ReC98/th01/sprites
nmlgc 3c008b6a4f [Decompilation] [th01] Invincibility sprite blitting
In which ZUN accidentally the GRCG rather than the EGC in what should
have been (?) the unblitting function. Which then ends up actually
blitting yet another randomly background-masked version of the same
sprite on top of the old one. And after just a few frames, you get
those fully filled red diamonds you don't see in the sprite sheet.

Then again, if the 16w×h rectangle unblitting function is all you
have, and you can't be bothered to actually learn the EGC, this *is*
the better option 🎺

Completes P0120, funded by Yanga.
2020-09-28 12:56:05 +02:00
..
main_ptn.h [Decompilation] [th01] HUD: Stage number rendering 2020-07-27 17:23:06 +02:00
main_ptn.inc [Maintenance] [th01] Declare proper IDs for all .PTN sprites seen so far 2020-07-27 17:19:48 +02:00
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.h [Decompilation] [th01] Pellet delay cloud blitting and unblitting 2020-07-12 15:15:05 +02:00
shape8x8.bmp [Decompilation] [th01] 8×8 diamond, star, and snowflake sprite blitting 2020-08-12 16:24:04 +02:00
shape8x8.h [Decompilation] [th01] 8×8 diamond, star, and snowflake sprite blitting 2020-08-12 16:24:04 +02:00
shape_in.bmp [Decompilation] [th01] Invincibility sprite blitting 2020-09-28 12:56:05 +02:00
shape_in.h [Decompilation] [th01] Invincibility sprite blitting 2020-09-28 12:56:05 +02:00