..
ileave_m.bmp
[Decompilation] [th01] Interleaving both VRAM pages in an 8×8 square
2020-09-28 13:09:49 +02:00
ileave_m.hpp
[Maintenance] Add a 1bpp rectangle template, for custom per-row types
2021-04-21 18:01:57 +02:00
laser_s.bmp
[Reverse-engineering] [th01] Shootout lasers: Hardcoded sprites
2020-10-06 13:52:22 +02:00
laser_s.h
[Reverse-engineering] [th01] Shootout lasers: Hardcoded sprites
2020-10-06 13:52:22 +02:00
main_grc.h
[Maintenance] [th01] .GRC: Define the slot count in terms of used slot IDs
2021-11-07 22:49:27 +01:00
main_grc.inc
[Maintenance] [th01] .GRC: Define the slot count in terms of used slot IDs
2021-11-07 22:49:27 +01:00
main_ptn.h
[Decompilation] [th01] Loading and initializing common data used in all stages
2021-11-07 23:22:10 +01:00
main_ptn.inc
[Reverse-engineering] [th01] Bosses: .PTN slot IDs
2021-11-07 22:50:28 +01:00
pellet.bmp
[Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far
2020-06-21 23:03:45 +02:00
pellet.h
[Decompilation] [th01] Pellets: Reset and decay functions
2020-07-12 16:34:16 +02:00
pellet_c.bmp
[Decompilation] [th01] Pellet delay cloud blitting and unblitting
2020-07-12 15:15:05 +02:00
pellet_c.hpp
[Maintenance] Add a 1bpp rectangle template, for custom per-row types
2021-04-21 18:01:57 +02:00
shape8x8.bmp
[Maintenance] [th01] Merge invincibility sprites into the regular 8×8 shapes
2021-08-22 14:55:54 +02:00
shape8x8.hpp
[Maintenance] [th01] Merge invincibility sprites into the regular 8×8 shapes
2021-08-22 14:55:54 +02:00