And get rid of the constraining FX() macro, with its spacing parameter
that we haven't even seen used so far.
Part of P0124, funded by [Anonymous] and Blue Bolt.
Not only getting rid of the "useless" (and thankfully, consistent)
bitplane parameter, but also allowing those shortened macros to be
redefined for the upcoming little ZUN inconsistency.
Part of P0120, funded by Yanga.
… and this one, while I'm at it. I've been using pretty much every
possible type for VRAM offset variables, depending on my mood that day,
since signedness apparently never matters for those.
Except that it does. And so, just like with most of our high-level
types, we also have to account for ZUN's little signedness
inconsistencies here. Oh well, at least it's now only one of two types,
and there's no need to choose between `int` or `unsigned int` or
`short` or `unsigned short` or `int16_t` or `uint16_t` or `size_t` or…
Part of P0111, funded by [Anonymous] and Blue Bolt.
Whew, time to look at every `int` variable we ever declared! The best
moment to do this would have been a year ago, but well, better late
than never. No need to communicate that in comments anymore.
These shouldn't be used for widths, heights, or sprite-space
coordinates. Maybe we'll cover that another time, this commit is
already large enough.
Part of P0111, funded by [Anonymous] and Blue Bolt.
If you've ever cheated more than 6 lives in TH01, you might have
noticed that those additional lives appear in additional rows in the
HUD. And well, that had to be coded somewhere…
Part of P0104, funded by Ember2528.
Both inlined and non-inlined page switching within the same function,
together with an approach that doesn't correspond to our other planar
access macros? That code must have been written during a very
experimental phase very early in the development of this game.
Part of P0104, funded by Ember2528.
Hey look, this one *does* only render to a single page, and then blits
the area to the other one! Using an unnecessary new function that isn't
even EGC-accelerated…
Completes P0103, funded by Ember2528.
The scores are rendered to *both* VRAM pages…? Which means that we
need a separate set of sprites to store the background behind the
numbers. This does not bode well for animated backgrounds…
Part of P0103, funded by Ember2528.