> introduce a new macro to halve the lines of a far function pointer
assignment, hoping that this commit will end up deleting more lines than it
adds, because TH03 has lots of those
> oh wait, these games mainly use near function pointers
> unearth even more new functions in the process
Seriously, how many more functions are still hidden in this codebase? And all
that just because IDA was not smart enough to begin with.
So that's the - admittedly rather weird - solution to the problem that has
been plaguing this project ever since the beginning of the reduction step.
Without any 32-bit dummy segments in the compiled object files, more linkers
will be able to build this project, one of them being JWlink
(http://sourceforge.net/projects/jwlink/).
Still can't rename dseg to _DATA though, as TASM stupidly refuses to accept
any ALIGN directives above a segment's alignment attribute value. TH01's
floating-point data slices already require larger alignments, and we're very
likely to have even more of those in the future.
Also, we're finally defining the Borland C++ model symbols directly in the
code, rather than in my unpublished build batch files. :)