… 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.
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.
Because pretty much all of TH05's bullet spawn code is micro-optimized
and undecompilable ASM, we'll unfortunately have to keep those ASM
versions around forever 😕
Well, the TH05 ones at least.
Part of P0109, funded by [Anonymous] and Blue Bolt.
Adding op/, main/, and end/ directories does nicely cover a great
majority of the "not really further classifiable slices" implied in
d56bd45.
Part of P0086, funded by [Anonymous] and Blue Bolt.