The single underscore version is actually slightly more supported among
the compilers I've seen so far. Also added the exact list now.
Part of P0183, funded by Yanga and [Anonymous].
Might look uglier, but has the advantage of not generating an empty
segment with the default name… *and* the default padding, which will
really come in handy with the following breakthrough.
Part of P0137, funded by [Anonymous].
eeb4e7e changed the final C translation unit that used this header to
C++, and we got some more helpful inline functions upcoming.
Part of P0136, funded by [Anonymous].
DOS is not the same thing as the underlying CPU, after all. A separate
file not only indicates to future port authors which parts of the code
are x86-specific, but it also speeds up build times…
… in theory, because removing 677 lines from 49 files each doesn't seem
to speed up the build as much as I had hoped? But apparently my whole
system mysteriously got faster in the meantime, and I was getting 22-23
seconds for the entire repo even before this commit. Good enough.
Part of P0134, funded by [Anonymous].
Finishing this push with another highly questionable one… Let's hope
that the port developers will certainly appreciate that they just have
to remove the weirdness here, and not mess with defining entirely new
functions in C land.
Completes P0127, funded by [Anonymous].
The TH04 one might have the same function structure, but the only thing
that's actually identical in both games is the picture darkening loop.
Part of P0119, funded by [Anonymous] and -Tom-.
The pascal calling convention for TH03's input mode functions actually
sort of matters, since we have this nice function pointer type that
expects pascal.
With TH05 definitely being the Galaxy Brain version of this function.
You'll see once I get to push the C decompilation for that one…
Anyway, that covers all shared input functions of TH02-TH05!
Funded by zorg.
And renaming them all to the short filenames they will be decompiled to for
consistency. These functions aren't really immediately hardware-related, as
we've established earlier in the decompilation.
Well, the naming.
Even though only TH02 actually uses MIDI (and thus, the MMD driver), every
game since then contains interrupt instructions for both functions. We could
just name it "pmd", since it seems like that's what came first - the AH
numbers of the 6 functions that make up MMD's interrupt API are identical to
those of the equivalent functions in PMD, even including gaps in the numbering
for PMD functions that don't have an equivalent in MIDI. However, except for
the FM sound effect handling and the key display in TH05's Music Room, these 6
functions are all the games actually use. Also, we already distinguish between
PMD and MMD in the driver check functions, and it might be confusing to only
imply PMD from now on?
So, "kaja" it is, collectively referring to the shared aspects of both
drivers.