Profile for rec98

Header for rec98: Flat gray background (default header).
Display name
ReC98
Username
@rec98@nmlgc.net

About rec98

Fields

Bio

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?

Stats

Joined
Posts
2547
Followed by
12
Following
1

Recent posts

exclude boosts

Finished the retirement part of the next blog post. >7,700 words with the full timeline, nuance, and plenty of burned bridges that hopefully close off any way back into this hellhole I should have left in 2011.

The vibecoders will soon appear like the sanest actors in the room.

OK, received tons of words, but zero serious offers to continue working in this scene in any capacity, matching the trend started in April.
Hence, this business model has run its course, I made the right call, and the decision is final.

First round of refunds has been sent out.

ReC98 will end after the next delivery.

I don't have it in me to compete with vibecoders, especially when y'all cheer them on for instantly delivering what you've wanted all along. And if you aren't cheering yet, you soon will; they're only getting better and more numerous.

Many thanks to this month's subscribers!

RL consumed lots of time this month. Regaining focus has been tough with the final steps being as difficult as ever.

Wondering how ReC98 can possibly survive after all the forks (many of them vibe-coded) I've seen in this month alone.

140-175 ms for simulating the full 7 minutes of Shuusou Gyoku's Extra Stage on the command line.

On an 8-year-old Core i5.
Single-threaded.
With MSVC's horrid codegen and several untapped optimization opportunities.

And that's the heaviest case. Regular stages are much faster.

Finally, Shuusou Gyoku's game logic, isolated in a reusable, freestanding DLL.

No global state.
No Win32 API dependencies besides GetProcessHeap(), HeapAlloc(), and HeapFree().
No instructions newer than i586.
Still simulates blazingly fast. (Have fun guessing how fast exactly!)

Many thanks to this month's subscribers!

The splitting process has escalated to not only cover Shuusou Gyoku's logic, but also my SDL-based engine, laying the groundwork for future modern-system builds.
Only missing the CLI now, and of course the blog post. Mid-June, maybe?

Full list of seemingly decorative aspects in Shuusou Gyoku that are actually game logic and must always be simulated because they draw from and advance the single global RNG:

  • The hearts shown when losing a life
  • The sparks shown when grazing bullets or hitting an enemy

Point items in Shuusou Gyoku will award negative points if you collect them below the bottom edge of the playfield during the respawn animation.

And nobody noticed because

  1. the game's 5×7-digit font doesn't have a - sign, and
  2. the total score can't decrease, only increase.

Many thanks to this month's subscribers!

Very slow month, but I still managed to move enough code to push the headless Shuusou Gyoku subproject to over 100 commits. Very close to solving the hardest issues while juggling Windows 9x and FFI use cases.

4 pushes for sure, though.

Debug builds of Shuusou Gyoku had a menu option that turns off collision detection.

Past tense because this forks gameplay, desyncs replays recorded with the opposite value, and is therefore very bad. I'll replace it with the alternative approach of just setting lives to 255.

Many thanks to this month's subscribers!

Untangling Shuusou Gyoku's game logic into a library isn't the worst thing in the world, but still nontrivial. Will definitely end up closer to 2 pushes than to 1.

Probably doing a bit of TH02 RE after that, given its recent funding.

🚚 TH03's enemy, fireball, explosion, chaining, and combo systems have been fully decompiled and researched!

Hardest piece of game logic in all of PC-98 Touhou, by far. 1% of overall code, 6% of TH03 itself.

🐞 1 bug
💣 5 landmines
🎺 8 quirks
🪨 61 pieces of bloat