ReC98/Research
nmlgc 52def53fd3 [Decompilation] [th01] Boss entities: Clamped movement + unblitting + blitting
A function which does so many individual things that I can't even
summarize it in a comment without spelling out each line of code. And
then, this entire clamped movement system is only used for Kikuri's
soul sprites. The usage code for every other entity just parties on
the [cur_left] and [cur_top] members, and passes a delta of (0, 0) to
this function. 🤷

Part of P0108, funded by Yanga.
2020-08-12 18:02:18 +02:00
..
Borland C++ decompilation.md [Decompilation] [th01] Boss entities: Clamped movement + unblitting + blitting 2020-08-12 18:02:18 +02:00
HOLDKEY.C [Maintenance] Decide on __asm as the keyword for inline assembly 2020-06-21 22:18:00 +02:00
Makefile.mak [Research] Find out why ≥TH03 checks input twice per frame, with a 0.6ms delay 2018-09-13 18:32:24 +02:00
README.md [Research] Find out why ≥TH03 checks input twice per frame, with a 0.6ms delay 2018-09-13 18:32:24 +02:00

README.md

This directory collects various pieces of research into PC-98 hardware details that were made during the reverse-engineering phase, in order for us to better understand certain details and name functions/data more adequately.

Run maker to build the examples. The executables will be directly placed into this directory.