WHITE); \ } gaiji_score_put(score, on_digit, false); #undef on_digit } void pascal near line_type( screen_x_t left, screen_y_t top, shiftjis_ank_amount_t len, shiftjis_t* str, int frames_per_kanji ) { // ZUN landmine: Susceptible to buffer overflows if [len] is larger. shiftjis_t buf[RES_X / GLYPH_HALF_W] = { '\0' }; int i = 0; for(int loop = 0; loop < len; loop += int(sizeof(shiftjis_kanji_t))) { // ZUN bug: Does not address the PC-98 keyboard quirk documented in the // `Research/HOLDKEY` example. As a result, the eventual key release // scancode won't be filtered and will get through to [key_det], ... input_reset_sense(); buf[i] = str[i]; i++; buf[i] = str[i]; i++; buf[i] = '\0'; graph_putsa_fx(left, top, line_col_and_fx, buf); // …which leads to the code taking the branch with the longer delay // every once in a while, even if the player still holds a key. While // the condition checks for *any* key being held, the probability of // taking the wrong branch remains identical regardless of how many // keys are held down, as the key release scancodes are only sent for // the last key that was pressed. if( line_type_allow_fast_forward_and_automatically_clear_end_line && (key_det != INPUT_NONE) ) { // As [loop] increases by 2 on each iteration, the loop will // alternate between this delay and no delay at all, resulting in // two kanji every ([frames_per_kanji] / 3) frames. if(loop & 3) { frame_delay(frames_per_kanji / 3); } } else { frame_delay(frames_per_kanji); } } for(i = 0; i < 20; i++) { input_reset_sense(); if( line_type_allow_fast_forward_and_automatically_clear_end_line && (key_det != INPUT_NONE) ) { // ZUN bloat: Technically, a 0-frame delay is not a no-op. Because // it still resets [vsync_Count1], it forms a frame boundary in // case the current frame didn't finish rendering within a single // VSync interrupt. // In this context though, this function call might as well be a // `break`. Without the 614.4 µs delay to address the PC-98 // keyboard quirk documented in the `Research/HOLDKEY` example, a // single call to input_reset_sense() encompasses // // • 8 INT 18h, AH=04h calls, // • 18 comparisons, and // • 14 branches with OR assignments. // // The exact implementation of INT 18h varies between PC-98 models, // so there's no point in precisely counting CPU cycles here. But // given that this blocking loop does nothing else *and* we're sure // to get here at the very start of a frame, it makes sense to // assume that 20 of those calls can easily fit within the ≈600,000 // cycles we have for every frame on the game's target 33 MHz CPUs. frame_delay(0); } else { frame_delay(2); } } if(line_type_allow_fast_forward_and_automatically_clear_end_line) { end_line_clear(); } } void verdict_kanji_1_to_0_masked( screen_x_t left, screen_y_t top, const dots16_t mask[VERDICT_MASK_H] ) { static_assert(VERDICT_MASK_H == GLYPH_H); Planar dots; vram_offset_t vo = vram_offset_shift(left, top); for(pixel_t row = 0; row < VERDICT_MASK_H; row++) { // ZUN bloat: Thanks to the blit functions being macros, `mask[row]` is // evaluated a total of 5 times. Once would be enough. graph_accesspage(1); VRAM_SNAP_PLANAR(dots, vo, VERDICT_MASK_W); graph_accesspage(0); grcg_setcolor(GC_RMW, 0); grcg_put(vo, mask[row], VERDICT_MASK_W); grcg_off(); vram_or_planar_masked(vo, dots, VERDICT_MASK_W, mask[row]); vo += ROW_SIZE; } } void verdict_row_1_to_0_animate( screen_x_t left, screen_y_t top, shiftjis_kanji_amount_t len ) { // ZUN bloat: This array is not `static`, and will be needlessly copied // into a local variable at every call to the function. #include "th02/sprites/verdict.csp" shiftjis_kanji_amount_t i; for(int mask = 0; mask < VERDICT_MASK_COUNT; mask++) { for(i = 0; i < len; i++) { verdict_kanji_1_to_0_masked( (left + (i * GLYPH_FULL_W)), top, &sVERDICT_MASKS[mask][0] ); } frame_delay(10); } } void pascal near gaiji_boldfont_str_from_positive_3_digit_value( int