Also great news for those people who want to remove any and all C++ in
their mods, because this forces us to spell out subpixel literals as
actual floats, every time. And with that, you're back to being able to
simply search-replace for all the instances you'll have to change.
Part of P0099, funded by Ember2528.
A bit tricky with those ASM translation units near-calling functions in
the very first segment, and #pragma codeseg requiring an additional
group parameter to correctly calculate array offsets (including those
used for `switch` statements). But doable.
Part of P0089, funded by [Anonymous] and Blue Bolt.
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-.
Since a few annoying alignment bytes suggested more translation units
than previously expected, using many small headers has proved to be
better than one big shared TH04/TH05 header file. Or should we *really*
pepper the code with lots of `#pragma codestring`? 😛
And in case we have multiple translation units which all #include the
same set of headers, we'll just go with situational shared headers,
using a common prefix.
Part of P0062, funded by Touhou Patch Center.
Ooh, shot position being determined by RNG at lower shot levels? That's
some RNG manipulation TAS potential right there! Maybe.
Part of P0037, funded by zorg.