[Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory

Adding op/, main/, and end/ directories does nicely cover a great
majority of the "not really further classifiable slices" implied in
d56bd45.

Part of P0086, funded by [Anonymous] and Blue Bolt.
This commit is contained in:
nmlgc 2020-04-05 16:17:33 +02:00
parent 54ee99b711
commit d1f3dcd620
215 changed files with 271 additions and 271 deletions

View File

@ -27,7 +27,6 @@ include libs/master.lib/macros.inc
include libs/kaja/kaja.inc
include pc98.inc
include th01/hardware/egc.inc
include th02/playfld.inc
include th02/formats/pi_slots.inc
include th03/formats/cdg.inc
@ -69,15 +68,6 @@ palette_t struc
palette_t ends
; ---------------------
TILE_W = 16
TILE_H = 16
TILE_VRAM_W = (TILE_W / 8)
TILES_Y = 1 + (PLAYFIELD_H / TILE_H) + 1
TILES_X = (PLAYFIELD_W / TILE_W)
TILE_FLAG_H = (TILE_H / 2)
TILE_FLAGS_Y = TILES_Y * (TILE_H / TILE_FLAG_H)
; Rank definitions
RANK_EASY = 0
RANK_NORMAL = 1

View File

@ -60999,7 +60999,7 @@ byte_34A4B db 0
byte_34A4C db 0
byte_34A4D db 0
byte_34A4E db 0
include th01/player_is_hit[bss].asm
include th01/main/player_is_hit[bss].asm
byte_34A50 db 0
byte_34A51 db 0
byte_34A52 db 0

View File

@ -15,3 +15,12 @@ PLAYFIELD_VRAM_RIGHT = PLAYFIELD_RIGHT / 8
PLAYFIELD_TRAM_X = PLAYFIELD_X / 8
PLAYFIELD_TRAM_W = PLAYFIELD_W / 8
PLAYFIELD_TRAM_RIGHT = PLAYFIELD_RIGHT / 8
TILE_W = 16
TILE_H = 16
TILE_VRAM_W = (TILE_W / 8)
TILES_Y = 1 + (PLAYFIELD_H / TILE_H) + 1
TILES_X = (PLAYFIELD_W / TILE_W)
TILE_FLAG_H = (TILE_H / 2)
TILE_FLAGS_Y = TILES_Y * (TILE_H / TILE_FLAG_H)

View File

@ -10,5 +10,5 @@ extern "C" {
#define RANDRING_INSTANCE 2
#include "th02/math/randring.cpp"
#include "th02/bullet/pellet_r.cpp"
#include "th02/main/bullet/pellet_r.cpp"
}

View File

@ -5,7 +5,6 @@ include th02/mem.inc
include th02/hardware/input.inc
include th02/math/randring.inc
include th02/gaiji/boldfont.inc
include th02/hud/hud.inc
include th02/score.inc
kajacall macro func, param := <0>

