So if the boss entity class stores all non-pixel metadata for its
associated .BOS file, how can YuugenMagan have 5 independent eye
sprites, or Kikuri have more than one soul and tear sprite?
By duplicating that data, of course!
Those structure copies to local variables seen in the load functions
of these bosses still remain pointless, though.
Completes P0106, funded by Yanga.
"Hm, I have this format that specifies sprite width in multiples of 8,
but *actually*, I'd like to blit 16 pixels at a time… well, time to
pepper the code with divisions and casts, I guess :zunpet:"
Which becomes even more hilarious once you realize that the `operator
new` function does require bytes after all. Which leads
new dots16_t[image_size / 2];
to compile to
operator new((image_size / 2) * 2);
:tannedcirno:
Part of P0106, funded by Yanga.
What else to call something a boss can have multiple of, that may or
may not be part of a larger boss sprite, may or may not be animated,
and that may or may not have a orb hitbox?
Needed to be RE'd before the .BOS loading functions, because those are
actually methods of this class. And because renaming all these
variables in ASM land is tedious anyway, we might as well name each
individual entity of every boss.
Still, what's with the pointless local variable copies in the
YuugenMagan and Kikuri functions?
Part of P0106, funded by Yanga.