The TH04/TH05 BGM/SE mode setup is a good example for code where
different structure field offsets will vanish completely upon reverse-
engineering. If we continued to use the per-game ID string as the
variable name, we'd only have another game-specific "difference" there.
Part of P0065, funded by Touhou Patch Center.
> not using the Point structure, which is not only perfectly suitable
here, but would have also generated much better code
Part of P0058, funded by -Tom-.
Welcome to this new [brand] of reverse-engineering, where we only fix
things that might be mistaken for addresses, without looking deeper
into what the actual functions do… unless that directly leaps into
the eye.
Part of P0057, funded by [Anonymous] and -Tom-.
"Splashes"? That's what uth05win calls them. Oh well, "circle" is
already taken, and merely keeping the slices in the item/ directory
won't avoid the name collision when looking at game code.
These are hardly visible on top of regular enemy explosion animations;
you can most clearly see them at the end of the TH04 Extra Stage
midboss. Easy enough to *almost* completely cover right now, even
during a position independence push. Struct strITEM_SPLASH in uth05win.
Part of P0057, funded by [Anonymous] and -Tom-.