Commit Graph

6 Commits

Author SHA1 Message Date
nmlgc eb89330f64 [Build] [th01] Move the -Z and -3 options onto the command line
Deactivating them is the exception, not the norm.

Part of P0122, funded by Yanga.
2020-10-06 13:27:33 +02:00
nmlgc 1801e29cb3 [Maintenance] Rename the EGC implementation files a bit
Part of P0121, funded by Yanga.
2020-09-28 13:06:11 +02:00
nmlgc a75e0f8f53 [Maintenance] Compile all VRAM-accessing translation units as C++
Leading to slight complications in TH02's Music Room and shot type
selection menus. Thought about leaving those in C for a while, but I
still think it's worth it for the consistency we get with the VRAM
offset functions. Also, we'll have similar code for the main menus of
later games, and I'll surely won't be using C++ when starting out with
these.

Part of P0105, funded by Yanga.
2020-08-12 16:16:09 +02:00
nmlgc 1cc9cefa26 [Decompilation] [th01] PTN-sized page 0→1 copies
Final shared function in TH01's OP.EXE.

Part of P0084, funded by Yanga.
2020-03-22 09:59:24 +01:00
nmlgc dfac2f2fd4 [Position independence] [th01] EGC-powered page 1→0 region copy calls
12.4 fixed-point subpixels, in TH01?

Completes P0083, funded by Yanga.
2020-03-18 20:33:59 +01:00
nmlgc 9e676ce3ef [Decompilation] [th01] .PTN snap functions
Which repurpose the .PTN image slots to store the background of
frequently updated VRAM sections, like all the numbers in the HUD.
Future games would simply use the text RAM and gaiji for numbers. Which
would have worked just fine for TH01 as well (especially since all the
functions we've seen so far are aligned to the 8-pixel byte grid), but
it looks as if ZUN simply wasn't aware of gaiji during the development
of TH01.

Part of P0083, funded by Yanga.
2020-03-18 20:33:58 +01:00