ReC98/th02/sprites
nmlgc 9739f69729 [Maintenance] Add a 1bpp rectangle template, for custom per-row types
This gets rid of a couple of per-entity sprite bitplane types, makes
sprite declarations easier to read by putting width and height next to
each other… and points out a number of array dimension mistakes -.-
Even in places where we can't use it.

Part of P0138, funded by [Anonymous] and Blue Bolt.
2021-04-21 18:01:57 +02:00
..
cels.h [Reverse-engineering] [th04/th05] Stage enemy structure 2020-05-03 23:21:30 +02:00
cels.inc [Reverse-engineering] [th04/th05] Stage enemy structure 2020-05-03 23:21:30 +02:00
main_pat.h [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00
main_pat.inc [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00
pellet.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
sparks.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
sparks.h [Maintenance] Decide how to handle pre-shifted sprites in C land 2020-04-03 17:32:50 +02:00