mirror of https://github.com/nmlgc/ReC98.git
4229054137
Umm… but this can't be in the same translation unit as frame_delay(), because OP.EXE has cdg_put_nocolors() inbetween, which means we'd have to compile it twice. What probably happened there: ZUN originally wrote this in C when frame_delay() was still next to it, then generated ASM from it, tinkered with that, and ultimately only linked that ASM into the final game, with the NOPCALL still in there. That might very well be the one temporary NOPCALL workaround we can never get rid of… Oh well, at least we got lucky with the padding, and can keep the cdg_put_nocolors() decompilation from the last commit. Part of P0133, funded by [Anonymous]. |
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delaymea.asm | ||
delaymea.cpp | ||
se_priority[data].asm | ||
se_state[data].asm | ||
snd.h |