No frame delay after its blitting call, immediately overwritten on the
next iteration… but if EGC "acceleration" leads to 8000 VRAM page
switches, you don't need additional delay for parts of the image to
remain visible after all.
Part of P0200, funded by Yanga.
The one where Kikuri' souls fire symmetric 3-line rain pellets at a
much longer interval than ZUN intended, thanks to him once again
confusing > and >=.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires 6 lasers from her left eye, 30 frames apart,
and randomly aimed within a 120-pixel range around the player.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires a 4-spiral along the edge of the disc… or
something to that effect. Not that much code, but still quite a chaotic
pattern, especially on higher difficulties.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls fire single aimed pellets every 200
frames. Barely even noticeable as a distinct pattern due to the 4
other, much more complex patterns in phase 6 that run simultaneously.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires two red lasers from her eyes every 200
frames. They're aimed to the respective opposite direction around the
player, crossing each other on the way there.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls move on a diagonal line and drop tears.
Almost wouldn't have called this one a pattern, but the ripples can
kill the player, after all.
Part of P0199, funded by Lmocinemod.
The one where Kikuri's souls fire spread pellet groups every 80 frames.
Pretty much Kikuri's counterpart to Elis' pattern_bat_slow_spreads(),
as it's also aimed on every difficulty except Lunatic.
Part of P0199, funded by Lmocinemod.
The one where Kikuri fires small spinning 8-pellet circles from her
ball of light, aimed to the player. The only pattern in the entire game
that uses the "spin pellet" type, forcing two additional parameters
onto every other single-pellet spawn call. (Luckily, C++ has default
arguments!)
Part of P0199, funded by Lmocinemod.
The infamous first pattern of the fight, where Kikuri fires an
uninterrupted symmetric spiral of pellets for 800 frames.
(Coincidentally, TH01 has also reached the 80% RE mark with this one!)
Part of P0199, funded by Lmocinemod.
Could have also been EGC-accelerated, but who cares, it's only used for
the blocking entrance animation.
Completes P0198, funded by Lmocinemod and Ember2528.
The worst case of an `else if` chain so far. Perfectly regular if you
abstract away the per-sprite calculations, yet still hopelessly
hardcoded… and broken anyway, especially together with the collision
detection from the previous commit.
Part of P0198, funded by Lmocinemod and Ember2528.
ZUN *did* want a hitbox in the disc's horizontally centered upper half,
but then confused < and >, accidentally ending up with a hitbox from
the top of the playfield to the upper part of Kikuri's face instead… 🎺
Part of P0198, funded by Lmocinemod and Ember2528.
Not too useful for Elis since she's already got the form system, but
it will save a bit of boilerplate code for Kikuri.
Part of P0198, funded by Lmocinemod and Ember2528.
The .BOS freeing funtions, others that are close to them in the typical
#include order, and the ending picture functions.
Part of P0198, funded by Lmocinemod and Ember2528.
You can definitely make an argument that these if/else if branches are
easier to read than their implied formula, especially with all
variables being signed here.
Completes P0197, funded by Yanga and Ember2528.
AKA a reaction commit to the unfounded theory from Asprey's "Unused
Content in Touhou Project" video. (Seriously though, it does help with
the code for these games.)
Part of P0197, funded by Yanga and Ember2528.
Turns out that the "new idea" for handling these data slices won't work
out in reality. At least the amount of necessary manual `extern`
declarations isn't soul-crushingly large, so this way isn't bad either,
after all!
Part of P0197, funded by Yanga and Ember2528.
Brought to you by diagonal movement and the combined effect of 4 ZUN
bugs. Most commonly reported for Elis and Mima.
Part of P0197, funded by Yanga and Ember2528.
These could have been nicely separated into per-device translations
(one for GDC, one for EGC, one for regular VRAM accesses)… if their
original order followed that classification.
OK, so let's make it one full `graph_ex.cpp` translation unit… nope,
FUUIN.EXE needs graph_2xscale_byterect_1_to_0_slow() with different
compilation flags. 🤦
Whatever, fuck it, let's go for individual translation units, with
individual headers, so that we at least get predictably organized
source code out of this.
Part of P0196, funded by Yanga.
The phase 3 selection logic was fine! No need to reinvent it with even
more convoluted logic, in a function that should not exist to begin
with. (Phase 4 is another one that only consists of a teleport and a
bat transformation.)
Part of P0195, funded by Yanga.
The one where Elis fires aimed 5-spreads from her left and right wings,
togther with an aimed laser every second time, and finishes with a
32-ring of static bullets along, yet again, not quite the center
position of the big circle around her.
Part of P0195, funded by Yanga.
The one where Elis creates a safety zone of 256 pixels around the
initial position of the player, indicated by a circle, and then fires
pellets from random positions at the top edge of the playfield for a
while.
Followed by 5 aimed pellets from her center position.
Followed by… 7 aimed pellets from the bat entity's center position?!
Except that those aren't even correctly centered relative to the bat,
and still use the center offset of the girl sprite.
Part of P0195, funded by Yanga.