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P0239 (TH01 Anniversary Edition)

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@nmlgc nmlgc released this 02 May 03:50
· 239 commits to master since this release

(Refer to the initial release of this fork for a description of what this fork is about, and how to run this binary.)

Just a minor release, featuring ½ of a push worth of small bug fixes:

  • ANNIV.EXE now runs ZUNSOFT.COM together with MDRV98 if the latter isn't resident at startup time. With the ZUN Soft logo animation included, ANNIV.EXE is now fully independent of GAME.BAT.

  • The optional AUTOEXEC.BAT is now correctly encoded in Shift-JIS instead of accidentally being UTF-8. This fixes the mojibake in its final ECHO line seen in the previous two releases.

  • The stage selection debug feature (anniv s) now works reliably. ZUN's original code forgot to initialize the internal debug flag for the s mode, which caused game s to only work if a specific byte in conventional DOS RAM was written to before starting the game. This happens on a certain widely circulated .HDI copy of TH01 that boots MS-DOS 3.30C, which might be the whole reason why game s is widely documented to trigger a stage selection to begin with.

  • All bugs in the 1×1 particle system during the Mima fight have been fixed:

    • They are now rendered with basically no flickering, and only rip barely visible 1×1 holes into the sprites they overlap.
    • The original game had an off-by-one error that disabled the very first particle after spawning the 41st one on the 80th frame of the fight, leaving it on the screen until another sprite overlaps it.
      See https://rec98.nmlgc.net/blog/2021-10-09 for a recording of the original bug.
  • The score popups for flipped cards are now displayed without flickering.

  • The flashing ドカーン image in the 地獄/Jigoku Bad Ending is now displayed without tearing. Both of the images in this effect are now shown for two frames each, matching the intention of ZUN's code. With some new image display optimizations, the whole animation is now also way more likely to complete within ZUN's defined amount of frames, slightly speeding up this ending compared to the original game.
    See https://rec98.nmlgc.net/blog/2022-06-17 for a documentation of the original bug.

  • The bomb value shown in the lowest line of the in-game debug mode output is now right-aligned together with the rest of the values. This ensures that the game always writes a consistent number of characters to TRAM, regardless of the magnitude of the bomb value, preventing the seemingly wrong timer values that appeared in the original game whenever the value of the bomb variable changed to a lower number of digits.


Source code: https://github.com/nmlgc/ReC98/tree/anniversary
Full changelog compared to the previous release: c7bdc1a...P0239
Previous release: https://github.com/nmlgc/ReC98/releases/tag/P0234-1
Summary blog post: https://rec98.nmlgc.net/blog/2023-05-01