// Supposedly a limitation of master.lib's BFNT functions according to // MASTER.MAN, but not actually an issue with any of the functions used by the // games, which do in fact support arbitrarily large sprite widths. // Nevertheless, this is why ZUN split all logical sprites wider than 64 pixels // into multiple physical ones. #define BFNT_ASSUMED_MAX_W 64 #define bfnt_parts_x(w) ( \ (w > BFNT_ASSUMED_MAX_W) ? (w / BFNT_ASSUMED_MAX_W) : w \ )