Again, one of these functions that ZUN *probably* wrote in ASM for shits
and giggles, which you *again could* "decompile" using in-line assembly,
but that kind of defeats the point.
Oh well, at least the fact that the parameter is passed in AL means that
the calling convention must have been __fastcall, and *that* part *does*
cleanly map to C. Unlike some of the functions in d08a7f4.
Funded by zorg.
Struct strLASER in uth05win… except that the member names in that one
were not only a bit too unclear, but `ageThres` and `shootAgeThres`
should have also been the other way round.
Also, yes, TH04's laser structure seems completely different.
Funded by -Tom-.
Right, the last path component in an INCLUDE file name is "limited" to 28
bytes. Turns out it only crashes on every system that *isn't* the main one I
develop on, though…
…unlike these two identical functions, which hopefully become clearer
after more reverse-engineering has been done around them. It's not like
they're directly related to CDG slot data anyway, they just apply the
TH05 version of the dissolution effect in the staff roll on top of the
already displayed image.
And that concludes all CDG/CD2-related code!
Funded by DTM.
With TH05 definitely being the Galaxy Brain version of this function.
You'll see once I get to push the C decompilation for that one…
Anyway, that covers all shared input functions of TH02-TH05!
Funded by zorg.
Seemingly included in every other larger structure describing anything
remotely sprite-like. Couldn't find this in the earlier games,
unfortunately…
Funded by zorg.
TH02 just seems to use a sequence of branches in sub_D6CA.
I thought about keeping variable and function names consistent with
uth05win (on which most upcoming reverse-engineering commits will be
based). But as it will turn out, it ignored a certain very important
substructure, so I don't think it's worth introducing this naming style
clash.
Funded by zorg.
Comparing with uth05win, I renamed some
label so that easy to see.
I should not test whether there is grammer error.
So if you find some grammer error, please notice me.
• Mention the existence of DOSBox-X
• Add more reasons why this project is a good idea
• PyTouhou is actually quite the opposite of what we are doing
• JynX's Re:Mystic Square wasn't actually written in Danmakufu, thanks
to Ryann1908#9434 for reporting this oversight
• Move details about our planned remakes down to the Moddability section
of the roadmap (yeah, I no longer believe we're ever gonna see those)
• Who needs this entire "we are not a wholesome FOSS project" sentence
anyway
Now you can mix and match characters and shot types any way you want.
TH02 and TH05 simply use the regular shot sprites associated with the
character/shot type no matter which function is used, which quite
surprisingly works without glitches for the few combinations I've tried.
TH04, however, always uses the sprites that were originally intended to
be used with that shot function, regardless of the character you assign
the function to, meaning that it always loads all 4 shot sprite sheets
into memory. Not doing that would have been one way to reduce the game's
memory footprint so that it doesn't require an extender…
Funded by -Tom-.