The change of pi_free() from a macro to a function in TH05 doesn't
require a complete redefinition.
Part of P0124, funded by [Anonymous] and Blue Bolt.
The regular master.h is big, uncomfortable in C++ mode, and bloated
with all those portability `#define`s that effectively only cover a
small portion of the PC-98-specific code anyway. So, let's gradually
transition to a new smaller header that is more integrated into the
ReC98 codebase, by simply no longer #including `master.h` in new code.
Which also explains its weird place in the root directory. Even though
`libs/master.lib/` contains plenty of game-specific modifications, it
didn't feel right to have anything in this directory refer to types
from `pc98.h`.
Part of P0124, funded by [Anonymous] and Blue Bolt.
Why does this function also have to load sprites for the viewing mode
of the high score menu?! Oh well, ridiculous functions deserve
ridiculous names…
Part of P0119, funded by [Anonymous] and -Tom-.
Oh, wait. Due to ridiculously unlucky alignment, we can't actually
approach TH03's OP.EXE from the top of code segment 2… without
covering way too many functions at once, that is.
At least TH02 works out with "just" three functions at once. *If* we
add seg2 back to OP.EXE, where we previously needed to delete it… 😵
Part of P0114, funded by Lmocinemod.
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.
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-.
The supposedly low-hanging fruit that almost every outside contributor
wanted to grab a lot earlier, but (of course) always just for a single
game… Comprehensively covering all of them has only started to make
sense recently 😛
Also, yes, the variable with the uppercase .CFG filename has itself a
lowercase name and vice versa…
Part of P0077, funded by Splashman and -Tom-.
Oh wow, caff4fe introduced wrong bytes into RES_KSO.COM by confusing
[cfg_bombs] with [credit_lives] -.- Which I didn't find out back then
because all the RES_*.COM binaries still had some different instruction
encodings anyway and I just didn't care enough to base my diff of those
files on the wrong encoding versions to notice the bug…
Whoops.
Part of P0077, funded by Splashman and -Tom-.
Oh hey, guarding declarations with complicated types via #ifdef limits
the header files we additionally have to #include!
Part of P0076, funded by [Anonymous] and -Tom-.
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.
So many things named `score_*`, so many things named `hiscore_*`…
Let's go with `scoredat_*`, which clearly indicates that this stuff is
saved into a file, while still being only 8 characters.
Part of P0063, funded by -Tom-.
At least wherever Turbo C++ and master.lib want us to use a
non-pointer, since both use uint16_t for segment values throughout
their APIs instead of the more sensible void __seg*. Maybe, integer
arithmetic on segment values was widely considered more important than
dereferencing?
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…