value, // ZUN bloat: Not meant to support unsigned values. gaiji_th02_t str[4] ) { enum { DIGITS = 3, }; int divisor = 100; // Must match DIGITS! int8_t digit; uint8_t past_leading_zeroes = 0; int i = 0; while(i < DIGITS) { digit = (value / divisor); if(past_leading_zeroes == 0) { past_leading_zeroes = digit; } if(past_leading_zeroes || (i == (DIGITS - 1))) { str[i] = gaiji_th02_t(gb_0_ + digit); } else { str[i] = gb_SP; } value -= (digit * divisor); i++; divisor /= 10; } str[i] = gs_NULL; } // ZUN bloat: Same algorithm as in TH01, same problems. Also could be a // single proper function. #define pic_put(left, top, rows, quarter, quarter_offset_y) { \ uvram_offset_t vram_offset_src = ( \ (quarter == 0) ? vram_offset_shift(0, 0) : \ (quarter == 1) ? vram_offset_shift(CUTSCENE_PIC_W, 0) : \ (quarter == 2) ? vram_offset_shift(0, CUTSCENE_PIC_H) : \ /*quarter == 3*/ vram_offset_shift(CUTSCENE_PIC_W, CUTSCENE_PIC_H) \ ); \ uvram_offset_t vram_offset_dst = vram_offset_shift(left, top); \ vram_offset_src += (quarter_offset_y * ROW_SIZE); \ \ egc_start_copy(); \ \ pixel_t y = quarter_offset_y; \ vram_byte_amount_t vram_x; \ while(y < (rows + quarter_offset_y)) { \ vram_x = 0; \ while(vram_x < CUTSCENE_PIC_VRAM_W) { \ egc_temp_t d; \ \ graph_accesspage(1); d = egc_chunk(vram_offset_src); \ graph_accesspage(0); egc_chunk(vram_offset_dst) = d; \ \ vram_x += EGC_REGISTER_SIZE; \ vram_offset_src += EGC_REGISTER_SIZE; \ vram_offset_dst += EGC_REGISTER_SIZE; \ } \ y++; \ vram_offset_dst += (ROW_SIZE - CUTSCENE_PIC_VRAM_W); \ vram_offset_src += (ROW_SIZE - CUTSCENE_PIC_VRAM_W); \ } \ egc_off(); \ } void pascal near end_pic_show(int quarter) { pic_put(CUTSCENE_PIC_LEFT, CUTSCENE_PIC_TOP, CUTSCENE_PIC_H, quarter, 0); } void pascal near staffroll_pic_put(screen_x_t left, screen_y_t top, int quarter) { pic_put(left, top, CUTSCENE_PIC_H, quarter, 0); } void pascal near end_pic_put_rows( int quarter, pixel_t quarter_offset_y, pixel_t rows ) { pic_put( CUTSCENE_PIC_LEFT, CUTSCENE_PIC_TOP, rows, quarter, quarter_offset_y ); } void near end_line_clear(void) { screen_y_t y; screen_y_t x; grcg_setcolor(GC_RMW, 0); for(y = END_LINE_TOP; y < END_LINE_BOTTOM; y++) { for(x = END_LINE_LEFT; x < END_LINE_RIGHT; x += GLYPH_FULL_W) { vram_offset_t vo = vram_offset_shift(x, y); grcg_put(vo, 0xFFFF, GLYPH_FULL_W); } } grcg_off(); } void near end_to_staffroll_animate(void) { enum { VELOCITY = 4, // ZUN bloat: (CUTSCENE_PIC_H - 1) would have been enough. SHIFT_H = (RES_Y - 1 - CUTSCENE_PIC_TOP), }; end_load("end3.txt"); frame_delay(30); palette_white_out(1); snd_load("ending.m", SND_LOAD_SONG); snd_kaja_func(KAJA_SONG_PLAY, 0); end_line_clear(); palette_white_in(4); snd_delay_until_measure(5); screen_x_t left_prev = CUTSCENE_PIC_LEFT; // ZUN quirk: Off by 4? Did you mean ">="? while(left_prev > (STAFFROLL_PIC_LEFT + VELOCITY)) { // ZUN bloat: Could have made use of the fact that this image is // surrounded by black pixels. Shifting [CUTSCENE_PIC_W + VELOCITY] // pixels would have avoided the need to use the GRCG below, as well // as the subsequent... egc_shift_left( left_prev, CUTSCENE_PIC_TOP, (left_prev + CUTSCENE_PIC_W - 1), SHIFT_H, VELOCITY ); grcg_setcolor(GC_RMW, 0); grcg_boxfill( // ZUN bug: …which cuts off [VELOCITY] pixels at the right side. (left_prev + CUTSCENE_PIC_W - (VELOCITY * 2)), CUTSCENE_PIC_TOP, (left_prev + CUTSCENE_PIC_W - 1), SHIFT_H ); grcg_off(); frame_delay(1); left_prev -= VELOCITY; } } inline void end_pics_load_palette_show(const char *fn) { graph_accesspage(1); pi_fullres_load_palette_apply_put_free(CUTSCENE_PIC_SLOT, fn); } // Calling line_type(int, int) directly from the loop would add a useless load // and store for [line]. #define end_line_type_raw(line, frames) { \ line_type( \ END_LINE_LEFT, END_LINE_TOP, END_LINE_LENGTH, end_text[line], frames \ ); \ } inline void end_line_type(int line, int frames_per_kanji = 6) { end_line_type_raw(line, frames_per_kanji); } // ZUN