The Touhou PC-98 Restoration Project. Decompiled 100% of TH01 to provably legit C++ code, remaining games in progress. Which mods or ports do *you* want to see?
Structure/logic by ZUN, formation names by the gameplay community, function/parameter names by me, order as in ENEDAT.DAT. Videos recorded on Lunatic, where enemy speed equals script durations.
Structure/logic by ZUN, formation names by the gameplay community, function/parameter names by me, order as in ENEDAT.DAT. Videos recorded on Lunatic, where enemy speed equals script durations.
Oh well, Fediverse migration is complete. Please follow @[email protected] for the highest-quality images and videos.
Oh well, Fediverse migration is complete. Please follow @[email protected] for the highest-quality images and videos.
TH03's enemy, fireball, and explosion code is in the very final stage of QA, but the blog post will still take a while. Life's been very slow lately.
There'll be another exciting series of posts before then, though!
TH03's enemy, fireball, and explosion code is in the very final stage of QA, but the blog post will still take a while. Life's been very slow lately.
There'll be another exciting series of posts before then, though!
> OTAMA98 by MISO
> Still works on Windows 11
> No bloat, no lengthy "analysis" phase, no hardware dongles, no bullshit
> Even does XG! Though not as detailed…
> …and GS support stops at SC-88, no Pro 😩
> OTAMA98 by MISO
> Still works on Windows 11
> No bloat, no lengthy "analysis" phase, no hardware dongles, no bullshit
> Even does XG! Though not as detailed…
> …and GS support stops at SC-88, no Pro 😩
And 0x2EF4 is exactly where the 2021 Ultimate Collection happens to place that segment if you play on anything other than DOSBox-X.
youtu.be/JltuH7nAO4Y?...
It occurs on certain PC-98 setups if you destroy a fireball with anything that isn't an explosion on a frame where you previously got a VSync/PMD interrupt within a specific window of CPU instructions.
And 0x2EF4 is exactly where the 2021 Ultimate Collection happens to place that segment if you play on anything other than DOSBox-X.
youtu.be/JltuH7nAO4Y?...
It occurs on certain PC-98 setups if you destroy a fireball with anything that isn't an explosion on a frame where you previously got a VSync/PMD interrupt within a specific window of CPU instructions.
youtu.be/JltuH7nAO4Y?...
It occurs on certain PC-98 setups if you destroy a fireball with anything that isn't an explosion on a frame where you previously got a VSync/PMD interrupt within a specific window of CPU instructions.
[💰] Confirm T0414
Ember2528 is still with us, and once again bought all remaining capacity from the store! €154 towards his current long-term plan of Shuusou Gyoku replays followed by TH03 decompilation and porting. Thank you so much!
[💰] Confirm T0414
Ember2528 is still with us, and once again bought all remaining capacity from the store! €154 towards his current long-term plan of Shuusou Gyoku replays followed by TH03 decompilation and porting. Thank you so much!
The current plan:
1) Lots of TH03 gameplay code (≥8.65% of MAIN.EXE)
2) Headless Shuusou Gyoku for automated replay validation
3) Probably a bit of TH02? Unless we've got clearer funding for something else by then.
The current plan:
1) Lots of TH03 gameplay code (≥8.65% of MAIN.EXE)
2) Headless Shuusou Gyoku for automated replay validation
3) Probably a bit of TH02? Unless we've got clearer funding for something else by then.
A minor iteration on TH02's rather decent system, but definitely the point where bullet systems in PC-98 Touhou took a turn for the worse.
🐞 1 bug
💣 1 landmine
🎺 4 quirks
🪨 33 pieces of bloat
A minor iteration on TH02's rather decent system, but definitely the point where bullet systems in PC-98 Touhou took a turn for the worse.
🐞 1 bug
💣 1 landmine
🎺 4 quirks
🪨 33 pieces of bloat
In exchange, I've got an unexpectedly long >6,500-word blog post about TH03's bullet system and a certain other issue, coming your way very soon.
Fingers crossed I'll get it out while it's still 2025 in UTC.
