ReC98/th05
nmlgc 69111bd862 [Separate translation units] .PI: Row loop for masked blitting (undecompilable)
Reason: Pascal calling convention with function parameters but no stack
frame. Theoretically we can __emit__() everything inside this function,
but there's no way we can get a `RETN 8` this way. Oh, and it also
accesses SI and DI without backing them up to the stack.

And thanks to TLINK apparently not reporting fixup overflows when
segments are small enough (?), it took quite a while to get that CALL
correct and not weirdly offset by 32 bytes. 😕

Part of P0134, funded by [Anonymous].
2021-02-21 14:04:51 +01:00
..
end [Reverse-engineering] [th05] Staff roll: Verdict bitmap 2020-09-12 11:28:01 +02:00
formats [Separate translation units] .PI: Row loop for masked blitting (undecompilable) 2021-02-21 14:04:51 +01:00
gaiji [Maintenance] Use *_CELS to denote the number of distinct animation sprites 2020-02-16 21:41:28 +01:00
hardware [Maintenance] Copy <dos.h>'s 16-bit x86 Real Mode declarations to a new file 2021-02-20 23:49:45 +01:00
main [Maintenance] Reimplement TASM's ARG directive for `MOV BX, SP` functions 2021-02-20 23:50:00 +01:00
music [Maintenance] Rename all old *_X and *_Y constants to *_LEFT and *_TOP 2020-08-28 15:14:22 +02:00
op [Decompilation] [th05] Game clear/extra unlock variable initialization 2020-09-21 15:00:15 +02:00
snd [Maintenance] Replace wrong `cPtrSize` usage with the ARG directive 2021-02-20 23:50:01 +01:00
sprites [Maintenance] [th05] Yumeko's blades are actually swords, as stated in OMAKE.TXT 2020-09-30 18:12:53 +02:00
bullet.asm [Reverse-engineering] [th05] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:33 +02:00
cdg_p_nc.cpp [Decompilation] [th05] .CDG: Non-color blitting 2021-01-30 18:20:44 +01:00
chars.h [Maintenance] [th02/th04/th05] Declare more stage and player symbols in C land 2020-05-04 00:03:17 +02:00
chars.inc [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00
egcrect.cpp [Decompilation] [th04/th05] EGC-powered page 1→0 rectangle blitting 2020-11-16 20:01:09 +01:00
frmdelay.cpp [Maintenance] Only use the `far` keyword to declare intent 2021-02-20 15:47:30 +01:00
hud_bar.asm [Maintenance] Reimplement TASM's ARG directive for `MOV BX, SP` functions 2021-02-20 23:50:00 +01:00
i_shot.hpp [Maintenance] Subpixels: Rename to_screen() to to_pixel() 2020-08-28 15:14:17 +02:00
initmain.cpp [Separate translation units] [th02/th03/th05] game_init_main() 2021-01-30 19:50:32 +01:00
initop.cpp [Separate translation units] [th02/th03/th05] game_init_op() 2021-01-31 16:53:59 +01:00
inp_h_w.cpp [Decompilation] [th05] input_reset_sense_held(), input_wait_for_change() 2021-01-30 18:26:34 +01:00
m_char.cpp [Maintenance] Copy <dos.h>'s 16-bit x86 Real Mode declarations to a new file 2021-02-20 23:49:45 +01:00
main010.cpp [Decompilation] [th05] Bombs: Reimu's blue star animation 2020-08-28 15:22:28 +02:00
main011.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main012.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main013.cpp [Maintenance] Complete the master.hpp transition 2021-01-30 19:22:29 +01:00
main031.cpp [Reverse-engineering] [th05] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:33 +02:00
main032.cpp [Decompilation] [th05] Bosses: Smooth random movement 2020-08-16 21:41:34 +02:00
main033.cpp [Decompilation] [th05] Mai & Yuki: Smooth random movement 2020-08-16 21:41:34 +02:00
main034.cpp [Decompilation] [th05] EX-Alice: Fire wave management 2020-08-28 14:59:27 +02:00
maine011.cpp [Decompilation] [th04/th05] Cutscenes: Text blending 2020-09-12 12:09:31 +02:00
mem.h [Separate translation units] [th02/th03/th05] game_init_main() 2021-01-30 19:50:32 +01:00
mem.inc [Naming] [th04/th05] EMS area setup 2019-11-24 16:02:43 +01:00
mem[data].asm [Reverse-engineering] [th02/th03/th04/th05] DOS memory assignment sizes 2019-11-24 14:04:34 +01:00
op010.cpp [Maintenance] Copy <dos.h>'s 16-bit x86 Real Mode declarations to a new file 2021-02-20 23:49:45 +01:00
op011.cpp [Maintenance] master.hpp transition: Superimpose sprite functions 2021-01-30 18:33:18 +01:00
p_common.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
p_marisa.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
p_mima.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
p_reimu.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
p_yuuka.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
pi_asm_1.asm [Separate translation units] .PI: Row loop for masked blitting (undecompilable) 2021-02-21 14:04:51 +01:00
pi_asm_2.asm [Separate translation units] [th05] pi_free() (undecompilable) 2021-02-20 23:50:02 +01:00
pi_cpp_2.cpp [Decompilation] [th05] pi_put_8(), pi_put_quarter_8() 2021-02-20 23:50:03 +01:00
player.asm [Maintenance] Reimplement TASM's ARG directive for `MOV BX, SP` functions 2021-02-20 23:50:00 +01:00
regist.cpp [Reverse-engineering] [th05] High score menu: Floating glyph ball structure 2020-09-12 11:35:32 +02:00
res_kso.cpp [Maintenance] Use the C++ resdata_*() wrappers in all ZUN.COM sub-binaries 2021-02-20 15:46:48 +01:00
resident.hpp [Maintenance] Use the C++ resdata_*() wrappers in all ZUN.COM sub-binaries 2021-02-20 15:46:48 +01:00
snd_dlym.cpp [Decompilation] [th05] snd_bgm_measure(), snd_delay_until_measure() 2021-01-30 18:23:03 +01:00
staff.cpp [Maintenance] Complete the master.hpp transition 2021-01-30 19:22:29 +01:00
th05.hpp [Decompilation] [th05] Bosses: Smooth random movement 2020-08-16 21:41:34 +02:00
th05.inc [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00