bloat: Spending 3,344 bytes of the code segment on script code is way // too much. The most effective first compression step would be to turn the // text color changes into a line-indexed array (similar to the generic face // arrays used for in-game dialog), and this into a proper function. #define end_lines_type_from_to(first, last) { \ for(i = first; i <= last; i++) { \ end_line_type_raw(i, 6); \ } \ } inline void end_load_and_start_animate(const char* text_fn) { end_load(text_fn); snd_load("end1.m", SND_LOAD_SONG); snd_kaja_func(KAJA_SONG_PLAY, 0); palette_black(); end_pics_load_palette_show("ed01.pi"); palette_black_in(2); frame_delay(40); end_pic_show(0); line_col_set(V_WHITE); line_type_allow_fast_forward_and_automatically_clear_end_line = true; end_line_type(0); frame_delay(20); palette_black_out(1); } void near end_bad_animate(void) { int i; end_load_and_start_animate("end1.txt"); end_pic_show(1); palette_black_in(1); end_lines_type_from_to(1, 3); end_pic_show(2); end_lines_type_from_to(4, 5); line_col_set(V_YELLOW); end_line_type(6); line_col_set(V_WHITE); end_lines_type_from_to(7, 9); line_col_set(V_YELLOW); end_line_type(10); line_col_set(V_WHITE); end_line_type(11); frame_delay(20); end_line_type(12); // Scroll up to Marisa enum { VELOCITY = 2, }; #define frame i for(frame = 0; frame < (CUTSCENE_PIC_H / VELOCITY); frame++) { // ZUN bloat: Redundant; end_pic_put_rows() returns with VRAM page 0 // accessed. graph_accesspage(0); egc_shift_down( CUTSCENE_PIC_LEFT, CUTSCENE_PIC_TOP, (CUTSCENE_PIC_LEFT + CUTSCENE_PIC_W - 1), (CUTSCENE_PIC_TOP + CUTSCENE_PIC_H - 1 - VELOCITY), VELOCITY ); end_pic_put_rows( 3, ((CUTSCENE_PIC_H - VELOCITY) - (frame * VELOCITY)), VELOCITY ); frame_delay(1); } #undef i end_line_type(13); line_col_set(V_YELLOW); end_lines_type_from_to(14, 15); line_col_set(V_WHITE); end_lines_type_from_to(16, 17); line_col_set(V_YELLOW); end_lines_type_from_to(18, 20); line_col_set(V_WHITE); end_line_type(21); line_col_set(V_YELLOW); end_line_type(22); line_col_set(V_WHITE); end_line_type(23); // ZUN landmine: Blacking out *after* loading runs the black-out animation // with the new palette while the shown VRAM page still contains a pic from // the previous .PI file. This only works in the original game because the // palettes of the original ED01.PI and ED02.PI are identical. end_pics_load_palette_show("ed02.pi"); palette_black_out(2); if(resident->shottype == 0) { end_pic_show(0); } else if(resident->shottype == 1) { end_pic_show(2); } else { end_pic_show(3); } palette_black_in(2); line_col_set(V_YELLOW); end_line_type(24); line_col_set(V_WHITE); end_lines_type_from_to(25, 26); line_col_set(V_YELLOW); if(resident->shottype == 0) { end_lines_type_from_to(27, 28); line_col_set(V_WHITE); end_lines_type_from_to(29, 30); end_pic_show(1); line_col_set(V_YELLOW); end_line_type(31); line_col_set(V_WHITE); end_line_type(32, 12); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(33, 9); } else if(resident->shottype == 1) { end_line_type(34); line_col_set(V_WHITE); end_line_type(35); line_col_set(V_YELLOW); end_line_type(36); line_col_set(V_WHITE); end_lines_type_from_to(37, 38); line_col_set(V_YELLOW); end_line_type(39); line_col_set(V_WHITE); end_line_type(40, 12); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(41, 9); } else if(resident->shottype == 2) { end_line_type(42); line_col_set(V_WHITE); end_line_type(43); line_col_set(V_YELLOW); end_lines_type_from_to(44, 45); line_col_set(V_WHITE); end_lines_type_from_to(46, 47); line_col_set(V_YELLOW); end_line_type(48); line_col_set(V_WHITE); end_line_type(49, 12); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(50, 9); } end_to_staffroll_animate(); } void near end_good_animate(void) { int i; end_load_and_start_animate("end2.txt"); end_pics_load_palette_show("ed03.pi"); end_pic_show(0); palette_black_in(1); end_lines_type_from_to(1, 