And once again, the TH05 version is un-decompilable. :/ It was pretty
close this time, though, as the entire block between PUSH DI and POP DI
kind of resembles a separate inlined function, in accordance with Turbo
C++'s automatic backup of the DI register, as researched in 7f971a0.
Except that it contains a loop, and Turbo C++ refuses to inline any
function with `do`, `while`, `for`, or `goto`. If it didn't, it would
have totally worked.
Also, yes, C++ class methods are treated identically in this regard.
Oh well. Shot type control functions next, finally!
Completes P0035, 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.
Yes, you're reading that correctly. If the cursor is at 255, reading a
16-bit value will fill the upper 8 bits with the neighboring cursor
value, which always is 0xFF.
Funded by -Tom-.
Look at that TH05 vector2_at_opt function. What the hell, the caller is
supposed to set up the stack frame for the function? How do you even get
a compiler to do this (and no, I haven't found a compiler switch)? No
way around writing a separate "optimizer" as part of the compilation
pipeline, it seems.