Commit Graph

15 Commits

Author SHA1 Message Date
nmlgc a89836c18e [Decompilation] [th05] Bombs: Reimu's blue star animation
After ternary expressions straight out of Jigoku in 57be510, we now got
pointer arithmetic straight out of Jigoku… with, unsurprisingly, two
ZUN bugs.

Part of P0112, funded by [Anonymous] and Blue Bolt.
2020-08-28 15:22:28 +02:00
nmlgc 1c3e9097cc [Decompilation] [th05] EX-Alice: Fire wave management
Final unknown entity in TH05 that can collide with the player!
Get position independence hype!
(Also, no structure member comments necessary, thanks to the new
types!)

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:59:27 +02:00
nmlgc 40aea2d171 [Maintenance] [th05] Declare the particle sprite size in a single place
Because it's used by more than one entity type.

Part of P0110, funded by [Anonymous] and Blue Bolt.
2020-08-19 19:33:32 +02:00
nmlgc 2c7d86bc5b [Decompilation] [th05] Mai & Yuki: Smooth random movement
Wow, so the boss_stuff_t structure did exist in the original code after
all. This is the only function in all of TH04 and TH05 that confirms
it – in dea40ad, it just seemed like something I made up, out of
convenience.

Completes P0109, funded by [Anonymous] and Blue Bolt.
2020-08-16 21:41:34 +02:00
nmlgc 88cc266a24 [Maintenance] [th04/th05] Put global and stage-specific patnums into one enum
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.
2020-08-16 21:40:35 +02:00
nmlgc 1799d67782 [Build] Convert all known hardcoded sprites during the 32-bit build part
You can now mod them by simply editing .BMP files!
2020-07-09 22:28:15 +02:00
nmlgc c9eef45724 [Maintenance] Fix inconsistencies in sprite declarations 2020-07-09 22:28:14 +02:00
nmlgc ed4d7282a0 [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.

(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
2020-06-21 23:03:45 +02:00
nmlgc da6b856dc5 [Reverse-engineering] [th04/th05] Stage enemy structure
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-.
2020-05-03 23:21:30 +02:00
nmlgc 8a9cb158b6 [Reverse-engineering] [th05] Custom entity 6: Shinki's 32×32 balls
Which need to be separate from Mai's and Yuki's 32×32 balls because…
they have a delay cloud, whose radius absolutely has to be stored
redundantly, rather then deriving it from the [age]? Same for the decay
frame count. And the _update() function was copy-pasted from the knife
one…

Part of P0079, funded by -Tom-.
2020-02-29 16:00:30 +01:00
nmlgc 1764700729 [Reverse-engineering] [th05] Custom entity 5: Yumeko's knives
Immediately understandable just by applying the structure fields.

Part of P0079, funded by -Tom-.
2020-02-29 15:57:18 +01:00
nmlgc 3bcc62ecbc [Position independence] [th05] Custom entity 4: Mai's and Yuki's 32×32 balls
Part of P0079, funded by -Tom-.
2020-02-29 15:56:03 +01:00
nmlgc 42f2dd790b [Position independence] [th05] Custom entity 1: Stage 2 star particle structure
Part of P0078, funded by iruleatgames and -Tom-.
2020-02-29 15:53:32 +01:00
nmlgc eb0cf6820f [Reverse-engineering] [th04/th05] Bullet-related sprite IDs
IDs based on Maribel Hearn's jargon page
(https://maribelhearn.com/jargon) as well as Sparen's Danmaku Design
Guide (https://sparen.github.io/ph3tutorials/ddsga1.html#sub2).

Part of P0074, funded by Myles.
2020-02-16 21:44:51 +01:00
nmlgc d6f356da45 [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
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.
2020-02-16 21:43:08 +01:00