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.
Mangled C++ function names would *not* have been a mistake if I hadn't
made the other mistake of restricting parts of the code to C…
Part of P0083, funded by Yanga.
All the weird double returns in FUUIN.EXE just magically appear with
-O-! 😮
And yeah, it's a bowl of global state spaghetti once again. 🍝 Named
the functions in a way that would make sense to a user of the API, who
should be aware of typical side effects, like, y'know, a changed
hardware palette… That's how you end up with the supposed "main"
function getting a "_palette_show" suffix.
Completes P0082, funded by Ember2528.
They do make everything so much simpler, after all. Especially now that
th01/formats/grz.cpp should compile as a freestanding translation unit,
as part of the .GRZ viewer.
Part of P0082, funded by Ember2528.
Since we not only have the .PTN sub-image count array in the middle of
all those .GRP flags, but the .PTN loading code also reusing the
palette set flag…
Part of P0082, funded by Ember2528.
Yet another run-length encoded graphics format, this one being
exclusively used to wastefully store Konngara's sword slash and kuji-in
kill "animation".
But for once, the terrible code generated by inline functions with
non-literal parameters perfectly matches what ZUN wrote here.
Part of P0081, funded by Ember2528.