ReC98/th01/sprites
nmlgc d5fd70c458 [Decompilation] [th01] HUD: HP rendering
And we're right back to things not being nice. Because yeah, why
shouldn't these three distinct rendering functions be part of a single
function, selected by magic numbers?
Or why shouldn't the 16×16 wrapper around a 32×32 set of graphics
functions be used to handle backgrounds for 16×8 sprites, resulting in
needlessly complex parameter calculations that lead to sloppy code?

Part of P0131, funded by Yanga.
2020-12-18 01:38:48 +01:00
..
ileave_m.bmp [Decompilation] [th01] Interleaving both VRAM pages in an 8×8 square 2020-09-28 13:09:49 +02:00
ileave_m.h [Decompilation] [th01] Interleaving both VRAM pages in an 8×8 square 2020-09-28 13:09:49 +02:00
laser_s.bmp [Reverse-engineering] [th01] Shootout lasers: Hardcoded sprites 2020-10-06 13:52:22 +02:00
laser_s.h [Reverse-engineering] [th01] Shootout lasers: Hardcoded sprites 2020-10-06 13:52:22 +02:00
main_ptn.h [Decompilation] [th01] HUD: HP rendering 2020-12-18 01:38:48 +01:00
main_ptn.inc [Reverse-engineering] [th01] Stage objects: Sprite IDs 2020-12-01 00:34:22 +01:00
pellet.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pellet.h [Decompilation] [th01] Pellets: Reset and decay functions 2020-07-12 16:34:16 +02:00
pellet_c.bmp [Decompilation] [th01] Pellet delay cloud blitting and unblitting 2020-07-12 15:15:05 +02:00
pellet_c.h [Decompilation] [th01] Pellet delay cloud blitting and unblitting 2020-07-12 15:15:05 +02:00
shape8x8.bmp [Decompilation] [th01] 8×8 diamond, star, and snowflake sprite blitting 2020-08-12 16:24:04 +02:00
shape8x8.h [Decompilation] [th01] 8×8 diamond, star, and snowflake sprite blitting 2020-08-12 16:24:04 +02:00
shape_in.bmp [Decompilation] [th01] Invincibility sprite blitting 2020-09-28 12:56:05 +02:00
shape_in.h [Decompilation] [th01] Invincibility sprite blitting 2020-09-28 12:56:05 +02:00