9.6 KiB
Welcome!
If we've seen you doing any kind of reverse-engineering or modding work on the PC-98 Touhou games before, you might have already been invited as a collaborator. In that case, feel free to create separate branches for your work directly in this repository – this will immediately inform anyone who watches this repo or subscribed to a webhook. If you prefer, you can still use your own fork though.
What can I do on these separate branches?
Anything – reverse-engineering and decompilation of original ZUN code (which
then could be merged back into master
after review) or your own custom mods,
no matter how large or small.
For starters, simply naming functions or global variables to reflect their
actual intent will already be helpful. Any name is better than
sub_<something>
, and can always be fixed or improved later.
Contribution guidelines
Rule #1
master
must never introduce code changes that change the decompressed
program image, or the unordered set of relocations, of any original game
binary, as compared using mzdiff. The only allowed exceptions are:
- different encodings of identical x86 instructions within code segments
- padding with
00
bytes at the end of the file.
These cases should gradually be removed as development goes along, though.
Taste issues
-
Use tabs for indentation.
-
Spaces for alignment are allowed, especially if they end up giving the code a nice visual structure, e.g. with multiple calls to the same function with varying pixel coordinates.
-
Don't indent
extern "C"
blocks that span the entire file. -
Always use
{ brackets }
, even around single-statement conditional branches. -
Add spaces around binary operators.
for(i = 0; i < 12; i++)
-
Variables should be signed in the absence of any ASM instruction (conditional jump, arithmetic, etc.) or further context (e.g. parameters with a common source) that defines their signedness. If a variable is used in both signed and unsigned contexts, declare it as the more common one.
Compatibility
- Use
__asm
as the keyword for inline assembly. This form works in Borland C++, Open Watcom, and Visual C++, which will ease future third-party ports.
Code organization
-
Try to avoid repeating numeric constants – after all, easy moddability should be one of the goals of this project. For local arrays, use
sizeof()
if the size can be expressed in terms of another array or type. Otherwise,#define
a macro if there is a clear intent behind a number. (Counterexample: Small, insignificant amounts of pixels in e.g. entity movement code.) -
Try rewriting padding instructions in ASM land into TASM directives:
db 0
/NOP
→even
/align 2
db ?
→evendata
This makes mzdiffs a bit shorter in common cases where a single byte was erroneously added somewhere, by providing a chance for the code to catch up to its original byte positions.
-
Documenting function comments exclusively go into C/C++ header files, right above the corresponding function prototype, not into ASM slices.
-
Newly named symbols in ASM land (functions, global variables,
struc
ts, and "sequence of numeric equate" enums) should immediately be reflected in C/C++ land, with the correct types and calling conventions. Typically, these definitions would go into header files, but they can stay in .c/.cpp files if they aren't part of a public interface, i.e., not used by unrelated functions. -
Compress calls to known functions in ASM land to use TASM's one-line, interfaced call syntax, whenever all parameters are passed via consecutive
PUSH
instructions:-
pascal
:push param1
push param2
call foo
→ call foo pascal, param1, param2
-
__cdecl
, single call, single parameter:push param1
call foo
pop cx
→ call foo stdcall, param1
pop cx
-
__cdecl
, single call, multiple parameters:push param2
push param1
call foo
add sp, 4
→ call foo c, param1, param2
-
__cdecl
, single call, 32-bit parameters (Note that you have to uselarge
whenever a parameter happens to be 32-bit, even if the disassembly didn't need it):push 012345678h
pushd param1
call foo
add sp, 8
→ call foo c, large param1, large 012345678h
-
__cdecl
, multiple calls with a singleadd sp
instruction for their combined parameter size at the end:push param2
push param1
call foo
[…]
push param2
pushd param1
call bar
add sp, 0Ah
→ call foo stdcall, param1, param2
[…]
call bar stdcall, large param1, param2
add sp, 10
-
-
Try moving repeated sections of code into a separate
inline
function before grabbing the#define
hammer. Turbo C++ will generally inline everything declared asinline
that doesn't containdo
,for
,while
,goto
,switch
,break
,continue
, orcase
. -
These inlining rules also apply to C++ class methods, so feel free to declare classes if you keep thinking "overloaded operators would be nice here" or "this code would read really nicely if this functionality was encapsulated in a method". (Sometimes, you will have little choice, in fact!) Despite Turbo C++'s notoriously outdated C++ implementation, there are quite a lot of possibilites for abstractions that inline perfectly. Subpixels, as seen in
9d121c7
, are the prime example here. Don't overdo it, though – use classes where they meaningfully enhance the original procedural code, not to replace it with an overly nested, "enterprise-y" class hierarchy.
Decompilation
-
Don't try to decompile self-modifying code. Yes, it may be possible by calculating addresses relative to the start of the function, but as soon as someone starts modding or porting that function, things will crash at runtime. Inline ASM in C/C++ source files is fine, that will trip up future port developers at compile time. Self-modifying code can only do the same if it's kept in separate ASM files.
-
Don't use TCC's
-a
command-line option to force a particular code or data alignment. Instead, directly spell out the alignment by adding padding members to structures, and additional global variables. It's simply not worth requiring every structure to work around it. For functions withswitch
tables that originally were word-alignment, put a single#pragma option -a2
at the top of the translation unit, after all header inclusions.
Naming conventions
- ASM file extensions:
.asm
if they emit code,.inc
if they don't - Macros defining the number of instances of an entity:
<ENTITY>_COUNT
- Macros defining the number of distinct sprites in an animation:
*_CELS
- Frame variables counting from a frame count to 0:
*_time
- Frame variables and other counters starting from 0:
*_frames
- Generic 0-based IDs:
*_id
- Generic 1-based IDs, with 0 indicating some sort of absence:
*_num
- Functionally identical reimplementations or micro-optimizations of
master.lib functions:
z_<master.lib function name>
Identifiers from ZUN's original code
On some occasions, ZUN leaked pieces of the actual PC-98 Touhou source code
during interviews. From these, we can derive ZUN's original names for certain
variables, functions, or macros. To indicate one of those and protect them
from being renamed, put a /* ZUN symbol [reference] */
comment next to the
declaration of the identifier in question.
Currently, we know about the following [references]:
[Strings]
: The symbol name is mentioned in error or debug messages. Can be easily verified by grepping over the ReC98 source tree.[MAGNet2010]
: Interview with ZUN for the NHK BS2 TV program MAG・ネット (MAG.Net), originally broadcast 2010-05-02. At 09m36s, ZUN's monitor briefly displays a piece of TH04'sMAIN.EXE
, handling demo recording and the setup of the game's EMS area.