ReC98/th05
wintiger0222 1d6fbb8108 [Reverse-engineering] [th05] Masked PI display
As used for the title screen fade-in effect. Another function that
apparently was deliberately written to run not that fast, by blitting
each row individually to the 400th VRAM row just so that it can then
turn on the EGC, perform the *actual* masked blit to the VRAM
destination, and then turn the EGC off before moving to the next now.
The same effect could have entirely been accomplished by copying
graph_pack_put_8() and applying the mask there; it's not like ZUN
didn't know how to modify master.lib…

(See also 44ad3eb4) --Nmlgc
2019-12-17 23:27:02 +01:00
..
boss [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
formats [Reverse-engineering] [th05] Masked PI display 2019-12-17 23:27:02 +01:00
hardware [Reverse-engineering] [th04/th05] Pause menu 2019-11-30 19:36:07 +01:00
hud [Reverse-engineering] [th02/th04/th05] Score update and display 2019-09-21 14:01:47 +02:00
item [Reverse-engineering] [th04/th05] Item types and sprite IDs 2019-11-14 00:49:22 +01:00
music [Decompilation] Add separate types for 1bpp planar pixel lines 2019-12-17 23:26:59 +01:00
player [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00
snd [Reverse-engineering] [th03/th04/th05] snd_delay_until_measure 2019-12-17 22:44:27 +01:00
stage [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
hud_bar.asm [Reverse-engineering] [th04/th05] HUD bar display 2019-09-21 14:01:50 +02:00
laser_render_hittest.asm [Maintenance] Add an underscore to the player_pos variable 2019-11-18 22:21:15 +01:00
lasers[bss].asm [Reverse-engineering] [th05] Laser coordinate sub-structure 2018-12-15 23:04:24 +01:00
lasers_control.asm [Reverse-engineering] [th05] Laser coordinate sub-structure 2018-12-15 23:04:24 +01:00
lasers_render[bss].asm [Reverse-engineering] [th05] Laser update and render functions 2018-12-17 00:27:38 +01:00
lasers_update_render.asm [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
main012.cpp [Reverse-engineering] [th02/th04/th05] Score update and display 2019-09-21 14:01:47 +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 [Naming] [th04/th05] Character select screens 2019-12-17 23:27:00 +01:00
p_marisa.cpp [Decompilation] [th05] Marisa's shot control functions 2019-10-14 23:54:37 +02:00
p_mima.cpp [Decompilation] [th05] Mima's shot control functions 2019-10-14 23:54:37 +02:00
p_yuuka.cpp [Decompilation] [th05] Yuuka's shot control functions 2019-10-14 23:54:29 +02:00
playchar_speed[bss].asm [Reverse-engineering] [th04/th05] Input → player movement 2019-09-21 14:01:51 +02:00
player.asm [Maintenance] Add an underscore to the player_pos variable 2019-11-18 22:21:15 +01:00
playperf_adjust_speed.asm [Reverse-engineering] [th05] Rank-based speed adjustment 2018-12-12 21:50:44 +01:00
select_for_playchar.asm [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00
th05.hpp [Decompilation] [th05] Marisa's shot control functions 2019-10-14 23:54:37 +02:00
th05.inc [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00