Commit Graph

5 Commits

Author SHA1 Message Date
nmlgc 0de07a489f [Maintenance] Mirror the egc_setup_copy() macro in C land
Part of P0121, funded by Yanga.
2020-09-28 13:05:15 +02:00
nmlgc d6f634631f [Maintenance] Declare distinct types for pixel and VRAM sizes
Oh wait, we also need one of those for an upcoming structure!

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:33 +02:00
nmlgc 368f151759 [Maintenance] Declare distinct types for screen, VRAM, and TRAM coordinates
Whew, time to look at every `int` variable we ever declared! The best
moment to do this would have been a year ago, but well, better late
than never. No need to communicate that in comments anymore.

These shouldn't be used for widths, heights, or sprite-space
coordinates. Maybe we'll cover that another time, this commit is
already large enough.

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:30 +02:00
nmlgc d840841a2b [Naming] Rename egc_copy_rect_1_to_0() to emphasize its 16-dot alignment
ZUN might have gotten the impression that the EGC can *only* work with
multiples of 16 pixels per load or store? Which might explain why…

Part of P0102, funded by Yanga.
2020-07-12 16:27:56 +02:00
nmlgc b0c832bdee [Decompilation] [th01] Restorable line drawing
Yes, when clipping the start and end points to the screen area, ZUN
uses an integer division to calculate the line slopes, rather than a
floating-point one. Doesn't seem like it actually causes any incorrect
lines to be drawn, though; that case is only hit in the Mima boss
fight, which draws a few lines with a bottom coordinate of 400 rather
than 399. It *might* also restore the wrong pixels at parts of the
YuugenMagan fight, causing weird flickering, but seriously, that's an
issue everywhere you look in this game.

Part of P0069, funded by [Anonymous] and Yanga.
2020-01-14 22:12:08 +01:00