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.
One fewer magic number. And one more deliberate dependency on a
PC-98-specific hardware constant, to further drive home just how
unportable these games are, even once decompilation will be complete.
Part of P0105, funded by Yanga.
Or, in more relevant news: That's the function that forced TH01's
pellet sprites to be defined in C land. First sprite to make that jump.
Part of P0102, funded by Yanga.
Which works in both Borland C++, Open Watcom, and Visual C++.
Not that we're about to port any of the games to these compilers, just
something I noticed while evaluating 32-bit compilers for ReC98's own
32-bit pipeline tools. Modders might want to look into that though,
since 100% position independence also makes it easier to change
compilers.
So even TH01 wasn't 100% C++ after all. Turns out that this function
was the only instance in all of REIIDEN.EXE where ReC98 previously had
different encodings for identical x86 instructions.
Part of P0096, funded by Ember2528.
tiles_invalidate_around() must have had the hardest function signature
to figure out in all of PC-98 Touhou… because it seems impossible to
handle all three ways of passing parameters. No way around separately
declaring it in every translation unit then, with the parameter list
expected by that segment's code generation.
Part of P0089, funded by [Anonymous] and Blue Bolt.
Adding op/, main/, and end/ directories does nicely cover a great
majority of the "not really further classifiable slices" implied in
d56bd45.
Part of P0086, funded by [Anonymous] and Blue Bolt.