The .PTN functions, vector functions, and egc_copy_rect_1_to_0_1()
(finally!) from TH01, as well as playfld.hpp from all games(finally!),
together with a bunch of other functions in their vicinity.
Part of P0201, funded by Ember2528 and Yanga.
Noooo, SinGyoku will in fact prove the existence of this getter method
via the given code generation detail. Might as well go fully consistent
then and exclusively use the methods, ending the previous party time.
Part of P0201, funded by Ember2528 and Yanga.
The one where Kikuri' souls fire symmetric 3-line rain pellets at a
much longer interval than ZUN intended, thanks to him once again
confusing > and >=.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires 6 lasers from her left eye, 30 frames apart,
and randomly aimed within a 120-pixel range around the player.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires a 4-spiral along the edge of the disc… or
something to that effect. Not that much code, but still quite a chaotic
pattern, especially on higher difficulties.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls fire single aimed pellets every 200
frames. Barely even noticeable as a distinct pattern due to the 4
other, much more complex patterns in phase 6 that run simultaneously.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires two red lasers from her eyes every 200
frames. They're aimed to the respective opposite direction around the
player, crossing each other on the way there.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls move on a diagonal line and drop tears.
Almost wouldn't have called this one a pattern, but the ripples can
kill the player, after all.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls fire spread pellet groups every 80 frames.
Pretty much Kikuri's counterpart to Elis' pattern_bat_slow_spreads(),
as it's also aimed on every difficulty except Lunatic.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires small spinning 8-pellet circles from her
ball of light, aimed to the player. The only pattern in the entire game
that uses the "spin pellet" type, forcing two additional parameters
onto every other single-pellet spawn call. (Luckily, C++ has default
arguments!)
Part of P0199, funded by Lmocinemod.
The infamous first pattern of the fight, where Kikuri fires an
uninterrupted symmetric spiral of pellets for 800 frames.
(Coincidentally, TH01 has also reached the 80% RE mark with this one!)
Part of P0199, funded by Lmocinemod.
Could have also been EGC-accelerated, but who cares, it's only used for
the blocking entrance animation.
Completes P0198, funded by Lmocinemod and Ember2528.
The worst case of an `else if` chain so far. Perfectly regular if you
abstract away the per-sprite calculations, yet still hopelessly
hardcoded… and broken anyway, especially together with the collision
detection from the previous commit.
Part of P0198, funded by Lmocinemod and Ember2528.
ZUN *did* want a hitbox in the disc's horizontally centered upper half,
but then confused < and >, accidentally ending up with a hitbox from
the top of the playfield to the upper part of Kikuri's face instead… 🎺
Part of P0198, funded by Lmocinemod and Ember2528.
Common sense: Entity backgrounds always go into slot X, missile sprites
into slot Y, and wave sprites into slot Z
ZUN: "Nah, let's set aside two slots, and bosses can just freely use
them as they want 🎺"
Part of P0165, funded by Ember2528.
Functions with 12 parameters are hard to describe, y'know. Looking
forward to decompiling these giant expressions for the actual
boss↔orb collision parameter passed to this function…
Oh well, at least we're now totally ready for some boss code next
year. 😌
Completes P0131, funded by Yanga.
And we're right back to things not being nice. Because yeah, why
shouldn't these three distinct rendering functions be part of a single
function, selected by magic numbers?
Or why shouldn't the 16×16 wrapper around a 32×32 set of graphics
functions be used to handle backgrounds for 16×8 sprites, resulting in
needlessly complex parameter calculations that lead to sloppy code?
Part of P0131, funded by Yanga.
And with that, TH01 is pushed over the 50% completion mark! 🎉
This time, it's only YuugenMagan who gets no own copy. Giant RE% gains
from all these calls, but let's hope I don't regret already decompiling
this one for all bosses. It's not quite at the beginning of SinGyoku's,
Mima's, and Elis' code segment, after all…
Part of P0130, funded by Yanga.
The placement at the beginning of Kikuri's code segment makes you think
this is only used for the barely noticeable white-in effect during
Kikuri's entrance animation. It's also used to periodically reset boss
sprite colors during the flashing effect after getting hit by the Orb,
though.
Part of P0130, funded by Yanga.