Measurements from Touhou 11.
- X = 0
- Y = 51200
- Cheat Engine AOB pattern:
00 00 00 00 00 C8 00 00
- X = -23552
- Y = 55296
- Cheat Engine AOB pattern:
00 A4 FF FF 00 D8 00 00
- X = 23552
- Y = 55296
- Cheat Engine AOB pattern:
00 5C 00 00 00 D8 00 00
- 0.0078125 (1/128)
- X: -23552 ~ 23552, real: -184.f ~ 184.f
- Y: 4096 ~ 55296, real: 32.f ~ 432.f
Measurements from Touhou 19 Demo.
- X = 17920
- Y = 55296
- Cheat Engine AOB pattern:
00 46 00 00 00 D8 00 00
- X = -17920
- Y = 4096
- Cheat Engine AOB pattern:
00 BA FF FF 00 10 00 00
From Touhou 6 to Touhou 9.5, ZUN used 640x480 as logical graphics coordinate.
But for some reasons, in Touhou 10, he used 64000x48000 instead, but scaled down by the factor 0.01 (1/100) then reupscaled to window size when rendering (I'm discussing about sprite positions, not about texture's resolutions).
From Touhou 11, he changed to 81920x61440 and factor 0.0078125 (1/128).
That means in all cases, the real logical graphics coordinate is still 640x480.
Maybe because floating-point type is inaccurate but DirectX still needs floating-point type, so he just made an integer type wrapper over it and maintained the real logical graphics coordinate till the time this note was written.