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CONTRIBUTING.md

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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.

Setup

Before committing anything, enable the Git hooks from the hooks/ subdirectory to automatically catch common mistakes:

git config --local core.hooksPath hooks/

Contribution guidelines

Rule #1

master must never introduce code that changes the decompressed program image, or the unordered set of relocations, of any original game binary, as compared using mzdiff. The only allowed exceptions are:

  1. different encodings of identical x86 instructions within code segments
  2. 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 and single-instruction inline assembly.

  • The opening { bracket of a function goes into

    • the next line if the function is non-inlined (Linux style), and
    • the end of the line with the closing ) if the function is inlined.
  • 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.

  • Don't use the C-style typedef syntax for declaring structs. Currently, this codebase does not aim for compatibility with C-only compilers, and it only makes forward declarations more annoying.

Compatibility

  • Despite the games' native encoding being Shift-JIS, most files should be encoded in UTF-8, as it's simply more comfortable to work with in modern tools. The only (necessary) exceptions are

    • the big .ASM dump files in the root directory,
    • and any files in the per-game shiftjis/ subdirectory. All hardcoded Shift-JIS strings should be put there. With files full of Shift-JIS text, it's also easier to see when an editor didn't recognize the encoding, which keeps the annoyance from accidentally destroyed files to a minimum.
  • Use _asm as the keyword for decently sane or temporary inline assembly. This variant has the biggest compiler support, which will ease potential future ports to other x86 systems:

    Compiler support asm _asm __asm
    Microsoft QuickC 2.51
    Turbo C++ 4.0
    Borland C++ 5.5.1
    Open Watcom 2.0
    Visual Studio 2022
    Clang 13 (default)
    Clang 13 (with -fms-extensions)
    • Conversely, use asm as the keyword for the particularly dumb small pieces of inline assembly that refer to or depend on register pseudovariables from surrounding code, and are just needed to ensure correct code generation. These should break on other compilers.

      Example:

      _CX = loop_count;
      loop_label: {
          //
      
          // `asm`, with no underscore, because the x86 LOOP instruction
          // branches depending on the value in CX, which was set using a
          // pseudovariable access above.
          asm { loop	loop_label; }
      }

Build system

  • Each non-refactoring edit to Tupfile.lua should be accompanied by a corresponding edit to build_dumb.bat. The Tup-based build process automatically rewrites the file in this case.

Code organization

  • Every header file should individually compile as a valid translation unit, and therefore #include any other headers it requires.

  • Only use include guards if the code structure necessitates it. This keeps #include lists small and speeds up compilation, which is especially useful given that we (still) have to emulate Turbo C++ 4.0J on 64-bit systems. Unfortunately, it doesn't support #pragma once.

  • 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 / NOPeven / 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.

  • If an ASM translation unit requires the .MODEL directive and uses 32-bit 80386 instructions via .386, make sure to specify the USE16 model modifier, as in

    .model use16 large

    Otherwise, some TASM versions might create 32-bit segments if .386 is specified before .MODEL, causing all sorts of issues and messing up segment alignments. (TASM32 version 5.3 is known to do this, for example.) Specifying USE16 is a lot more understandable than switching back and forth between CPUs, or relying on the order of the .MODEL and .386 directives to imply the default 16-bit behavior.

  • Newly named symbols in ASM land (functions, global variables, structs, 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 use large 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 single add 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
  • In ASM functions with ZUN's silly MOV BX, SP stack frame, use the arg_bx and ret_bx macros from th03/arg_bx.inc to declare parameters and return with the correct amount of bytes released from the stack. The parameter names only get a single @ as their prefix in this case:

    foo proc near
    arg_2 = byte ptr 2
    arg_0 = word ptr 4

    mov bx, sp
    mov al, ss:[bx+arg_2]
    mov bx, ss:[bx+arg_0]
    ret 2
    foo endp
    foo proc near
    arg_bx near, @arg_2:byte, @arg_0:word



    mov al, @arg_0
    mov bx, @arg_2
    ret_bx
    foo endp
  • Try moving repeated sections of code into a separate inline function before grabbing the #define hammer. Turbo C++ will generally inline everything declared as inline that doesn't contain do, for, while, goto, switch, break, continue, or case.

