Commit Graph

6 Commits

Author SHA1 Message Date
nmlgc 042b7802bf [Reverse-engineering] [th04/th05] Resident structure
And yes, you can get it in your own tool by simply #including
th04/th04.hpp or th05/th05.hpp.

Completes P0065, funded by Touhou Patch Center.
2020-01-03 21:43:43 +01:00
nmlgc 5a7fb6879f [Maintenance] Use the same resident structure pointer name for every game
The TH04/TH05 BGM/SE mode setup is a good example for code where
different structure field offsets will vanish completely upon reverse-
engineering. If we continued to use the per-game ID string as the
variable name, we'd only have another game-specific "difference" there.

Part of P0065, funded by Touhou Patch Center.
2020-01-03 21:26:10 +01:00
nmlgc 3b7561a711 [Maintenance] Export all pascal functions with their proper uppercase names
Yup, that was one massive screw-up.

Part of P0030, funded by zorg.
2019-09-15 20:29:47 +02:00
nmlgc 612beb815b [Maintenance] Clean up the confusion between "tiles" and .STD tile sections
Funded by -Tom-.
2018-12-30 02:30:16 +01:00
nmlgc 4fe4c8eed1 [Reverse-engineering] [th04/th05] Scrolling-related variables
Funded by -Tom-.
2018-12-29 18:34:51 +01:00
nmlgc 261d5037ed [Reverse-engineering] [th04/th05] .STD file loading
… because TH04's version of this takes the ASCII stage ID directly from
the resident structure.

So boss battles are simply triggered by setting the background tile
scroll speed to 0? That means…

Funded by zorg.
2018-12-26 17:59:03 +01:00