With TH04's version hardcoding not only Gengetsu's dialog and
initialization, but also the Bad Ending after having clearing Stage 5
with continues or on Easy difficulty.
Part of P0188, funded by [Anonymous] and nrook.
… (24 + (difficulty * 8) + rank) in TH04, and (42 + (difficulty * 8))
in TH05. Also, TH05 only doesn't have TH04's bullet zap animation
because ZUN didn't consistently use constants…
Completes P0151, funded by Blue Bolt and -Tom-.
And actually document them correctly.
Clear: Custom duration, awards constant points per bullet during the
entire duration, plays a decay animation
Zap: Fixed duration, awards a semi-exponential bonus for all bullets
alive on the first frame, plays a, um, "zapping" animation… in
TH04, because it's bugged in TH05 :zunpet:
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
Right, because you'd also want to automatically shift the IDs for every
stage-specific sprite if you add or remove a new stage-independent one.
Part of P0109, funded by [Anonymous] and Blue Bolt.
Last one of the shared entity types! The TH05 version of the .STD enemy
VM would now be ready for decompilation in one single future push.
Completes P0088, funded by -Tom-.
Copying out the shot position might have actually been a decent
optimization for hit detection, to avoid the indirection if the shot
is not colliding with anything.
Part of P0088, funded by -Tom-.
Yes, this is the best time to cover these, since Stage 6 Yuuka's
animation state is reset in a variety of the boss phase end functions…
Part of P0086, funded by [Anonymous] and Blue Bolt.
Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.
Part of P0074, funded by Myles.