ReC98/th01/main/bullet
nmlgc 4406c3d815 [Decompilation] [th01] Shootout lasers: Broken reset function
Two ZUN bugs in a single function call! These end up causing
effectively random sprite pixels to disappear during the transition to
the boss clear tally screen, if the boss was killed while any shootout
lasers were on screen. And once again, one of those bugs would have
been a non-issue with strong enough typing…

Oh well, that's all there is to this class.

Completes P0122, funded by Yanga.
2020-10-06 18:35:30 +02:00
..
laser_s.cpp [Decompilation] [th01] Shootout lasers: Update/collision/render function 2020-10-06 18:35:27 +02:00
laser_s.hpp [Decompilation] [th01] Shootout lasers: Update/collision/render function 2020-10-06 18:35:27 +02:00
laser_s.inc [Decompilation] [th01] Shootout lasers: Broken reset function 2020-10-06 18:35:30 +02:00
laser_s[bss].asm [Reverse-engineering] [th01] Shootout lasers: Structure 2020-10-06 14:16:13 +02:00
pellet.cpp [Maintenance] [th01] Add separate functions for polar coordinate calculation 2020-09-28 12:43:29 +02:00
pellet.hpp [Maintenance] Rename the `_FORCE_INT` enum members to indicate signedness 2020-09-12 12:09:30 +02:00
pellet_c.cpp [Maintenance] Decide on a consistent place for file-wide `#pragma`s 2020-10-01 16:35:56 +02:00
pellet_c.hpp [Maintenance] Declare distinct types for screen, VRAM, and TRAM coordinates 2020-08-28 14:53:30 +02:00
pellets[bss].asm [Decompilation] [th01] Pellets: Multi-pellet patterns 2020-07-12 16:15:24 +02:00