Not only would the `(GAME != 2)` need to include TH03 in the future,
but this `#undef` trickery will blow up once we start reorganizing the
`#include`s in the next few commits.
Sadly, a few source files use master.lib's grcg_off() function in one
game and the macro in the other, which makes it infeasible to assign a
distinct name for every function.
Part of P0284, funded by [Anonymous] and Blue Bolt.
The one where Elis, on Lunatic, runs past the pellet cap of 100 by
spawning 160 slow aimed pellets along a circle in a single frame, and
that's not the only janky quirk in there.
Completes P0193, funded by Ember2528.
The one where Sariel's second form shoots sparks towards the top of the
playfield, which then turn into leaf-like sprites that sway towards the
bottom, killing Reimu on contact.
And wow, what a finish! A weird "decimal subpixel" type, hardcoded
sprites, and effectively unused non-hardcoded sprites. Too bad that it
also ruins the nice `dot_rect_t(w, h)` parameter abstraction for
grcg_put_8x8_mono()…
Completes P0180, funded by Yanga.
TDW and TCR modes share the same bit in the GRCG mode register and are
thus indistinguishable when looking at a disassembly, but only apply to
writing (TDW) or reading (TCR), respectively. TH01 only performs read
operations in this mode, so it's unambiguously TCR.
Part of P0176, funded by Ember2528.
This gets rid of a couple of per-entity sprite bitplane types, makes
sprite declarations easier to read by putting width and height next to
each other… and points out a number of array dimension mistakes -.-
Even in places where we can't use it.
Part of P0138, funded by [Anonymous] and Blue Bolt.
Wait, so if this is only used for the rotating white squares around
Mima, that must mean that the white star in the YuugenMagan fight got a
completely redundant reimplementation…
Part of P0121, funded by Yanga.
In which ZUN accidentally the GRCG rather than the EGC in what should
have been (?) the unblitting function. Which then ends up actually
blitting yet another randomly background-masked version of the same
sprite on top of the old one. And after just a few frames, you get
those fully filled red diamonds you don't see in the sprite sheet.
Then again, if the 16w×h rectangle unblitting function is all you
have, and you can't be bothered to actually learn the EGC, this *is*
the better option 🎺
Completes P0120, funded by Yanga.
Not only getting rid of the "useless" (and thankfully, consistent)
bitplane parameter, but also allowing those shortened macros to be
redefined for the upcoming little ZUN inconsistency.
Part of P0120, funded by Yanga.
The usual case where ZUN should have just written a custom EGC-powered
unblitter, instead of resorting to the word-aligned rectangle one…
Part of P0120, funded by Yanga.