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.
• Comments that describe all lines of code until a blank one are placed
into the lines immediately above
• Comments that describe an entire demarcated block are placed
immediately below the dash row at the top
• In any case, there should be a blank line after the top comment of
a demarcated block, to keep IntelliSense-style systems from applying
the block comment to the first actual line of code…
• …but there shouldn't be one before the dash row at the bottom, where
it'd be redundant.
Part of P0207, funded by GhostPhanom.
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.
The worst case of an `else if` chain so far. Perfectly regular if you
abstract away the per-sprite calculations, yet still hopelessly
hardcoded… and broken anyway, especially together with the collision
detection from the previous commit.
Part of P0198, funded by Lmocinemod and Ember2528.
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.
There's a reason why the game reserves memory for exactly this many,
after all. This way, we also stop pretending that the game's use of
.PTN is neatly decoupled from the format's interface…
Part of P0165, funded by Ember2528.
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.
Continuing the good error handling from the .PTN functions they're
based on… if only its sole caller actually cared.
Also: A sort-of limit of 102 objects per stage, just because someone
didn't use huge pointers where they would have been necessary…
:tannedcirno:
Part of P0128, funded by Yanga.
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.
ZUN might have gotten the impression that the EGC can *only* work with
multiples of 16 pixels per load or store? Which might explain why…
Part of P0102, funded by Yanga.
Again, 11 necessary workarounds, vs. forcing byte aligment in at least
18 places, and that number would have significantly grown in the
future.
Part of P0085, funded by -Tom-.
5 enums where code generation wants an `int`, vs. 11 cases where using
the minimum size is exactly the right default. So it's way more
idiomatic to force those 5 to 16 bits via a dummy element… except that
we can't give it a single, consistent name, because you can't redeclare
the same element in a different enum later.
Oh well, let's have this ugly naming convention instead, which makes it
totally clear that the force element not, in fact, a valid value of
that enum.
Part of P0085, funded by -Tom-.
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.