In exchange, I've got an unexpectedly long >6,500-word blog post about TH03's bullet system and a certain other issue, coming your way very soon.
Fingers crossed I'll get it out while it's still 2025 in UTC.
Explaining the cause certainly contributed to the massive delay of the upcoming blog post…
Explaining the cause certainly contributed to the massive delay of the upcoming blog post…
• Effectively prevent backdating by prioritizing crawl date in the AppView everyone uses
• Importer insists on JPEG, and ignores tweets if you try PNG 🤮
Onto the Fediverse, then.
activitypub.nmlgc.net/@rec98
• Effectively prevent backdating by prioritizing crawl date in the AppView everyone uses
• Importer insists on JPEG, and ignores tweets if you try PNG 🤮
Onto the Fediverse, then.
activitypub.nmlgc.net/@rec98
Every transferred pellet or fireball physically travels through these 32 pixels before it appears on the other playfield.
Every transferred pellet or fireball physically travels through these 32 pixels before it appears on the other playfield.
Once again, the scope has expanded to include TH03's bullet and combo systems. Bullets are only missing one detail and will get a dedicated blogpost very soon.
We're going to see at least 5 pushes and 10% more RE for MAIN.EXE in December.
Once again, the scope has expanded to include TH03's bullet and combo systems. Bullets are only missing one detail and will get a dedicated blogpost very soon.
We're going to see at least 5 pushes and 10% more RE for MAIN.EXE in December.
ZUN really did implement most of the character-specific systems by copy-pasting the same code 9 times with minor variations. That means ~3× the decompilation speed of TH01 at its fastest.
ZUN really did implement most of the character-specific systems by copy-pasting the same code 9 times with minor variations. That means ~3× the decompilation speed of TH01 at its fastest.
The next delivery will fully cover TH03's enemy, fireball, and explosion systems.
No netplay this year though, Shuusou Gyoku replays have shaped up to be too complicated. (It might also make sense to have TH03 replays before netplay.)
The next delivery will fully cover TH03's enemy, fireball, and explosion systems.
No netplay this year though, Shuusou Gyoku replays have shaped up to be too complicated. (It might also make sense to have TH03 replays before netplay.)
github.com/nmlgc/ssg/is...
github.com/nmlgc/ssg/is...
twitter.com/simk98l/stat...
twitter.com/simk98l/stat...
No new features, but a few bugfixes and speedups surrounding screenshots and fonts.
No new features, but a few bugfixes and speedups surrounding screenshots and fonts.
The current plan for the rest of the year:
1) Shuusou Gyoku maintenance (will quickly free up some budget)
2) TH03 RE
3) Better replays for Shuusou Gyoku
4) TH03 netplay (would be nice to get it done by the end of the year)
The current plan for the rest of the year:
1) Shuusou Gyoku maintenance (will quickly free up some budget)
2) TH03 RE
3) Better replays for Shuusou Gyoku
4) TH03 netplay (would be nice to get it done by the end of the year)
Download: github.com/nmlgc/ReC98/...
Download: github.com/nmlgc/ReC98/...
Out within the next few hours…
Out within the next few hours…
[…]
259 files changed, 4145 insertions(+), 8099 deletions(-)
~4,000 lines of ad-hoc PC-98-native graphics code, bloat, landmines, bloat- and landmine-documenting comments, and binary-specific inconsistencies removed from game code 🎉
[…]
259 files changed, 4145 insertions(+), 8099 deletions(-)
~4,000 lines of ad-hoc PC-98-native graphics code, bloat, landmines, bloat- and landmine-documenting comments, and binary-specific inconsistencies removed from game code 🎉
🐞 5 bugs
💣 3 landmines
🎺 2 quirks
🪨 24 pieces of bloat
🐞 5 bugs
💣 3 landmines
🎺 2 quirks
🪨 24 pieces of bloat
> Try to write five short paragraphs with bullet points in the style of touhou-memories
> Still end up with over 2,000 words
Coming to you within the next few hours…
> Try to write five short paragraphs with bullet points in the style of touhou-memories
> Still end up with over 2,000 words
Coming to you within the next few hours…