The vertical shmup counterpart to 841d8be. Cleans up the subsystem
hierarchy by ensuring that at least all tile /formats/ code does not
depend on /main/ code.
Part of P0258, funded by [Anonymous] and Blue Bolt.
By now, it has become clear that this the norm rather than the
exception among these units. Thankfully!
Part of P0245, funded by [Anonymous], Blue Bolt, Ember2528, and Yanga.
The .PTN functions, vector functions, and egc_copy_rect_1_to_0_1()
(finally!) from TH01, as well as playfld.hpp from all games(finally!),
together with a bunch of other functions in their vicinity.
Part of P0201, funded by Ember2528 and Yanga.
We've been using the three-letter extension names for everything else
that isn't .DAT, so it's more consistent to do the same for .MPN,
however particularly nice and readable its FOURCC may be. 8.3 filenames
also really appreciate that they'll have to accommodate one fewer
letter.
Part of P0138, funded by [Anonymous] and Blue Bolt.
Sure, we can't use them everywhere, but it's really nice to get rid of
that casting madness – and any explicit references to x86 memory
segmentation – wherever we can.
Part of P0138, funded by [Anonymous] and Blue Bolt.
Boom! Clever segment renaming allows us to link the same .OBJ into 12
binaries.
(Well, 10 for now, due to alignment issues in TH04's OP.EXE and
MAINE.EXE.)
Part of P0138, funded by [Anonymous] and Blue Bolt.
Might look uglier, but has the advantage of not generating an empty
segment with the default name… *and* the default padding, which will
really come in handy with the following breakthrough.
Part of P0137, funded by [Anonymous].
DOS is not the same thing as the underlying CPU, after all. A separate
file not only indicates to future port authors which parts of the code
are x86-specific, but it also speeds up build times…
… in theory, because removing 677 lines from 49 files each doesn't seem
to speed up the build as much as I had hoped? But apparently my whole
system mysteriously got faster in the meantime, and I was getting 22-23
seconds for the entire repo even before this commit. Good enough.
Part of P0134, funded by [Anonymous].
There's the better name, in ALLCAPS for improved grepping. TH01 is also
going to need a pseudo-binary to bundle translation units that appear
in more than one .EXE, and since "segment 2" would be wrong for that
game, it makes more sense to have one consistent name for these
pseudo-binaries in all games.
(Maintenance mode commit)
Oh, wait. Due to ridiculously unlucky alignment, we can't actually
approach TH03's OP.EXE from the top of code segment 2… without
covering way too many functions at once, that is.
At least TH02 works out with "just" three functions at once. *If* we
add seg2 back to OP.EXE, where we previously needed to delete it… 😵
Part of P0114, funded by Lmocinemod.
About time I finally developed this piece of tech. Towards TH05, this
segment got more and more undecompilable ASM functions mixed inbetween
C ones. Which means that pretty much all of the current ASM land
`#include`s in that segment will have to become translation units. And
we *really* don't want an additional layer of numbered, per-binary
translation units that just `#include` maybe one or two functions.
Also yeah, no _TEXT suffix, to drive home the point that this is a
"library" segment, and not really "owned" by any one file.
Part of P0113, funded by Lmocinemod.