The exact reason why pellets can be carried over from Sariel's first
form to her second… and why you probably shouldn't carelessly use that
redundant count of alive pellets to skip loops in the Anniversary
Edition, because that count will be incorrect after a reset.
Thanks to mu021 for reporting this issue!
And dissolve the "vars" units, which would be too annoying to merge on
the `debloated` branch otherwise. This interpretation of these globals
further highlights the type differences between REIIDEN.EXE and
FUUIN.EXE.
Placing them in directly in `resident.hpp`; on the `debloated` branch,
we could neatly define each of these fields in a matching .cpp file,
but that file would need to be compiled twice due to the aforementioned
differences between binaries. Better to keep those in `op_01.cpp`,
`main_01.cpp`, or `fuuin_01.cpp`, respectively.
Part of P0229, funded by Ember2528.
Same rationale here – this naming scheme clarifies how these variables
are just redundant copies out of the resident structure.
Part of P0229, funded by Ember2528.
Where we learn that "MIKOsan" is just a fancy term for the current
lives and bombs. Same as "Bomb&Player", just with higher
multipliers.
Also, continuing the trend of ugly numeral rendering code.
Part of P0213, funded by Ember2528 and GhostRiderCog.
Combining the previous effect with gradual activation of all lines and
ZUN's first correct interpolation between two palettes.
Part of P0212, funded by GhostRiderCog, Lmocinemod, and LeyDud.
Is that a correct word order? The main effect behind the transition to
the TOTLE screen, and all its fanciness comes from alternating shift
directions on every row. No wave code anywhere.
Part of P0212, funded by GhostRiderCog, Lmocinemod, and LeyDud.