Right, because you'd also want to automatically shift the IDs for every
stage-specific sprite if you add or remove a new stage-independent one.
Part of P0109, funded by [Anonymous] and Blue Bolt.
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.
(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
Last one of the shared entity types! The TH05 version of the .STD enemy
VM would now be ready for decompilation in one single future push.
Completes P0088, funded by -Tom-.
Copying out the shot position might have actually been a decent
optimization for hit detection, to avoid the indirection if the shot
is not colliding with anything.
Part of P0088, funded by -Tom-.
Yes, this is the best time to cover these, since Stage 6 Yuuka's
animation state is reset in a variety of the boss phase end functions…
Part of P0086, funded by [Anonymous] and Blue Bolt.
… which allows a split into first rendering the top part of every
pellet, then the bottom part. This way, the game only needs two
grcg_setcolor() calls for any number of pellets.
Part of P0085, funded by -Tom-.
Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.
Part of P0074, funded by Myles.