  • 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 possibilities 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.

  • Prefer #pragma option -zC and #pragma option -zP for renaming code segments and groups. It might look uglier than #pragma codeseg, but has the advantage of not generating an empty segment with the default name and the default padding. This is particularly relevant if the -WX option is used to enforce word-aligned code segments: That empty default segment would otherwise also (unnecessarily) enforce word alignment for the segment that ends up following the empty default one. It also reduces a bit of bloat from linker map files.

    • These options can only be used "at the beginning" of a translation unit – before the first non-preprocessor and non-comment C language token. Any other #pragma option settings should also be put there.

    • #pragma codeseg will still be necessary if a translation unit emits code into more than one segment. In that case, use #pragma option -zC and #pragma option -zP for the first segment and group, and #pragma codeseg for the second and later ones.

    • When working with near functions, #pragma codeseg directives might be needed in headers to ensure that other translation units calculate their references correctly. In that case, these directives should only occur there if possible, and not in the .cpp file corresponding to such a header.

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 with switch tables that originally were word-aligned, put a single #pragma option -a2 after all header inclusions.

Portability

  • Use __seg * wherever it doesn't make the code all too ugly. Type conversions into far pointers automatically set the offset to 0, so MK_FP is not necessary in such a case:

    void resident_set(resident __seg *seg)
    {
      // Redundant, and requires the MK_FP() macro to be declared
      resident_t far *resident = MK_FP(seg, 0);
    
      // Does the same, without requiring a macro
      resident_t far *resident = seg;
    }
  • All original .EXE binaries use the large memory model, meaning that both function and data pointers are far by default. Therefore, pointers and references should only explicitly be declared far if

    1. they are actually constructed from a segment and an offset via the two methods above, or
    2. the code performs segment/offset arithmetic on them.

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
  • Blocking main functions of interactive menus with their own frame_delay() calls: *_menu()
  • Functions that show multi-frame animations in a blocking way, using their own frame_delay() calls: *_animate
  • 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>
  • Plain-old-data structs: struct snake_case_t {}
  • structs and classes with C++ methods: (struct|class) CamelCase {}
    • Multiple consecutive capital letters are allowed.
  • template structs and classes, as well as their template parameters, are CamelCase regardless of whether they have methods or not.
  • Fallback naming scheme for space-saving unions whose members have wildly unrelated semantics: u1, u2, u3, …
  • x86 Real Mode segments and offsets: seg/off
    • This collides nicely with Turbo C++'s __seg keyword, #pragma codeseg, the standard FP_SEG and FP_OFF macros, and comments about memory segmentation, which limits the strings to grep for. Therefore, seg and off should not be used for anything unrelated to x86 memory segmentation.

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, put a /* ZUN symbol [reference] */ comment next to the declaration and definition of the identifier in question. Preserving any aspect from leaked ZUN code just for the sake of it is not mandatory though, and in fact tends to make the resulting code harder to understand. If you can come up with a better (or less wrong) name, go for it.

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's MAIN.EXE, handling demo recording and the setup of the game's EMS area.

Labeling weird or broken code

There's a lot of it in these games, and each such piece of code is relevant to a different audience of this codebase. While master won't fix anything in the original code, it is the right branch to point out all of these issues in source code comments. By assigning specific labels based on the code's impact, master can make it easier for other branches and forks to identify and fix only the subset of issues they care about.

When categorizing such issues, first ask whether a fix could be 🔗 observed: Would it change any of the individual frames rendered by the game, as defined by the original frame delay boundaries? Assume that these frames are rendered by an infinitely fast PC-98 that will never add additional lag frames on top.

