It's basically the same function copy-pasted 4 times, differing only in
the backdrop image coordinates and some other inconsequential details.
Part of P0189, funded by Arandui and Lmocinemod.
Using the .BB cels as a transition mask between stage tiles and the
boss backdrop, nice. Seen in the entrance animations of TH04's
Orange, Kurumi, and Elly, and TH05's Sara.
Part of P0189, funded by Arandui and Lmocinemod.
Mostly centered around the HUD, popup, overlay, boss, and player shot
functions we're about to reference in the upcoming decompilations.
Part of P0186, funded by [Anonymous] and Blue Bolt.
Palette hacks not included yet. Yup, that's how all phases can use
hardware color #0 as their background color.
Completes P0147, funded by -Tom- and Ember2528.
That could have easily been architected without forcing every boss to
manually set the "background to be drawn while bombing" function
pointer.
And without the laziness of just redrawing all tiles during the blocky
opening animation of certain bombs…
Part of P0147, funded by -Tom- and Ember2528.
Not exclusively used for the boss entrance animations, even though its
data is declared in that general vicinity. It's also used for all bombs
in TH04, and Reimu's and Yuuka's bomb in TH05.
Part of P0147, funded by -Tom- and Ember2528.
Sure, it's still a micro-optimization, but at least it's __fastcall for
once! And doesn't assume ES to have been set to a VRAM segment. So not
*that* optimized 😛
Part of P0147, funded by -Tom- and Ember2528.