Commit Graph

10 Commits

Author SHA1 Message Date
nmlgc 042b7802bf [Reverse-engineering] [th04/th05] Resident structure
And yes, you can get it in your own tool by simply #including
th04/th04.hpp or th05/th05.hpp.

Completes P0065, funded by Touhou Patch Center.
2020-01-03 21:43:43 +01:00
nmlgc 23ea2d4bee [Reverse-engineering] [th04/th05] Item collection counters
Naming hell: Storing one and the same amount in two different variables
which are used in three places

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:31:25 +01:00
nmlgc 5a7fb6879f [Maintenance] Use the same resident structure pointer name for every game
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.
2020-01-03 21:26:10 +01:00
nmlgc b37611b1be [Maintenance] Add an underscore to the player_pos variable
No need to declare them as `pascal` on the C side only because I messed
up when naming them first.

Part of P0059, funded by [Anonymous] and -Tom-.
2019-11-18 22:21:15 +01:00
nmlgc 8a250701bd [Reverse-engineering] [th04/th05] Items dropped when losing a life
> 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-.
2019-11-14 00:50:56 +01:00
nmlgc ac7540dada [Reverse-engineering] [th04/th05] Item types and sprite IDs
Completes P0057, funded by [Anonymous] and -Tom-.
2019-11-14 00:49:22 +01:00
nmlgc 2f0ca1ccf1 [Position independence] False positives in item functions
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-.
2019-11-14 00:48:24 +01:00
nmlgc 34089cbe3f [Reverse-engineering] [th04/th05] Item structure
Part of P0057, funded by [Anonymous] and -Tom-.
2019-11-14 00:47:20 +01:00
nmlgc 2918e6dbd0 [Reverse-engineering] [th04/th05] Item spawn "splash" circles
"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-.
2019-11-14 00:45:32 +01:00
nmlgc d1acb70cdc [Maintenance] Move the enemy item drop table to an item/ subdirectory
Part of P0057, funded by [Anonymous] and -Tom-.
2019-11-14 00:44:10 +01:00