ReC98/th03
nmlgc ebd214bbb2 [Decompilation] [th05] RES_KSO.COM
And of course, TH05 ruins the consistency once again. Sure, the added
file error handling is nice, but we also have changes in the playful
messages (lol), and now need a third distinct optimization barrier
(🤦)… But as it turns out, inlined calls to empty functions work as
well. They also seem closer to what ZUN might have actually written
there, given that their function body could have been removed by the
preprocessor, similar to the logging functions in the Windows Touhou
games. (With the difference that the latter infamously *aren't*
inlined…)

Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:17 +01:00
..
chars [Maintenance] [th03] Move character speed declarations to a separate header 2020-02-23 16:56:39 +01:00
formats [Reverse-engineering] [th03/th04/th05] Configuration file 2020-02-23 17:24:17 +01:00
gaiji [Reverse-engineering] [th03] Combo structure 2020-01-20 22:49:31 +01:00
hardware [Reverse-engineering] [th03] input_wait_for_ok_or_measure() 2019-12-17 23:26:58 +01:00
math [Reverse-engineering] [th04/th05] Bullet structure 2020-02-16 21:32:30 +01:00
music [Maintenance] Use @@locals for self-modifying code in bfnt_entry_pat() 2020-02-16 21:35:16 +01:00
player [Maintenance] [th03/th04/th05] Start a new "essential macros" file 2020-02-23 16:56:15 +01:00
snd [Reverse-engineering] [th03/th04/th05] snd_delay_until_measure 2019-12-17 22:44:27 +01:00
sprites [Reverse-engineering] [th03] In-game score font 2020-01-19 22:07:31 +01:00
strings [Reverse-engineering] [th03] 1P/2P selection gaiji cursor 2019-12-29 20:59:34 +01:00
5_powers_of_10[data].asm [Reverse-engineering] [th03] Five-digit powers of 10 2020-01-19 22:08:58 +01:00
common.h [Maintenance] [th03/th04/th05] Start a new "essential macros" file 2020-02-23 16:56:15 +01:00
demo.h [Reverse-engineering] [th03] Demo frame counter 2019-11-28 23:23:30 +01:00
demo[bss].asm [Reverse-engineering] [th03] Demo frame counter 2019-11-28 23:23:30 +01:00
frame_mod[bss].asm [Reverse-engineering] [th03/th04/th05] Frame counters 2020-01-03 21:30:02 +01:00
frames.h [Reverse-engineering] [th03/th04/th05] Frame counters 2020-01-03 21:30:02 +01:00
main_01.cpp [Maintenance] Templatize RGB and palette types for 4- and 8-bit components 2020-01-05 19:06:32 +01:00
mem.h [Maintenance] Move DOS memory assignment sizes to separate files 2019-11-24 14:04:36 +01:00
mem.inc [Maintenance] Move DOS memory assignment sizes to separate files 2019-11-24 14:04:36 +01:00
op_01.cpp [Reverse-engineering] [th03/th04/th05] Configuration file 2020-02-23 17:24:17 +01:00
op_02.c [C decompilation] [th02/op] [th03/op] [th04/op] Frame delay #1 2015-03-04 02:47:16 +01:00
playfield_fg_x.asm [Reverse-engineering] [th03] Playfield shaking 2019-12-05 21:36:02 +01:00
playfield_fg_x[bss].asm [Reverse-engineering] [th03] Playfield shaking 2019-12-05 21:36:02 +01:00
playfld.hpp [Reverse-engineering] [th03] Player structure 2020-01-29 09:14:00 +01:00
playfld.inc [Reverse-engineering] [th03] Player structure 2020-01-29 09:14:00 +01:00
res_yume.cpp [Decompilation] [th05] RES_KSO.COM 2020-02-23 17:53:17 +01:00
resident.hpp [Reverse-engineering] [th03] Resident structure, reviewed 2020-02-23 16:57:35 +01:00
shots.hpp [Reverse-engineering] [th03] Shot-related enums 2020-01-29 09:12:17 +01:00
shots[bss].asm [Reverse-engineering] [th03] Shot-related enums 2020-01-29 09:12:17 +01:00
sprite16.cpp [Decompilation] [th03] Sprite display calls 2019-11-28 23:14:21 +01:00
sprite16.hpp [Decompilation] [th03] Sprite display calls 2019-11-28 23:14:21 +01:00
sprite16.inc [Decompilation] [th03] Sprite display calls 2019-11-28 23:14:21 +01:00
sprite16[bss].asm [Reverse-engineering] [th03] Playfield sprite clipping coordinates 2019-11-28 23:12:10 +01:00
start.asm [Reverse-engineering] [th03] Demo initialization 2020-02-23 16:58:30 +01:00
start[data].asm [Reverse-engineering] [th03] Demo initialization 2020-02-23 16:58:30 +01:00
th03.inc [Reverse-engineering] [th03/th04/th05] Configuration file 2020-02-23 17:24:17 +01:00