Commit Graph

19 Commits

Author SHA1 Message Date
nmlgc 1d047a504b [Reverse-engineering] [th04/th05] Main menu: Sprite IDs
Part of P0262, funded by [Anonymous] and Blue Bolt.
2023-11-30 19:30:17 +01:00
nmlgc 8943b52167 [Maintenance] Introduce types for VRAM colors and their components
Finally differentiating between colors and columns at least at the type
level.

Part of P0245, funded by [Anonymous], Blue Bolt, Ember2528, and Yanga.
2023-06-30 19:59:11 +02:00
nmlgc 2458172c98 [Maintenance] [th02/th03/th04/th05] Define a constant for a white VRAM color
Part of P0223, funded by Blue Bolt and rosenrose.
2022-11-30 17:00:42 +01:00
nmlgc 55d98369d9 [Maintenance] master.hpp: Pass element counts to the hmem_allocbyte() wrapper
Which gets rid of the declaration for `size_t` in a grand total of two
translation units.

Part of P0223, funded by Blue Bolt and rosenrose.
2022-11-30 16:59:09 +01:00
nmlgc 60a7e44b53 [Maintenance] Introduce proper Shift-JIS and JIS X 0208 types
Much more semantic than that twobyte_t abomination.

Part of P0212, funded by GhostRiderCog, Lmocinemod, and LeyDud.
2022-08-11 15:53:13 +02:00
nmlgc a2358bef47 [Maintenance] Remove `extern "C"` from `x86real.h` and `decomp.hpp`
One of those per delivery now, eh?

Part of P0189, funded by Arandui and Lmocinemod.
2022-04-16 23:53:46 +02:00
nmlgc 9432e0d2bf [Maintenance] Macros: Update to current coding standards
Less fancy token pasting, replacing them with inline functions where
possible, entirely removing unnecessary ones, and fixing smaller
issues here and there.

Part of P0186, funded by [Anonymous] and Blue Bolt.
2022-03-25 14:05:36 +01:00
nmlgc ea54e59f93 [Maintenance] Macros: Avoid references to implicit local variables
If the macro itself is local to a function, these can work in certain
scenarios, but never for global ones.

Part of P0186, funded by [Anonymous] and Blue Bolt.
2022-03-25 14:03:53 +01:00
nmlgc 4d8392ce9c [Maintenance] [th03/th04/th05] Rename `playchars_t` to `playchar_t`
Part of P0172, funded by [Anonymous] and Blue Bolt.
2021-12-27 00:52:20 +01:00
nmlgc 99aee2bdbe [Maintenance] Consistently use singular for entity structure and file names
Not too sure about "chars" yet, with TH03 and all.

Part of P0168, funded by Blue Bolt and rosenrose.
2021-11-28 19:14:02 +01:00
nmlgc 31d7f166b9 [Maintenance] Force the difficulty level enum to `int`
That should finally get it right, with no more casts anywhere.

Part of P0159, funded by Yanga.
2021-09-28 18:05:25 +02:00
nmlgc 241b61e808 [Maintenance] Distinguish between Shift-JIS and gaiji strings
The main point of the previous strings/ subdirectory was to bundle all
hardcoded strings for translators. And sure, *technically*, gaiji
strings are *both* strings *and* something you might want to translate.
But mainly, they're sprites with an attached enum, and their own
directory. Changes to the enum quickly tend to involve changes to the
strings that use these values, so it makes sense to keep both in the
same directory.

Especially since 82% of the previous strings/ directories consisted of
such gaiji strings.

That leaves the strings/ directory rather empty and nondescript though.
Recently though, I've been wanting to generally move all Shift-JIS text
to this directory. While that wouldn't *solve* the typical "text editor
accidentally a file upon save, due to wrongly detected encoding" issue,
it's at least a mitigation: If all Shift-JIS strings are in files that
contain nothing *but* Shift-JIS strings, a wrongly detected encoding
becomes immediately noticeable.

For that job, strings/ can have a more descriptive name though. Hence,
shiftjis/.

Part of P0141, funded by [Anonymous] and rosenrose.
2021-05-27 19:10:26 +02:00
nmlgc 9739f69729 [Maintenance] Add a 1bpp rectangle template, for custom per-row types
This gets rid of a couple of per-entity sprite bitplane types, makes
sprite declarations easier to read by putting width and height next to
each other… and points out a number of array dimension mistakes -.-
Even in places where we can't use it.

Part of P0138, funded by [Anonymous] and Blue Bolt.
2021-04-21 18:01:57 +02:00
nmlgc e1d5bdafed [Maintenance] master.hpp: Type-safe hmem_allocbyte() and hmem_free() wrappers
Sure, we can't use them everywhere, but it's really nice to get rid of
that casting madness – and any explicit references to x86 memory
segmentation – wherever we can.

Part of P0138, funded by [Anonymous] and Blue Bolt.
2021-04-21 17:50:12 +02:00
nmlgc 1244bd74e7 [Maintenance] Prefer the -zC and -zP options over `#pragma codeseg`
Might look uglier, but has the advantage of not generating an empty
segment with the default name… *and* the default padding, which will
really come in handy with the following breakthrough.

Part of P0137, funded by [Anonymous].
2021-04-03 20:12:09 +02:00
nmlgc d25daf7075 [Maintenance] Move the number of VRAM planes to pc98.h
Allowing us to consistently mirror the declaration in pc98.inc
without adding a planar.inc file. 😛 And points us to two more
dots8_t* arrays that should have used the Planar<> template.

Part of P0135, funded by [Anonymous].
2021-03-19 19:29:17 +01:00
nmlgc 1c5ed4b06e [Maintenance] Copy <dos.h>'s 16-bit x86 Real Mode declarations to a new file
DOS is not the same thing as the underlying CPU, after all. A separate
file not only indicates to future port authors which parts of the code
are x86-specific, but it also speeds up build times…

… in theory, because removing 677 lines from 49 files each doesn't seem
to speed up the build as much as I had hoped? But apparently my whole
system mysteriously got faster in the meantime, and I was getting 22-23
seconds for the entire repo even before this commit. Good enough.

Part of P0134, funded by [Anonymous].
2021-02-20 23:49:45 +01:00
nmlgc 8eb0d33e80 [Decompilation] [th04] Character selection: Raised top/left edge background
Yup, no trick there. If the selection moves to the other character, the
original background behind the raised top and left edges has to be
blitted back to VRAM, which means that it also has to be stored
somewhere. TH04 backs up exactly the two 256×8 and 8×244 strips behind
Reimu and Marisa, requiring 2 KB of heap memory, whereas TH05 simply
gave up, and backs up the entire 640×400 screen, totalling 128 KB.

Part of P0125, funded by [Anonymous].
2020-11-02 22:43:05 +01:00
nmlgc 056b1c77c1 [Decompilation] [th04] Player character and shot type selection menu
Significantly more complex than the single menu in TH05!

Completes P0124, funded by [Anonymous] and Blue Bolt.
2020-11-02 22:41:51 +01:00