3); end_pic_show(1); end_lines_type_from_to(4, 9); end_pic_show(2); end_lines_type_from_to(10, 11); end_pic_show(3); end_lines_type_from_to(12, 13); palette_entry_rgb("ed03a.rgb"); // Change to a grayscale palette palette_show(); line_col_set(V_GREEN); end_lines_type_from_to(14, 15); palette_black_out(2); end_pics_load_palette_show("ed04.pi"); graph_accesspage(0); // ZUN bloat: Redundant, overridden by end_pic_show() end_pic_show(0); palette_black_in(2); line_col_set(V_WHITE); end_line_type(16); line_col_set(V_GREEN); end_line_type(17); line_col_set(V_WHITE); end_lines_type_from_to(18, 19); end_pic_show(1); line_col_set(V_GREEN); end_lines_type_from_to(20, 21); line_col_set(V_WHITE); end_line_type(22); line_col_set(V_GREEN); end_lines_type_from_to(23, 24); line_col_set(V_WHITE); end_line_type(25); line_col_set(V_GREEN); end_line_type(26); frame_delay(10); if(resident->shottype == 0) { end_line_type(27); frame_delay(30); end_pic_show(2); line_col_set(V_WHITE); end_line_type(28); end_pic_show(3); end_line_type(29); line_col_set(V_GREEN); end_lines_type_from_to(30, 31); line_col_set(V_WHITE); end_lines_type_from_to(32, 36); line_col_set(V_GREEN); end_lines_type_from_to(37, 38); line_col_set(V_WHITE); end_line_type(39); palette_black_out(2); end_pics_load_palette_show("ed05.pi\0ver 1.00"); end_pic_show(0); palette_black_in(2); end_lines_type_from_to(40, 46); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(47, 12); } else if(resident->shottype == 1) { end_line_type(48); end_line_type(49); line_col_set(V_WHITE); end_line_type(50); line_col_set(V_GREEN); end_line_type(51); frame_delay(30); end_pic_show(2); line_col_set(V_WHITE); end_line_type(52); end_pic_show(3); end_line_type(53); line_col_set(V_GREEN); end_line_type(54); line_col_set(V_WHITE); end_line_type(55); line_col_set(V_GREEN); end_line_type(56); line_col_set(V_WHITE); end_line_type(57); line_col_set(V_GREEN); end_lines_type_from_to(58, 61); line_col_set(V_WHITE); end_lines_type_from_to(62, 66); palette_black_out(2); end_pics_load_palette_show("ed05.pi"); end_pic_show(1); palette_black_in(2); end_lines_type_from_to(67, 68); end_line_type(69, 12); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(70, 12); } else { end_line_type(71); line_col_set(V_WHITE); end_line_type(72); line_col_set(V_GREEN); end_line_type(73); frame_delay(30); end_pic_show(2); line_col_set(V_WHITE); end_line_type(74); end_pic_show(3); end_line_type(75); line_col_set(V_GREEN); end_line_type(76); line_col_set(V_WHITE); end_line_type(77); line_col_set(V_GREEN); end_line_type(78); line_col_set(V_WHITE); end_line_type(79); line_col_set(V_GREEN); end_line_type(80); line_col_set(V_WHITE); end_line_type(81); line_col_set(V_GREEN); end_line_type(82); line_col_set(V_WHITE); end_line_type(83); palette_black_out(2); end_pics_load_palette_show("ed05.pi"); end_pic_show(2); palette_black_in(2); end_lines_type_from_to(84, 91); // ZUN bloat: Could have been included in the loop. (As if it matters // at this point...) end_line_type(92); line_type_allow_fast_forward_and_automatically_clear_end_line = false; end_line_type(93, 12); } end_to_staffroll_animate(); } void pascal near endft_put(screen_x_t left, screen_y_t top, int patnum_base) { int patnum = patnum_base; int segment = 0; while(segment < ENDFT_SEGMENT_COUNT) { over_put_8(left, top, patnum); segment++; patnum++; left += ENDFT_SEGMENT_W; } } void near staffroll_text_clear(void) { grcg_setcolor(GC_RMW, 0); // ZUN bloat: 5 lines of text are both too many and too little. There are // only two staff sections that list more people than just ZUN: // • The 「グラフィック」 section covers 4 lines, not 5 // • The 「TEST PLAYER」 section stretches 7.5 lines, and only // doesn't need to be covered because it's the last section and the game // transitions to the verdict screen afterwards. grcg_boxfill( STAFFROLL_TEXT_LEFT, STAFFROLL_TEXT_TOP, (RES_X - 1), (STAFFROLL_TEXT_TOP + (5 * GLYPH_H) - 1) ); grcg_off(); }