ReC98/th05/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
..
gaiji.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +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] [th05] Player character selection menu 2020-09-21 15:00:05 +02:00
piano_l.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
piano_l.hpp [Maintenance] Add a 1bpp rectangle template, for custom per-row types 2021-04-21 18:01:57 +02:00