Commit Graph

11 Commits

Author SHA1 Message Date
nmlgc 3e79deeb3a [Contributing] Define function brace placement rules
I've been following them pretty consistently for a while now, time to
finally write them down.

Part of P0204, funded by [Anonymous] and Yanga.
2022-07-10 13:45:18 +02:00
nmlgc 6f2881f056 [Maintenance] Remove `extern "C"` from more areas of code
The .PTN functions, vector functions, and egc_copy_rect_1_to_0_1()
(finally!) from TH01, as well as playfld.hpp from all games(finally!),
together with a bunch of other functions in their vicinity.

Part of P0201, funded by Ember2528 and Yanga.
2022-06-24 23:28:19 +02:00
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 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 7b3b6fd4e7 [Separate translation units] [th01] ptn_copy_8_0_to_1()
So, we have a problem. The ridiculously optimized graph_putsa_fx() used
in TH04 and TH05 swaps out the target of two CALL instructions at
run-time… because there *really* wasn't any free register left for an
indirect CALL, eh? Therefore, the necessary relative addresses have to
be calculated at assembly time, by subtracting the target function
label from the call site label.
Unfortunately, the resulting values are stored in the .DATA segment,
which we can't move out right now. Declaring the labels as EXTERN
wouldn't work either, since the linker can't do fancy arithmetic and is
limited to simply replacing address placeholders with one single
address. This is explained pretty well at:

	http://computer-programming-forum.com/46-asm/48f3d4a463bb38d1.htm

Which means we're stuck, and can't separate out this function for the
foreseeable future.

So, time to approach the SHARED segment from the top instead, to at
least get everything around graph_putsa_fx() done now. 🤷
vram_planes_set() is the first common function there. But since it was
introduced in TH01, we've got some maintenance to do for that game
first…

Part of P0138, funded by [Anonymous] and Blue Bolt.
2021-04-21 17:35:39 +02:00
nmlgc dde36f7f89 [Decompilation] [th01] Stage objects: Background snapping
Completes P0128, funded by Yanga.
2020-12-01 00:34:20 +01:00
nmlgc ba29539fc7 [Maintenance] Declare a distinct type for VRAM offsets
… and this one, while I'm at it. I've been using pretty much every
possible type for VRAM offset variables, depending on my mood that day,
since signedness apparently never matters for those.
Except that it does. And so, just like with most of our high-level
types, we also have to account for ZUN's little signedness
inconsistencies here. Oh well, at least it's now only one of two types,
and there's no need to choose between `int` or `unsigned int` or
`short` or `unsigned short` or `int16_t` or `uint16_t` or `size_t` or…

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:33 +02:00
nmlgc d6f634631f [Maintenance] Declare distinct types for pixel and VRAM sizes
Oh wait, we also need one of those for an upcoming structure!

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:33 +02:00
nmlgc 368f151759 [Maintenance] Declare distinct types for screen, VRAM, and TRAM coordinates
Whew, time to look at every `int` variable we ever declared! The best
moment to do this would have been a year ago, but well, better late
than never. No need to communicate that in comments anymore.

These shouldn't be used for widths, heights, or sprite-space
coordinates. Maybe we'll cover that another time, this commit is
already large enough.

Part of P0111, funded by [Anonymous] and Blue Bolt.
2020-08-28 14:53:30 +02:00
nmlgc 1cc9cefa26 [Decompilation] [th01] PTN-sized page 0→1 copies
Final shared function in TH01's OP.EXE.

Part of P0084, funded by Yanga.
2020-03-22 09:59:24 +01:00
nmlgc 9e676ce3ef [Decompilation] [th01] .PTN snap functions
Which repurpose the .PTN image slots to store the background of
frequently updated VRAM sections, like all the numbers in the HUD.
Future games would simply use the text RAM and gaiji for numbers. Which
would have worked just fine for TH01 as well (especially since all the
functions we've seen so far are aligned to the 8-pixel byte grid), but
it looks as if ZUN simply wasn't aware of gaiji during the development
of TH01.

Part of P0083, funded by Yanga.
2020-03-18 20:33:58 +01:00