ReC98/th05
nmlgc d6f356da45 [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs
Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.

Part of P0074, funded by Myles.
2020-02-16 21:43:08 +01:00
..
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