mirror of https://github.com/nmlgc/ReC98.git
220 lines
8.5 KiB
Markdown
220 lines
8.5 KiB
Markdown
## Welcome!
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If we've seen you doing any kind of reverse-engineering or modding work on the
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PC-98 Touhou games before, you might have already been [invited as a
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collaborator][2]. In that case, feel free to create separate branches for your
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work directly in this repository – this will immediately inform anyone who
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watches this repo or subscribed to a webhook. If you prefer, you can still
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use your own fork though.
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### What can I do on these separate branches?
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Anything – reverse-engineering and decompilation of original ZUN code (which
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then could be merged back into `master` after review) or your own custom mods,
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no matter how large or small.
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For starters, simply naming functions or global variables to reflect their
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actual intent will already be helpful. *Any* name is better than
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`sub_<something>`, and can always be fixed or improved later.
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# Contribution guidelines
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## Rule #1
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**`master` must never introduce code changes that change the decompressed
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program image, or the unordered set of relocations, of any original game
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binary, as compared using [mzdiff].** The only allowed exceptions are:
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1) different encodings of identical x86 instructions within code segments
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2) padding with `00` bytes at the end of the file.
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## Taste issues
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* Use tabs for indentation.
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* Spaces for alignment are allowed, especially if they end up giving the code
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a nice visual structure, e.g. with multiple calls to the same function with
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varying pixel coordinates.
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* Don't indent `extern "C"` blocks that span the entire file.
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* Always use `{ brackets }`, even around single-statement conditional
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branches.
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* Add spaces around binary operators. `for(i = 0; i < 12; i++)`
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* Variables should be *signed* in the absence of any ASM instruction
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(conditional jump, arithmetic, etc.) or further context (e.g. parameters
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with a common source) that defines their signedness. If a variable is used
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in both signed and unsigned contexts, declare it as the more common one.
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## Code organization
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* Try to avoid repeating numeric constants – after all, easy moddability
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should be one of the goals of this project. For local arrays, use `sizeof()`
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if the size can be expressed in terms of another array or type. Otherwise,
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`#define` a macro if there is a clear intent behind a number.
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(Counterexample: Small, insignificant amounts of pixels in e.g. entity
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movement code.)
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* Try rewriting padding instructions in ASM land into TASM directives:
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* `db 0` / `NOP` → `even` / `align 2`
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* `db ?` → `evendata`
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This makes mzdiffs a bit shorter in common cases where a single byte was
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erroneously added somewhere, by providing a chance for the code to catch up
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to its original byte positions.
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* Documenting function comments exclusively go into C/C++ header files, right
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above the corresponding function prototype, *not* into ASM slices.
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* Newly named symbols in ASM land (functions, global variables, `struc`ts, and
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"sequence of numeric equate" enums) should immediately be reflected in C/C++
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land, with the correct types and calling conventions. Typically, these
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definitions would go into header files, but they can stay in .c/.cpp files
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if they aren't part of a public interface, i.e., not used by unrelated
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functions.
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* Compress calls to *known* functions in ASM land to use TASM's one-line,
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interfaced call syntax, whenever all parameters are passed via consecutive
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`PUSH` instructions:
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* `pascal`:
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<table>
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<tr>
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<td>
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<code>push param1</code><br />
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<code>push param2</code><br />
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<code>call foo</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo pascal, param1, param2</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, single parameter:
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<table>
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<tr>
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<td>
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>pop cx</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo stdcall, param1</code><br />
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<code>pop cx</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, multiple parameters:
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<table>
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<tr>
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<td>
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<code>push param2</code><br />
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>add sp, 4</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo c, param1, param2</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, single call, 32-bit parameters (Note that you have to use
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`large` whenever a parameter happens to be 32-bit, even if the disassembly
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didn't need it):
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<table>
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<tr>
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<td>
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<code>push 012345678h</code><br />
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<code>pushd param1</code><br />
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<code>call foo</code><br />
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<code>add sp, 8</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo c, large param1, large 012345678h</code>
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</td>
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</tr>
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</table>
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* `__cdecl`, multiple calls with a single `add sp` instruction for their
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combined parameter size at the end:
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<table>
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<tr>
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<td>
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<code>push param2</code><br />
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<code>push param1</code><br />
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<code>call foo</code><br />
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<code>[…]</code><br />
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<code>push param2</code><br />
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<code>pushd param1</code><br />
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<code>call bar</code><br />
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<code>add sp, 0Ah</code>
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</td>
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<td>→</td>
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<td>
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<code>call foo stdcall, param1, param2</code><br />
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<code>[…]</code><br />
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<code>call bar stdcall, large param1, param2</code><br />
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<code>add sp, 10</code>
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</td>
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</tr>
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</table>
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* Try moving repeated sections of code into a separate `inline` function
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before grabbing the `#define` hammer. Turbo C++ will generally inline
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everything declared as `inline` that doesn't contain `do`, `for`, `while`,
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`goto`, `switch`, `break`, `continue`, or `case`.
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* These inlining rules also apply to C++ class methods, so feel free to
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declare classes if you keep thinking "overloaded operators would be nice
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here" or "this code would read really nicely if this functionality was
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encapsulated in a method". (Sometimes, you will have little choice, in
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fact!) Despite Turbo C++'s notoriously outdated C++ implementation, [there
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are quite a lot of possibilites for abstractions that inline perfectly][1].
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Subpixels, as seen in 9d121c7, are the prime example here. Don't overdo it,
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though – use classes where they meaningfully enhance the original procedural
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code, not to replace it with an overly nested, "enterprise-y" class
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hierarchy.
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## Decompilation
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* Don't try to decompile self-modifying code. Yes, it may be *possible* by
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calculating addresses relative to the start of the function, but as soon as
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someone starts modding or porting that function, things *will* crash at
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runtime. Inline ASM in C/C++ source files is fine, that will trip up future
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port developers at compile time. Self-modifying code can only do the same if
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it's kept in separate ASM files.
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## Naming conventions
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* ASM file extensions: `.asm` if they emit code, `.inc` if they don't
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* Macros defining the number of instances of an entity: `<ENTITY>_COUNT`
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* Functionally identical reimplementations or micro-optimizations of
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master.lib functions: `z_<master.lib function name>`
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## Identifiers from ZUN's original code
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On some occasions, ZUN leaked pieces of the actual PC-98 Touhou source code
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during interviews. From these, we can derive ZUN's original names for certain
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variables, functions, or macros. To indicate one of those and protect them
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from being renamed, put a `/* ZUN symbol [reference] */` comment next to the
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declaration of the identifier in question.
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Currently, we know about the following [references]:
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* `[MAGNet2010]`: Interview with ZUN for the NHK BS2 TV program MAG・ネット
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(MAG.Net), originally broadcast 2010-05-02. At 09m36s, ZUN's monitor briefly
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displays a piece of TH04's `MAIN.EXE`, handling demo recording and the setup
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of the game's EMS area.
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[mzdiff]: https://github.com/nmlgc/mzdiff
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[1]: Research/Borland%20C++%20decompilation.md#c
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[2]: https://github.com/nmlgc/ReC98/invitations
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