Exhibit A for the theory that ZUN did *not* set the default calling
convention to `pascal` for TH03.
… Then again, at this point, it's way more likely that ZUN simply
didn't have a unified build setup for any of the games, and rather
pieced them together with manually compiled .OBJ files.
Part of P0137, funded by [Anonymous].
Originally just a workaround to remove angles from the PI counter, but
having the sign indicate the Y direction also makes them a lot nicer to
read in C land.
(Maintenance mode commit)
And since everyone always cares about caps:
• TH04: 240 for the white 8×8 pellets, 220 for 16×16 sprites
• TH05: 180 for the white 8×8 pallets, 240 for 16×16 sprites
Completes P0072, funded by [Anonymous] and -Tom-.
Since a few annoying alignment bytes suggested more translation units
than previously expected, using many small headers has proved to be
better than one big shared TH04/TH05 header file. Or should we *really*
pepper the code with lots of `#pragma codestring`? 😛
And in case we have multiple translation units which all #include the
same set of headers, we'll just go with situational shared headers,
using a common prefix.
Part of P0062, funded by Touhou Patch Center.
Should have remembered this from all the times I've looked at the list
of #pragma directives supported by Turbo C++… Still, I would have at
least expected a warning, but not even the `ill` warning covers this.
Part of P0062, funded by Touhou Patch Center.
*Finally*. We already used `(unsigned) int` in quite a few places where
we actually want a 16-bit value, which was bound to annoy future port
developers.
Meh, can't overload arithmetic operators that take a Subpixel without
generating a needless load and store, even with -Z. But heck, slightly
uglifying subpixel/subpixel arithmetic is exactly the right trade-off.
Completes P0061, funded by Touhou Patch Center.
Raw, uninteresting position independence work. Or maybe not, given that
this was one of the few things that also apply to TH01, and reveal just
how chaotically this game was coded. And so we've got three ways that
ZUN stored regular 2D points: Regularly (X first, Y second), Y first
and X second, and multiple points stored in a structure of arrays…
Completes P0059, funded by [Anonymous] and -Tom-.
That should make this convoluted copypasta a bit easier to read. And
sure, I could have done something about the loop as well, but
SHOT_FUNC_INIT already hides enough control flow behind a macro…
Part of P0037, funded by zorg.
Yes, you're reading that correctly. If the cursor is at 255, reading a
16-bit value will fill the upper 8 bits with the neighboring cursor
value, which always is 0xFF.
Funded by -Tom-.
Look at that TH05 vector2_at_opt function. What the hell, the caller is
supposed to set up the stack frame for the function? How do you even get
a compiler to do this (and no, I haven't found a compiler switch)? No
way around writing a separate "optimizer" as part of the compilation
pipeline, it seems.