ReC98/th05
nmlgc a7a053fb52 [Reverse-engineering] [th05] Bombs: Character-specific animation structures
Final structure in TH05's `MAIN.EXE`! And, just like this game's custom
entities, every character uses the same structure fields with vastly
different semantics and high-level types… yup, time for separate
structures again.

Part of P0112, funded by [Anonymous] and Blue Bolt.
2020-08-28 15:18:15 +02:00
..
formats [Maintenance] Declare distinct types for pixel and VRAM sizes 2020-08-28 14:53:33 +02:00
gaiji [Maintenance] Use *_CELS to denote the number of distinct animation sprites 2020-02-16 21:41:28 +01:00
hardware [Reverse-engineering] [th04/th05] Pause menu 2019-11-30 19:36:07 +01:00
main [Reverse-engineering] [th05] Bombs: Character-specific animation structures 2020-08-28 15:18:15 +02:00
music [Maintenance] Rename all old *_X and *_Y constants to *_LEFT and *_TOP 2020-08-28 15:14:22 +02:00
snd [Maintenance] Remove all dependencies on Borland C++ run-time source headers 2020-02-23 17:53:18 +01:00
sprites [Decompilation] [th05] EX-Alice: Fire wave management 2020-08-28 14:59:27 +02:00
bullet.asm [Reverse-engineering] [th05] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:33 +02:00
chars.h [Maintenance] [th02/th04/th05] Declare more stage and player symbols in C land 2020-05-04 00:03:17 +02:00
chars.inc [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00
hud_bar.asm [Maintenance] Rename all old *_X and *_Y constants to *_LEFT and *_TOP 2020-08-28 15:14:22 +02:00
i_shot.hpp [Maintenance] Subpixels: Rename to_screen() to to_pixel() 2020-08-28 15:14:17 +02:00
main010.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main011.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main012.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main013.cpp [Maintenance] [th05] Split segment #1 before Reimu's bomb star animation 2020-08-28 15:08:21 +02:00
main031.cpp [Reverse-engineering] [th05] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:33 +02:00
main032.cpp [Decompilation] [th05] Bosses: Smooth random movement 2020-08-16 21:41:34 +02:00
main033.cpp [Decompilation] [th05] Mai & Yuki: Smooth random movement 2020-08-16 21:41:34 +02:00
main034.cpp [Decompilation] [th05] EX-Alice: Fire wave management 2020-08-28 14:59:27 +02:00
mem.h [Decompilation] Finally declare <stdint.h> types 2019-12-17 23:26:58 +01:00
mem.inc [Naming] [th04/th05] EMS area setup 2019-11-24 16:02:43 +01:00
mem[data].asm [Reverse-engineering] [th02/th03/th04/th05] DOS memory assignment sizes 2019-11-24 14:04:34 +01:00
op_01.cpp [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00
p_common.cpp [Maintenance] [th04/th05] Add a segment split before the title popup functions 2020-05-03 23:28:25 +02:00
p_marisa.cpp [Decompilation] Add screen-space assignment overloads for Subpixels 2020-07-12 16:00:59 +02:00
p_mima.cpp [Maintenance] Remove the `operator =` overloads for Subpixels 2020-08-19 20:10:08 +02:00
p_reimu.cpp [Maintenance] [th04/th05] Add a segment split before the title popup functions 2020-05-03 23:28:25 +02:00
p_yuuka.cpp [Maintenance] Remove the `operator =` overloads for Subpixels 2020-08-19 20:10:08 +02:00
player.asm [Maintenance] [th04/th05] Assemble 16-bit .ASM files case-sensitively 2020-05-03 23:56:08 +02:00
res_kso.cpp [Build] Don't word-align everything by default 2020-04-03 17:35:57 +02:00
resident.hpp [Reverse-engineering] [th04/th05] Resident structure 2020-01-03 21:43:43 +01:00
th05.hpp [Decompilation] [th05] Bosses: Smooth random movement 2020-08-16 21:41:34 +02:00
th05.inc [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00