.. |
boss
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[Position independence] [th05] Custom entity 2: Alice's puppets
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2020-02-29 15:54:09 +01:00 |
bullet
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[Position independence] [th05] Custom entity 4: Mai's and Yuki's 32×32 balls
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2020-02-29 15:56:03 +01:00 |
formats
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[Maintenance] Remove all dependencies on Borland C++ run-time source headers
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2020-02-23 17:53:18 +01:00 |
gaiji
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[Maintenance] Use *_CELS to denote the number of distinct animation sprites
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2020-02-16 21:41:28 +01:00 |
hardware
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[Reverse-engineering] [th04/th05] Pause menu
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2019-11-30 19:36:07 +01:00 |
hud
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[Reverse-engineering] [th02/th04/th05] Score update and display
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2019-09-21 14:01:47 +02:00 |
item
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[Reverse-engineering] [th04/th05] Item types and sprite IDs
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2019-11-14 00:49:22 +01:00 |
music
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[Decompilation] Add separate types for 1bpp planar pixel lines
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2019-12-17 23:26:59 +01:00 |
player
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[Decompilation] [th05] Character-independent shot type functions
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2019-12-22 15:37:36 +01:00 |
snd
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[Maintenance] Remove all dependencies on Borland C++ run-time source headers
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2020-02-23 17:53:18 +01:00 |
sprites
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[Position independence] [th05] Custom entity 4: Mai's and Yuki's 32×32 balls
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2020-02-29 15:56:03 +01:00 |
stage
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[Position independence] [th05] Custom entity 1: Stage 2 star particle structure
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2020-02-29 15:53:32 +01:00 |
custom.h
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[Reverse-engineering] [th05] Custom entity structure
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2020-02-29 15:51:17 +01:00 |
custom[bss].asm
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[Position independence] [th05] Custom entity 4: Mai's and Yuki's 32×32 balls
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2020-02-29 15:56:03 +01:00 |
hud_bar.asm
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[Maintenance] [th04] Move gaiji.inc to its own subdirectory
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2019-12-28 12:12:36 +01:00 |
i_shot.hpp
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[Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
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2020-02-16 21:43:08 +01:00 |
laser_render_hittest.asm
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[Maintenance] Add an underscore to the player_pos variable
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2019-11-18 22:21:15 +01:00 |
lasers[bss].asm
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[Reverse-engineering] [th05] Laser coordinate sub-structure
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2018-12-15 23:04:24 +01:00 |
lasers_control.asm
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[Reverse-engineering] [th05] Laser coordinate sub-structure
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2018-12-15 23:04:24 +01:00 |
lasers_render[bss].asm
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[Reverse-engineering] [th05] Laser update and render functions
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2018-12-17 00:27:38 +01:00 |
lasers_update_render.asm
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[Maintenance] Export all pascal functions with their proper uppercase names
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2019-09-15 20:29:47 +02:00 |
main012.cpp
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[Reverse-engineering] [th02/th04/th05] Score update and display
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2019-09-21 14:01:47 +02:00 |
mem.h
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[Decompilation] Finally declare <stdint.h> types
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2019-12-17 23:26:58 +01:00 |
mem.inc
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[Naming] [th04/th05] EMS area setup
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2019-11-24 16:02:43 +01:00 |
mem[data].asm
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[Reverse-engineering] [th02/th03/th04/th05] DOS memory assignment sizes
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2019-11-24 14:04:34 +01:00 |
op_01.cpp
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[Reverse-engineering] [th04/th05] GENSOU.SCR structure
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2019-12-28 12:18:43 +01:00 |
p_common.cpp
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[Decompilation] [th05] Character-independent shot type functions
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2019-12-22 15:37:36 +01:00 |
p_marisa.cpp
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[Maintenance] [th05] Minimize #includes for the shot type translation units
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2019-12-22 15:32:44 +01:00 |
p_mima.cpp
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[Maintenance] [th05] Minimize #includes for the shot type translation units
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2019-12-22 15:32:44 +01:00 |
p_reimu.cpp
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[Decompilation] [th05] Reimu's shot control functions
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2019-12-22 15:35:58 +01:00 |
p_yuuka.cpp
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[Maintenance] [th05] Abstract away randring for shot angles
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2019-12-22 15:34:19 +01:00 |
playchar_speed[bss].asm
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[Reverse-engineering] [th04/th05] Input → player movement
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2019-09-21 14:01:51 +02:00 |
player.asm
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[Maintenance] Add an underscore to the player_pos variable
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2019-11-18 22:21:15 +01:00 |
playperf_adjust_speed.asm
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[Reverse-engineering] [th05] Rank-based speed adjustment
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2018-12-12 21:50:44 +01:00 |
res_kso.cpp
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[Decompilation] [th05] RES_KSO.COM
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2020-02-23 17:53:17 +01:00 |
resident.hpp
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[Reverse-engineering] [th04/th05] Resident structure
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2020-01-03 21:43:43 +01:00 |
select_for_playchar.asm
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[Reverse-engineering] Player character constants
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2019-12-17 23:26:59 +01:00 |
th05.hpp
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[Reverse-engineering] [th04/th05] Resident structure
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2020-01-03 21:43:43 +01:00 |
th05.inc
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[Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
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2020-02-16 21:43:08 +01:00 |