The scores are rendered to *both* VRAM pages…? Which means that we
need a separate set of sprites to store the background behind the
numbers. This does not bode well for animated backgrounds…
Part of P0103, funded by Ember2528.
Or, in more relevant news: That's the function that forced TH01's
pellet sprites to be defined in C land. First sprite to make that jump.
Part of P0102, funded by Yanga.
And immediately, we discover another two hardcoded sprites, with, of
course, another set of functions for blitting and unblitting them…
Part of P0099, funded by Ember2528.
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.
(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
So even TH01 wasn't 100% C++ after all. Turns out that this function
was the only instance in all of REIIDEN.EXE where ReC98 previously had
different encodings for identical x86 instructions.
Part of P0096, funded by Ember2528.