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.