ReC98/th04/math
nmlgc a533b5d3ea [Reverse-engineering] [th04/th05] Player sprite area invalidation
And once again, the TH05 version is un-decompilable. :/ It was pretty
close this time, though, as the entire block between PUSH DI and POP DI
kind of resembles a separate inlined function, in accordance with Turbo
C++'s  automatic backup of the DI register, as researched in 7f971a0.

Except that it contains a loop, and Turbo C++ refuses to inline any
function with `do`, `while`, `for`, or `goto`. If it didn't, it would
have totally worked.

Also, yes, C++ class methods are treated identically in this regard.

Oh well. Shot type control functions next, finally!

Completes P0035, funded by zorg.
2019-09-24 22:04:26 +02:00
..
motion.inc [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
randring.inc [Maintenance] Change a few ASM .inc files to use 8.3 names 2019-09-24 21:58:18 +02:00
vector1_at.asm [Reduction] Separate functions for 1D and 2D vector construction 2017-01-08 21:01:13 +01:00
vector2_at.asm [Reverse-engineering] [th04/th05] Player sprite area invalidation 2019-09-24 22:04:26 +02:00
vector2_near.asm [Reduction] Separate functions for 1D and 2D vector construction 2017-01-08 21:01:13 +01:00