We've been establishing `screen` as meaning "a coordinate rooted at the
top-left corner of the display", whereas most of the Subpixels in >TH01
are rooted at the top-left of the playfield.
Part of P0112, 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.
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.
Right, PC-98 hardware only supports 4 bits per RGB component, for a
total of 4,096 possible colors. The 8-bit RGB color values we've been
seeing throughout the later games are a master.lib extension, to allow
for more toning precision. Which TH01, with all its NIH syndrome,
doesn't use.
And yup, that means templates in the most basic header files… Since
that would have meant renaming *everything* to compile as C++, I simply
made these types exclusive to C++ code, thcrap style.
Part of P0066, funded by Keyblade Wiedling Neko and Splashman.
Meh, can't overload arithmetic operators that take a Subpixel without
generating a needless load and store, even with -Z. But heck, slightly
uglifying subpixel/subpixel arithmetic is exactly the right trade-off.
Completes P0061, funded by Touhou Patch Center.