ReC98/th04/sprites
nmlgc 75c4f2d3cc [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics
And actually document them correctly.

Clear: Custom duration, awards constant points per bullet during the
       entire duration, plays a decay animation
  Zap: Fixed duration, awards a semi-exponential bonus for all bullets
       alive on the first frame, plays a, um, "zapping" animation… in
       TH04, because it's bugged in TH05 :zunpet:

Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-31 09:33:35 +02:00
..
blit.inc [Maintenance] Start a separate file for recurring sprite blitting algorithms 2020-04-15 21:34:21 +02:00
cels.h [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics 2021-07-31 09:33:35 +02:00
cels.inc [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics 2021-07-31 09:33:35 +02:00
main_cdg.h [Reverse-engineering] [th04/th05] .CDG slot IDs for MAIN.EXE 2021-06-21 15:48:41 +02:00
main_cdg.inc [Reverse-engineering] [th04/th05] .CDG slot IDs for MAIN.EXE 2021-06-21 15:48:41 +02:00
main_pat.h [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics 2021-07-31 09:33:35 +02:00
main_pat.inc [Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics 2021-07-31 09:33:35 +02:00
op_cdg.h [Decompilation] [th04] Player character and shot type selection menu 2020-11-02 22:41:51 +01:00
pelletbt.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pelletbt.h [Reverse-engineering] [th02/th04/th05] Hardcoded 8×8 pellet sprites 2020-04-03 17:32:50 +02:00
pointnum.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.h [Reverse-engineering] [th02/th04/th05] Point numeral sprites 2020-04-15 21:34:21 +02:00