Commit Graph

8 Commits

Author SHA1 Message Date
nmlgc 33c9ef6582 [Decompilation] [th01] Sariel: Loading and initial variables
Part of P0156, funded by Ember2528.
2021-08-22 23:56:59 +02:00
nmlgc 5afee78f33 [Decompilation] [th01] Konngara: Loading and entrance animation
It's script-like code, what can you say. Maybe minimally sloppy in some
places, but ultimately harmless.

Oh, the Siddhaṃ seed syllables are supposed to show up immediately, with
no delay between them? Good to know – clocking your emulator too low
tends to roll them down from the top of the screen, and does add a
noticeable delay between the individual images.

… Wait, but this means that ZUN could have *intended* this "effect".
Why else would he not only put those syllables into four individual
images, but also show them on the foreground VRAM page?

Completes P0141, funded by [Anonymous] and rosenrose.
2021-05-27 19:36:03 +02:00
nmlgc eba61444ce [Decompilation] [th01] Boss entities: Outer loading function
ASM land had a macro for this, which suggested a corresponding inlined
class method in C++ land. We couldn't use that macro for Konngara's
third boss entity though. So I probably wanted to wait with that inline
function until the decompilation of that Konngara load call, which
could verify the existence of said inline function. And it did!

Part of P0141, funded by [Anonymous] and rosenrose.
2021-05-27 19:36:02 +02:00
nmlgc d391dd4a3b [Decompilation] [th01] Reimu's animations: Byte-aligned unblitting
"Let's add a row to the offset, and then subtract it again" :zunpet:
This could only *possibly* have been intended as a DoS attack against a
future manual decompilation, right?

Part of P0123, funded by Yanga.
2020-10-13 21:34:35 +02:00
nmlgc 8d39276732 [Decompilation] [th01] Non-entity boss animations: Byte-aligned blitting
And that's all we have for this class. Again, ever so slightly not
identical to the same CBossEntity function.

Part of P0120, funded by Yanga.
2020-09-28 12:38:31 +02:00
nmlgc 719668d51e [Decompilation] [th01] Non-entity boss animations: .BOS load function
Only adding a single stupidly placed `for` loop into the CBossEntity
version of the same function…

Part of P0120, funded by Yanga.
2020-09-28 12:37:42 +02:00
nmlgc 1efa34ce05 [Reverse-engineering] [th01] Non-entity boss animation classes
I did consider calling them "boss aesthetics" instead, but
that didn't really seem to fit Sariel's dress and wand animations,
which are the only things this class is used for. Or does it?

Part of P0120, funded by Yanga.
2020-09-28 12:37:34 +02:00
nmlgc 0fe23cb8a0 [Maintenance] [th01] Clearly distinguish entity and animation .BOS slots
… now that we have a better idea about the differences of both classes.
Also, no transitive dependency on bos.hpp for either class.

Part of P0120, funded by Yanga.
2020-09-28 12:32:52 +02:00