Ideally, the future sprite compiler should automatically pre-shift such
sprites, and correctly place the shifted variants in memory, by merely
parsing the C header. On disk, you'd then only have a .BMP with each
individual cel at x=0.
And that's why we need macros and consistent naming: To express these
semantics, without having to duplicate the sprite declaration in some
other format. sSPARKS[8][8][8] wouldn't help anyone 😛
Now, we could go even further there by defining a separate type
(`preshifted_dots8_t`), and maybe get rid of the _W macro by replacing
it with a method on that type. However,
• that would be inconsistent, since we'll need the _H macro anyway, for
both the actual rendering code and the sprite compiler
• we couldn't directly call such a method on a 2D or 3D array, and have
to go down to a single element to do so (`sSPARKS[0][0][0].w()`)
• making it a static method instead duplicates the type all over the
code
• and any variables of that type would no longer be scalar-type values
that can be stored in registers, requiring weird workarounds in those
places. As we've already seen with subpixels.
Part of P0085, funded by -Tom-.