Since I'd still prefer to not use include guards *and* to have that
standalone .GRZ viewer, these would have actually caused somewhat of
an issue with the upcoming final stretch of the master.hpp transition.
Part of P0133, funded by [Anonymous].
Continuing the good error handling from the .PTN functions they're
based on… if only its sole caller actually cared.
Also: A sort-of limit of 102 objects per stage, just because someone
didn't use huge pointers where they would have been necessary…
:tannedcirno:
Part of P0128, funded by Yanga.
An enum to distinguish between bumpers, turrets, portals, bumper bars…
and cards that have to be flipped more than once?!
Part of P0128, funded by Yanga.
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.
Still no need for the classic `if(ptr) { delete[] ptr; ptr = NULL }`
macro, since the `ptr` is unconditionally set to NULL here…
Part of P0120, funded by Yanga.
… now that we have a better idea about the differences of both classes.
Also, no transitive dependency on bos.hpp for either class.
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.
"Hm, I have this format that specifies sprite width in multiples of 8,
but *actually*, I'd like to blit 16 pixels at a time… well, time to
pepper the code with divisions and casts, I guess :zunpet:"
Which becomes even more hilarious once you realize that the `operator
new` function does require bytes after all. Which leads
new dots16_t[image_size / 2];
to compile to
operator new((image_size / 2) * 2);
:tannedcirno:
Part of P0106, funded by Yanga.
And that's all? No unblitting or non-aligned functions? Oh well, at
least this one correctly clips the sprite at all 4 edges of VRAM, for
once.
Part of P0105, funded by Yanga.
One fewer magic number. And one more deliberate dependency on a
PC-98-specific hardware constant, to further drive home just how
unportable these games are, even once decompilation will be complete.
Part of P0105, funded by Yanga.
We not only actually still need the (pointer, size) function to fill
heap-allocated memory, but we also need to differentiate between near
and far pointers, to move those pesky `PUSH DS` instructions to their
original places?!
Part of P0105, funded by Yanga.
ZUN might have gotten the impression that the EGC can *only* work with
multiples of 16 pixels per load or store? Which might explain why…
Part of P0102, funded by Yanga.
No idea why ZUN split the 6 slots into 4 with a regular alpha plane,
and 2 with a negated alpha plane. The latter are only used for Sariel's
animations.
Part of P0095, funded by Yanga.
Again, 11 necessary workarounds, vs. forcing byte aligment in at least
18 places, and that number would have significantly grown in the
future.
Part of P0085, funded by -Tom-.
5 enums where code generation wants an `int`, vs. 11 cases where using
the minimum size is exactly the right default. So it's way more
idiomatic to force those 5 to 16 bits via a dummy element… except that
we can't give it a single, consistent name, because you can't redeclare
the same element in a different enum later.
Oh well, let's have this ugly naming convention instead, which makes it
totally clear that the force element not, in fact, a valid value of
that enum.
Part of P0085, funded by -Tom-.
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.
Mangled C++ function names would *not* have been a mistake if I hadn't
made the other mistake of restricting parts of the code to C…
Part of P0083, funded by Yanga.