Raw, uninteresting position independence work. Or maybe not, given that
this was one of the few things that also apply to TH01, and reveal just
how chaotically this game was coded. And so we've got three ways that
ZUN stored regular 2D points: Regularly (X first, Y second), Y first
and X second, and multiple points stored in a structure of arrays…
Completes P0059, funded by [Anonymous] and -Tom-.