ReC98/th03
nmlgc 9a8e0fc0fd [Maintenance] Move the point structures into `pc98.h`
Unfortunately, it's still premature to start a separate header file for
display-space coordinates like I'm doing with Shuusou Gyoku. What does
make sense, though, is moving the display-space vector types next to
the display-space scalar types in `pc98.h`. This makes much more sense
than keeping them in `master.hpp` just because master.lib also has a
Point type. Would have thought that this lets us remove more than two
`master.hpp` inclusions, though…

Part of P0240, funded by JonathKane.
2023-05-25 15:17:01 +02:00
..
core
cutscene
formats
gaiji
hardware
hiscore
main
math
op
shiftjis
snd
sprites
arg_bx.inc
cdg_load.cpp
cdg_p_na.asm
cdg_put.asm
cfg_lres.cpp
chars.inc
collmap.asm
common.h
common.inc
cutscene.cpp
exit.c
exitmain.cpp
grppsafx.cpp
hfliplut.asm
initmain.cpp
initop.cpp
inp_m_w.cpp
inp_wait.cpp
input_s.cpp
main_010.cpp
main_011.cpp
mem.h
mem.inc
mrs.cpp
op_01.cpp
op_02.cpp
op_03.cpp
pi_load.cpp
pi_put.cpp
pi_put_i.cpp
pi_put_q.cpp
playchar.hpp
regist.cpp
res_yume.cpp
resident.hpp
score.h
scoredat.cpp
snd_dlym.cpp
snd_kaja.cpp
snd_se.cpp
sprite16.cpp
sprite16.hpp
sprite16.inc
sprite16[bss].asm
start.asm
start[data].asm
th03.inc
vector1.cpp
vector2.cpp