ReC98/th01/main/player
nmlgc f679574389 [Decompilation] [th01] Konngara: Pattern 3/12
The one with two homing snakes, and pellets fired in a semicircle
spread. And yes, Reimu really has a 30×30-pixel hitbox against the
snakes.

Much simpler than its instruction count might suggest. Recalculating
array element addresses over and over is certainly a way to add bloat…
And yes, we're going to see all of this exact same code again in the
four-snake pattern.

Part of P0153, funded by Ember2528.
2021-08-22 16:14:33 +02:00
..
anim.cpp [Maintenance] Fix another bunch of accumulated typos 2021-05-11 18:47:49 +02:00
anim.hpp [Decompilation] [th01] Reimu's animations: .BOS freeing function 2020-10-13 21:48:07 +02:00
anim[bss].asm [Reverse-engineering] [th01] Reimu's animations: Structure 2020-10-13 20:50:09 +02:00
bomb.hpp [Reverse-engineering] [th01] Bomb damage flag 2020-12-18 01:38:50 +01:00
inv_spr.cpp [Maintenance] [th01] Use a common macro for sloppy unblitting of 8×8 sprites 2021-08-22 15:03:15 +02:00
inv_spr[bss].asm [Decompilation] [th01] Player invincibility sprite rendering 2020-09-28 13:02:34 +02:00
move.cpp [Reverse-engineering] [th01] Reimu's X position 2020-06-13 21:13:47 +02:00
orb.cpp [Decompilation] [th01] Player invincibility sprite rendering 2020-09-28 13:02:34 +02:00
orb.hpp [Maintenance] Declare distinct types for pixel and VRAM sizes 2020-08-28 14:53:33 +02:00
orb[bss].asm [Decompilation] [th01] Orb physics 2020-06-13 21:15:27 +02:00
orb[data].asm [Decompilation] [th01] Orb physics 2020-06-13 21:15:27 +02:00
player.hpp [Decompilation] [th01] Konngara: Pattern 3/12 2021-08-22 16:14:33 +02:00
player[bss].asm [Decompilation] [th01] Reimu's animations: Byte-aligned unblitting 2020-10-13 21:34:35 +02:00
shots.cpp [Naming] Improve overlap macros 2021-07-31 09:33:49 +02:00
shots.hpp [Decompilation] [th01] Unused, player shot/pellet-related boss stage flag 2021-05-27 18:49:29 +02:00
shots[bss].asm [Reverse-engineering] [th01] Player shot class 2020-06-13 21:15:29 +02:00