Commit Graph

2 Commits

Author SHA1 Message Date
nmlgc 222fc993d0 [Reverse-engineering] [th04/th05] Bullet spawn types
Well… how else to call a variable that handles
• pellet vs. 16×16 sprite (TH04),
• the delay cloud flags from bullet_spawn_state_t, but with different
  values (which is restricted to 16×16 sprites in TH04),
• optionally showing the gather animation before spawning the bullet
… whether the bullet uses the basic slowdown motion (TH05),
  (which is restricted to pellets in TH04),
• and defining what happens *after* the gather animation – not actually
  spawning any bullets (TH04), or using the special motion type from
  the bullet template (TH05)

🤯

Completes P0075, funded by Myles and -Tom-.
2020-02-16 21:48:33 +01:00
nmlgc 3292af086b [Reverse-engineering] [th04/th05] Bullet pattern types
uth05win TL note: "n-way all-around" means "ring"… yep, let's better
improve on the naming here, once again using established terminology
from Sparen's Danmaku Design Guide at

	https://sparen.github.io/ph3tutorials/ddsga3.html

Since TH04 only supports rings *or* spreads *or* stacks, overloading
[delta] to store both spread angle and stack speed, that enum does
serve kind of a purpose in TH04. Unlike TH05, where it could be vastly
simplified to a bitfield with 4 flags: aim to player, randomize angle,
randomize speed, force single. Which could then actually create *more*
types of patterns than these uselessly defined 14 distinct types, all
of which can already be derived from the other values of the upcoming
template structure:
• Set [stack] to 1 if you don't want a stack
• Set [spread] to 1 if you don't want a spread
• Set [spread_delta_angle] to 0 to turn a N-way spread into a ring
Easy.

Part of P0075, funded by Myles and -Tom-.
2020-02-16 21:47:28 +01:00