..
boss
[Decompilation] [th05] Stage setup
2019-09-15 20:35:15 +02:00
formats
[Reverse-engineering] [th05] Micro-optimized monochrome 16×16 sprite display
2020-02-16 21:39:27 +01:00
gaiji
[Maintenance] Use *_CELS to denote the number of distinct animation sprites
2020-02-16 21:41:28 +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
[Decompilation] [th05] Character-independent shot type functions
2019-12-22 15:37:36 +01:00
snd
[Reverse-engineering] [th03/th04/th05] snd_delay_until_measure
2019-12-17 22:44:27 +01:00
sprites
[Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
2020-02-16 21:43:08 +01:00
stage
[Decompilation] [th05] Stage setup
2019-09-15 20:35:15 +02:00
hud_bar.asm
[Maintenance] [th04] Move gaiji.inc to its own subdirectory
2019-12-28 12:12:36 +01:00
i_shot.hpp
[Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
2020-02-16 21:43:08 +01:00
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
[Reverse-engineering] [th04/th05] GENSOU.SCR structure
2019-12-28 12:18:43 +01:00
p_common.cpp
[Decompilation] [th05] Character-independent shot type functions
2019-12-22 15:37:36 +01:00
p_marisa.cpp
[Maintenance] [th05] Minimize #includes for the shot type translation units
2019-12-22 15:32:44 +01:00
p_mima.cpp
[Maintenance] [th05] Minimize #includes for the shot type translation units
2019-12-22 15:32:44 +01:00
p_reimu.cpp
[Decompilation] [th05] Reimu's shot control functions
2019-12-22 15:35:58 +01:00
p_yuuka.cpp
[Maintenance] [th05] Abstract away randring for shot angles
2019-12-22 15:34:19 +01:00
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
resident.hpp
[Reverse-engineering] [th04/th05] Resident structure
2020-01-03 21:43:43 +01:00
select_for_playchar.asm
[Reverse-engineering] Player character constants
2019-12-17 23:26:59 +01:00
th05.hpp
[Reverse-engineering] [th04/th05] Resident structure
2020-01-03 21:43:43 +01:00
th05.inc
[Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
2020-02-16 21:43:08 +01:00