Categories

ZUN bloat

Code that wastes memory, CPU cycles, or even just the mental capacity of anyone trying to read and understand the code. The broadest label, encompassing all code that could be significantly simplified without making observable changes.

Examples:

  • Splitting the game into multiple executables for misguided reasons
  • Code without any effect
  • Assembly code at any place above the lowest level of the platform layer
  • Unused code or data

Bloat is removed on the aptly named debloated branch. That branch is the recommended foundation for nontrivial mods that don't care about being byte-for-byte comparable to ZUN's original binaries.

ZUN landmine

Code that is technically wrong, but does not have observable effects within the following assumptions:

  • ZUN's original build of the decompiled game is correctly installed and accessible, together with all its original data files.
  • No files of this installation were modified.
  • All files can be read as intended without I/O errors.
  • The game runs on a clean PC-98 DOS system that matches the official minimum system requirements, with enough free memory.
  • The only active TSRs are the game's intended sound driver, an expanded memory manager, and the resident part of COMMAND.COM.
  • All system-level interfaces (interrupt APIs, I/O ports, and special memory segments) behave as typically expected.

The effects might never be triggered by the original data, or they might be mitigated by other parts of the original binary, including Turbo C++ 4.0J code generation details.

Examples:

  • Out-of-bounds memory accesses with no consequences
  • Every bug in unused code
  • Missing error handling for file I/O

Landmines are likely to cause issues as soon as the game is modded or compiled with a different compiler, which breaks the above assumptions. Therefore, they should be fixed on every branch that breaks the code or data layout of the game. Most notably, they are removed from the debloated and anniversary branches.

ZUN bug

Logic errors or incorrect programming language / interface / system use with observable negative or unexpected effects in ZUN's original build. The surrounding code must provide evidence that ZUN did not intend the bug. Fixing these issues must not affect hypothetical replay compatibility, and any resulting visual changes must match ZUN's provable intentions. As a result of these constraints, bugs are pretty much limited to rendering issues and crashes.

Examples:

  • All crashes
  • Sprites that were created to be shown in a single place, but are never rendered because of a logic error in their clipping condition
  • Blitting operations that are limited to the PC-98's 8×1-pixel VRAM byte grid, but reflect the position of entities that can move at a finer granularity. This was likely done for performance reasons rather than artistic ones.

Bugs are fixed on the anniversary branch. Critical ones may also receive individual bugfix branches that preserve the code and data layout of the original game by only modifying as few bytes as possible.

ZUN quirk

Weird code that looks incorrect in context, but either defines game logic or is part of a possibly intentional visual effect. Fixing these issues would desync a hypothetical replay recorded on the original game, or affect the visuals so much that the result is no longer faithful to ZUN's original release. It might very well be called a fangame at that point.

Examples:

  • Incorrect or inconsistent coordinate calculations of gameplay entities
  • Inconsistencies in visual effects that lack the clear evidence necessary for a bug. One example is the missing quarter of the big dotted circle featured in an early pattern of the TH01 Elis fight: There is code that is supposed to render the quarter, but doesn't due to an incorrect angle calculation. In this case, it can be argued that this is either a bug (because the inconsistency exists in the first place) or a feature (because the inconsistency is easily spotted, and ZUN did not fix it).

Fixing quirks is fanfiction territory and thus out of scope for the main ReC98 project, but forks are welcome to do so.

Summary

Bloat Landmines Bugs Quirks
Fix would be observable No No Yes Yes
Fix would desync replays No No No Yes
Might have been intentional No* No No Yes

(* The games contain code that explicitly delays execution at microsecond, millisecond, and frame granularity. If bloated code does not include explicit delays, it makes sense to assume that it was not written to be slow on purpose, and the bloat simply came from ZUN's lack of knowledge and experience at the time of the respective game's development. He admitted as much in an interview.)

The comments for each of these issues should be prefixed with a ZUN (bloat|landmine|bug|quirk): label, and include a description that points out the specific issue. This description can be left out for obvious cases of bloat, like unused variables or code with no effect.