Commit Graph

9 Commits

Author SHA1 Message Date
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 75a779e82a [Maintenance] Clean up PI function declarations and comments 2019-12-17 23:27:01 +01:00
nmlgc 59bbe313ad [Decompilation] Add separate types for 1bpp planar pixel lines 2019-12-17 23:26:59 +01:00
nmlgc a6a805f008 [ZUN symbols] key_det / shiftkey
Not applying this leak to TH03 since it would have more than one
`key_det` variable, resulting in names that are as much fanfiction as
the current ones…
2019-11-30 19:32:10 +01:00
nmlgc 92979e8f31 [C decompilation] [th02] Code segment #2 of all three executables
Only one code segment left in both OP and FUUIN! its-happening.gif

Yeah, that commit is way larger than I'm comfortable with, but none of these
functions is particularly large or difficult to decompile (with the exception
of graph_putsa_fx(), which I actually did weeks ago), and OP and MAIN have
their own unique functions in between the shared ones, so…
2015-03-14 23:25:50 +01:00
nmlgc 519e24c459 Rename the *_copy_region_* functions to *_copy_rect_*
TH01 copies a lot of different shapes from plane 1 to 0, so "region" feels
awfully unspecific.
2015-03-10 14:18:28 +01:00
nmlgc 2ccad4f5a4 Centrally include master.h in ReC98.h 2015-03-03 06:47:23 +01:00
nmlgc 37fc899c42 Add some useful increment and decrement macros
Which we'd really like to have for the highscore entering screen.
2015-03-01 22:52:25 +01:00
nmlgc 1f514b5a6c [C decompilation] [th02/op] Shot type selection
Oh, OK, so this is what the PC-98 GRCG is all about. You call grcg_setcolor(),
and that puts the PC-98 hardware in some sort of "monochromatic mode". Then,
you just write your pixels into any *single* one of the 4 VRAM bitplanes. This
causes the hardware to automatically write to *all* bitplanes in such a way
that the final palette index for each of the 8, 16, or 32 pixels you just wrote
a 1 value to will actually end up to match the color you set earlier.

Don't forget to call grcg_off() at the end though, or you can't draw any
non-monochromatic graphics, heh.
2015-02-25 23:05:20 +01:00