..
end
[Reverse-engineering] [th05] Staff roll: Verdict bitmap
2020-09-12 11:28:01 +02:00
formats
[Decompilation] [th05] .CDG: Non-color blitting
2021-01-30 18:20:44 +01:00
gaiji
[Maintenance] Use *_CELS to denote the number of distinct animation sprites
2020-02-16 21:41:28 +01:00
hardware
[Decompilation] [th05] input_reset_sense_held(), input_wait_for_change()
2021-01-30 18:26:34 +01:00
main
[Maintenance] Complete the master.hpp transition
2021-01-30 19:22:29 +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
[Decompilation] [th05] snd_bgm_measure(), snd_delay_until_measure()
2021-01-30 18:23:03 +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
[Decompilation] [th05] frame_delay()
2020-11-16 20:01:36 +01:00
hud_bar.asm
[Maintenance] [th02/th04/th05] Rename `HUD_TRAM_W` to `HUD_KANJI_W`
2020-08-28 15:30:34 +02:00
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
[Decompilation] [th04] Player character and shot type selection menu
2020-11-02 22:41:51 +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] Complete the master.hpp transition
2021-01-30 19:22:29 +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
player.asm
[Maintenance] [th04/th05] Assemble 16-bit .ASM files case-sensitively
2020-05-03 23:56:08 +02:00
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