View File

@ -20,6 +20,8 @@
include ReC98.inc
include th02/th02.inc
include th02/main/playfld.inc
include th02/main/hud/hud.inc
include th02/sprites/main_pat.inc
extern SCOPY@:proc
@ -726,7 +728,7 @@ sub_4090 endp
; ---------------------------------------------------------------------------
nop
include th02/spark_render.asm
include th02/main/spark_render.asm
; =============== S U B R O U T I N E =======================================
@ -6650,7 +6652,7 @@ loc_DC31:
sub_DAF0 endp
include th02/gaiji/loadfree.asm
include th02/hud/score_put.asm
include th02/main/hud/score_put.asm
; =============== S U B R O U T I N E =======================================
@ -33719,7 +33721,7 @@ off_1DB7A dd aVdvVVBbvVVVV
off_1DB7E dd aB@b@vVvbavtvVV
; "  はい、やめます。 "
dword_1DB82 dd 0
include th02/demo[data].asm
include th02/main/demo[data].asm
aTH02_02 db '  博麗 Eastern Wind ',0
aTH02_03 db '  She',27h,'s in a temper!! ',0
aTH02_04 db '  End of Daylight  ',0
@ -33898,7 +33900,7 @@ word_1E51E dw 0
db 47h ; G
db 57h ; W
db 0
include th02/power_overflow[data].asm
include th02/main/power_overflow[data].asm
word_1E586 dw 0
word_1E588 dw 0BCB0h
word_1E58A dw 0D4C8h
@ -33940,7 +33942,7 @@ bombs db 3
db 5
word_1E5B6 dw 0
dword_1E5B8 dd 9C40h
include th02/hud/score_put[data].asm
include th02/main/hud/score_put[data].asm
word_1E5D8 dw 4140h
word_1E5DA dw 4342h
word_1E5DC dw 44h
@ -34780,7 +34782,7 @@ byte_1F46E db ?
db ?
farfp_1F470 dd ?
farfp_1F474 dd ?
include th02/boss_funcs[bss].asm
include th02/main/boss/funcs[bss].asm
farfp_1F48C dd ?
farfp_1F490 dd ?
farfp_1F494 dd ?
@ -34788,7 +34790,7 @@ farfp_1F498 dd ?
_boss_bg_render_func dd ?
farfp_1F4A0 dd ?
farfp_1F4A4 dd ?
include th02/demo[bss].asm
include th02/main/demo[bss].asm
byte_1F4AC db ?
unk_1F4AD db ? ;
db 47 dup(?)
@ -34866,14 +34868,14 @@ word_205F4 dw ?
point_205F6 Point <?>
db 8 dup(?)
playchar_shot_func dw ?
include th01/player_is_hit[bss].asm
include th01/main/player_is_hit[bss].asm
public _PLAYER_INVINCIBILITY_TIME
_player_invincibility_time db ?
byte_20606 db ?
byte_20607 db ?
byte_20608 db ?
byte_20609 db ?
include th02/playchar_speed[bss].asm
include th02/main/player/speed[bss].asm
byte_2060E db ?
byte_2060F db ?
byte_20610 db ?
@ -34988,7 +34990,7 @@ word_22862 dw ?
word_22864 dw ?
db 24 dup(?)
byte_2287E db ?
include th02/tiles[bss].asm
include th02/main/tiles[bss].asm
db 625 dup(?)
byte_22D48 db ?
db ?

View File

@ -8,8 +8,8 @@ extern "C"
#include "platform.h"
#include "pc98.h"
#include "th03/sprite16.hpp"
#include "th03/playfld.hpp"
#include "th03/shots.hpp"
#include "th03/main/playfld.hpp"
#include "th03/main/player/shots.hpp"
void pascal near shots_update(void)
{

View File

@ -8,8 +8,8 @@
#include "th01/ranks.h"
#include "th02/snd/snd.h"
#include "th03/common.h"
#include "th03/player/score.h"
#include "th03/chars/chars.hpp"
#include "th03/score.h"
#include "th03/chars.hpp"
#include "th03/resident.hpp"
#include "th03/formats/cfg.h"

View File

@ -7,7 +7,7 @@ include th03/mem.inc
include th03/gaiji/gaiji.inc
include th03/math/randring.inc
include th03/hardware/input.inc
include th03/chars/chars.inc
include th03/chars.inc
include th03/formats/cfg.inc
include th02/score.inc

