Commit Graph

3 Commits

Author SHA1 Message Date
nmlgc 1f1829d2d8 [Decompilation] [th01] Boss entities: Copying .BOS metadata
So if the boss entity class stores all non-pixel metadata for its
associated .BOS file, how can YuugenMagan have 5 independent eye
sprites, or Kikuri have more than one soul and tear sprite?
By duplicating that data, of course!

Those structure copies to local variables seen in the load functions
of these bosses still remain pointless, though.

Completes P0106, funded by Yanga.
2020-08-12 17:51:40 +02:00
nmlgc 342e6450bc [Decompilation] [th01] Boss entities: .BOS load function
"Hm, I have this format that specifies sprite width in multiples of 8,
but *actually*, I'd like to blit 16 pixels at a time… well, time to
pepper the code with divisions and casts, I guess :zunpet:"

Which becomes even more hilarious once you realize that the `operator
new` function does require bytes after all. Which leads

	new dots16_t[image_size / 2];

to compile to

	operator new((image_size / 2) * 2);

:tannedcirno:

Part of P0106, funded by Yanga.
2020-08-12 17:49:35 +02:00
nmlgc 5f5eb8aa4e [Decompilation] [th01] .BOS: Unused and broken plane pointer reset function
Because that's not how you free dynamically allocated memory?

Part of P0106, funded by Yanga.
2020-08-12 17:49:34 +02:00