Commit Graph

6 Commits

Author SHA1 Message Date
nmlgc 9ae4f7726e [Decompilation] [th05] EMS / Dialog: Face loading and rendering
Aha! TH05 actually loads every single rendered dialog image
individually before rendering it, either from the EMS area or disk.
That's one way to save memory, I guess?

Part of P0169, funded by Blue Bolt.
2021-11-29 02:01:10 +01:00
nmlgc 8b046dad0f [Decompilation] [th04/th05] EMS: Rendering the eyecatch image
Copied in from EMS memory if available.

Completes P0168, funded by Blue Bolt and rosenrose.
2021-11-29 02:01:01 +01:00
nmlgc bd77463f59 [Decompilation] [th05] EMS: Preloading boss facesets
Oh, an EMS function that does one single thing, and is not potentially
bugged within TH05's original sprite limits?! (Although that last part
might have just been a happy accident.)

Part of P0168, funded by Blue Bolt and rosenrose.
2021-11-29 02:00:58 +01:00
nmlgc fe33d49e0a [Decompilation] [th04/th05] EMS: Allocation + Preloading the eyecatch image
No, I'm not copying exactly what was on ZUN's monitor during the 2010
MAG・ネット documentary. Also, this one was very lucky not to receive
a stupid function name.

Part of P0168, funded by Blue Bolt and rosenrose.
2021-11-29 01:53:43 +01:00
nmlgc ccca7bf6ee [Reverse-engineering] [th04/th05] EMS: Cache area layout
Part of P0168, funded by Blue Bolt and rosenrose.
2021-11-29 01:53:13 +01:00
nmlgc a157739665 [Reverse-engineering] [th04/th05] .CDG slot IDs for MAIN.EXE
64 slots reserved, 16 slots actually used, another 768 bytes of
conventional RAM wasted…

(And yes, that naming convention is indeed meant as a shoutout to all
the RPG Maker veterans out there.)

Part of P0147, funded by -Tom- and Ember2528.
2021-06-21 15:48:41 +02:00