And immediately, we discover another two hardcoded sprites, with, of
course, another set of functions for blitting and unblitting them…
Part of P0099, funded by Ember2528.
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.