It's script-like code, what can you say. Maybe minimally sloppy in some
places, but ultimately harmless.
Oh, the Siddhaṃ seed syllables are supposed to show up immediately, with
no delay between them? Good to know – clocking your emulator too low
tends to roll them down from the top of the screen, and does add a
noticeable delay between the individual images.
… Wait, but this means that ZUN could have *intended* this "effect".
Why else would he not only put those syllables into four individual
images, but also show them on the foreground VRAM page?
Completes P0141, funded by [Anonymous] and rosenrose.
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].
Which works in both Borland C++, Open Watcom, and Visual C++.
Not that we're about to port any of the games to these compilers, just
something I noticed while evaluating 32-bit compilers for ReC98's own
32-bit pipeline tools. Modders might want to look into that though,
since 100% position independence also makes it easier to change
compilers.