Commit Graph

8 Commits

Author SHA1 Message Date
nmlgc 8a9cb158b6 [Reverse-engineering] [th05] Custom entity 6: Shinki's 32×32 balls
Which need to be separate from Mai's and Yuki's 32×32 balls because…
they have a delay cloud, whose radius absolutely has to be stored
redundantly, rather then deriving it from the [age]? Same for the decay
frame count. And the _update() function was copy-pasted from the knife
one…

Part of P0079, funded by -Tom-.
2020-02-29 16:00:30 +01:00
nmlgc 1764700729 [Reverse-engineering] [th05] Custom entity 5: Yumeko's knives
Immediately understandable just by applying the structure fields.

Part of P0079, funded by -Tom-.
2020-02-29 15:57:18 +01:00
nmlgc 3bcc62ecbc [Position independence] [th05] Custom entity 4: Mai's and Yuki's 32×32 balls
Part of P0079, funded by -Tom-.
2020-02-29 15:56:03 +01:00
nmlgc 9e52cb15cf [Reverse-engineering] [th05] Custom entity 3: Curve bullet head structure
"Wait, the template has to store the color… hey, let's just overload
the sprite ID field!" :zunpet:

Completes P0078, funded by iruleatgames and -Tom-.
2020-02-29 15:55:17 +01:00
nmlgc 012a84de1f [Reverse-engineering] [th05] Curve bullet trail structure
7 individually moving curve bullets × (16 trail points + 1 head point)
= 117 effective hitboxes. And yes, the game only renders half of them.

Part of P0078, funded by iruleatgames and -Tom-.
2020-02-29 15:47:37 +01:00
nmlgc 222fc993d0 [Reverse-engineering] [th04/th05] Bullet spawn types
Well… how else to call a variable that handles
• pellet vs. 16×16 sprite (TH04),
• the delay cloud flags from bullet_spawn_state_t, but with different
  values (which is restricted to 16×16 sprites in TH04),
• optionally showing the gather animation before spawning the bullet
… whether the bullet uses the basic slowdown motion (TH05),
  (which is restricted to pellets in TH04),
• and defining what happens *after* the gather animation – not actually
  spawning any bullets (TH04), or using the special motion type from
  the bullet template (TH05)

🤯

Completes P0075, funded by Myles and -Tom-.
2020-02-16 21:48:33 +01:00
nmlgc 3292af086b [Reverse-engineering] [th04/th05] Bullet pattern types
uth05win TL note: "n-way all-around" means "ring"… yep, let's better
improve on the naming here, once again using established terminology
from Sparen's Danmaku Design Guide at

	https://sparen.github.io/ph3tutorials/ddsga3.html

Since TH04 only supports rings *or* spreads *or* stacks, overloading
[delta] to store both spread angle and stack speed, that enum does
serve kind of a purpose in TH04. Unlike TH05, where it could be vastly
simplified to a bitfield with 4 flags: aim to player, randomize angle,
randomize speed, force single. Which could then actually create *more*
types of patterns than these uselessly defined 14 distinct types, all
of which can already be derived from the other values of the upcoming
template structure:
• Set [stack] to 1 if you don't want a stack
• Set [spread] to 1 if you don't want a spread
• Set [spread_delta_angle] to 0 to turn a N-way spread into a ring
Easy.

Part of P0075, funded by Myles and -Tom-.
2020-02-16 21:47:28 +01:00
nmlgc 1807906400 [Reverse-engineering] [th04/th05] Sprite selection for angled bullets
Completes P0074, funded by Myles.
2020-02-16 21:46:43 +01:00