ReC98/th01/main
nmlgc bcdc073403 [Reverse-engineering] [th01] Frame-based random number
Yes, no "generator", just a single number. Used to add some very
minimal randomness to certain things, by taking it modulo a small
number.

Part of P0131, funded by Yanga.
2020-12-18 01:38:51 +01:00
..
boss [Reverse-engineering] [th01] Bosses: Current HP 2020-12-18 01:38:49 +01:00
bullet [Maintenance] Define `bool` as unsigned 2020-12-18 00:45:54 +01:00
hud [Decompilation] [th01] HUD: HP rendering 2020-12-18 01:38:48 +01:00
player [Reverse-engineering] [th01] Bomb damage flag 2020-12-18 01:38:50 +01:00
stage [Decompilation] [th01] Stage objects: Initialization 2020-12-01 00:34:22 +01:00
bomb.hpp [Decompilation] [th01] Keyboard input in REIIDEN.EXE 2020-05-12 15:06:11 +02:00
debug.hpp [Reverse-engineering] [th01] Test mode damage flag 2020-12-18 01:38:50 +01:00
player_is_hit[bss].asm [Maintenance] Move all features exclusive to MAIN.EXE to a main/ subdirectory 2020-04-15 20:58:01 +02:00
playfld.hpp [Decompilation] [th01] Stage objects: STAGE?.DAT loading 2020-12-01 00:34:20 +01:00
playfld.inc [Decompilation] [th01] Stage objects: STAGE?.DAT loading 2020-12-01 00:34:20 +01:00
portals[bss].asm [Reverse-engineering] [th01] Portal-related orb flags and variables 2020-06-13 21:15:29 +02:00
select_r.cpp [Decompilation] [th01] Difficulty-based value selection 2020-12-18 00:59:41 +01:00
shape.cpp [Decompilation] [th01] Line loop unblitting 2020-09-28 13:01:07 +02:00
shape.hpp [Decompilation] [th01] Invincibility sprite blitting 2020-09-28 12:56:05 +02:00
vars.hpp [Reverse-engineering] [th01] Frame-based random number 2020-12-18 01:38:51 +01:00