OK, this is the big one. We still keep using `#include` guards only
where we absolutely need to, but with each header now being valid in
isolation, this can now actually help *minimize* the length of each
translation unit's `#include` list. Turns out that after removing all
the duplicates, we only *actually* need to guard 29 headers across all
5 games.
Part of P0285, funded by [Anonymous] and iruleatgames.
Hiding a lot of dynamic .PTN buffer size information behind misleading
labels. Nothing there to tell ZUN that he could have just easily saved
20% of all this memory by using a structure without an unneeded alpha
plane.
Completes P0214, funded by Ember2528.
One disgusting abuse of this flag shouldn't ruin a perfectly adequate
variable name, and force a dependency on input variables on every
gameplay-related translation unit. Especially since the "ZUN bloat"
convention allows us to clearly highlight it.
Part of P0214, funded by Ember2528.
And that's it! All TH01 bosses fully decompiled, which makes 8 PC-98
Touhou bosses in total with 23 to go! And now, time to move a whole lot
of other data…
Completes P0210, funded by Arandui and Yanga.
You can definitely make an argument that these if/else if branches are
easier to read than their implied formula, especially with all
variables being signed here.
Completes P0197, funded by Yanga and Ember2528.
Macro-free, compile-time conversion from Shift-JIS to JIS is entirely
possible in this 1994 C++ compiler, even when using an inlined
function! Awesome.
Really though, how often can you needlessly re-blit the same thing?
Part of P0167, funded by Ember2528.
Stupid one-off functions deserve stupid names, Part 2. If it only
loaded sprites, I might have given it a somewhat better name.
Part of P0167, funded by Ember2528.
In which all the declarations expand the C++ code to take up more lines
than the previous compressed ASM representation.
Part of P0166, funded by Ember2528.
Third longest function in all of PC-98 Touhou, and it's even more of a
copy-pasta than the patterns we've seen earlier. Certainly didn't feel
that long.
Part of P0156, funded by Ember2528.
It's script-like code, what can you say. Maybe minimally sloppy in some
places, but ultimately harmless.
Oh, the Siddhaṃ seed syllables are supposed to show up immediately, with
no delay between them? Good to know – clocking your emulator too low
tends to roll them down from the top of the screen, and does add a
noticeable delay between the individual images.
… Wait, but this means that ZUN could have *intended* this "effect".
Why else would he not only put those syllables into four individual
images, but also show them on the foreground VRAM page?
Completes P0141, funded by [Anonymous] and rosenrose.