View File

@ -20,7 +20,7 @@
include ReC98.inc
include th03/th03.inc
include th03/playfld.inc
include th03/main/playfld.inc
include th03/sprite16.inc
include libs/sprite16/sprite16.inc
@ -1391,7 +1391,7 @@ loc_A2C6:
retn 2
sub_A289 endp
include th03/playfield_fg_x.asm
include th03/main/playfield_fg_x.asm
; =============== S U B R O U T I N E =======================================
@ -6673,7 +6673,7 @@ loc_D5AA:
retf
sub_D5A2 endp
include th03/player/score_add.asm
include th03/main/player/score_add.asm
; =============== S U B R O U T I N E =======================================
@ -21813,7 +21813,7 @@ loc_15E45:
retf
_combo_update_and_render endp
include th03/player/gauge_avail_add.asm
include th03/main/player/gauge_avail_add.asm
; =============== S U B R O U T I N E =======================================
@ -22129,7 +22129,7 @@ loc_16129:
retf
sub_1609E endp
include th03/player/hitcombo.asm
include th03/main/player/hitcombo.asm
; =============== S U B R O U T I N E =======================================
@ -35397,7 +35397,7 @@ main_11_TEXT ends
db 3
db 0BCh
db 2
include th03/chars/speeds[data].asm
include th03/main/chars/speeds[data].asm
aCOul db '²Žžó2.dat',0
aGameft_bft db 'GAMEFT.bft',0
aOp db 'op',0
@ -35774,7 +35774,7 @@ gpYOUR_LIFE_IS_IN_PERIL_BE_CAREFUL db 8Dh, 8Eh, 8Fh, 92h, 93h, 94h, 95h
db 96h, 97h, 98h, 99h, 9Ah, 9Bh, 9Ch, 0
asc_1DD5A db ' ',0
db 0
include th03/player/combo[data].asm
include th03/main/player/combo[data].asm
db 0
db 86h
db 20h
@ -35814,9 +35814,9 @@ word_1DDAC dw 2AB6h
db 32h ; 2
db 1Eh
db 32h ; 2
include th03/player/hitcombo[data].asm
include th03/main/player/hitcombo[data].asm
include th03/sprites/score.asm
include th03/5_powers_of_10[data].asm
include th03/main/5_powers_of_10[data].asm
db 6Ch ; l
db 0
db 60h
@ -36402,7 +36402,7 @@ byte_1E14C db 0
.data?
include th03/hardware/input_modes[bss].asm
include th03/demo[bss].asm
include th03/main/demo[bss].asm
word_1E6E8 dw ?
fp_1E6EA dw ?
include libs/master.lib/clip[bss].asm
@ -36536,7 +36536,7 @@ _pid_current db ?
evendata
db 1024 dup(?)
word_2028A dw ?
include th03/player/chargeshot[bss].asm
include th03/main/player/chargeshot[bss].asm
p1_2029C dd ?
p2_202A0 dd ?
p1_202A4 dd ?
@ -36605,7 +36605,7 @@ word_20E86 dw ?
byte_20E88 db ?
byte_20E89 db ?
db 20 dup(?)
include th03/player/combo[bss].asm
include th03/main/player/combo[bss].asm
db 120 dup(?)
byte_20F1E db ?
db ?
@ -36639,11 +36639,11 @@ byte_22037 db ?
byte_2203A db ?
byte_2203B db ?
word_2203C dw ?
include th03/player/hitcombo[bss].asm
include th03/main/player/hitcombo[bss].asm
db 100 dup(?)
hitcombo_slot_220C2 db ?
byte_220C3 db ?
include th03/player/score[bss].asm
include th03/main/player/score[bss].asm
byte_220DC db ?
db 3 dup(?)
byte_220E0 db ?
@ -36678,12 +36678,12 @@ byte_23AF8 db ?
byte_23AF9 db ?
byte_23AFA db ?
db ?
include th03/playfield_fg_x[bss].asm
include th03/main/playfield_fg_x[bss].asm
byte_23B00 db ?
include th03/hardware/palette_changed[bss].asm
include th03/frame_mod[bss].asm
include th03/player/players[bss].asm
include th03/shots[bss].asm
include th03/main/frame_mod[bss].asm
include th03/main/player/players[bss].asm
include th03/main/player/shots[bss].asm
byte_23DC6 db ?
byte_23DC7 db ?
byte_23DC8 db ?
@ -36700,7 +36700,7 @@ score_23DEA dw ?
word_23DEC dw ?
word_23DEE dw ?
score_23DF0 dd ?
include th03/player/win[bss].asm
include th03/main/player/win[bss].asm
byte_23DF9 db ?
db 64 dup(?)
word_23E3A dw ?

View File

@ -3,9 +3,9 @@
/// Game-specific pattern and spawn types
/// -------------------------------------
#if GAME == 5
# include "th05/bullet/pattypes.h"
# include "th05/main/bullet/pattypes.h"
#else
# include "th04/bullet/pattypes.h"
# include "th04/main/bullet/pattypes.h"
#endif
/// -------------------------------------

Some files were not shown because too many files have changed in this diff Show More