ReC98/th05
nmlgc dea40ad770 [Decompilation] [th05] Stage setup
"Yeah, let's do this real quick, how can this possibly be hard, it's
just MOVs and a few function calls"…

…except that these MOVs access quite a lot of data, which we now all
have to declare in the C world, hooray.
Once it came to midbosses and bosses, I just turned them into C structs
after all. Despite what I said in 260edd8… after all, the ASM world
doesn't care about the representation in the C world, so they don't
necessarily have to be the same.

Since these structs can't contain everything related to midbosses and
bosses (really, why did all those variables have to be spread out like
this, ZUN?), it also made for a nice occasion to continue the "stuff"
naming scheme, describing "an obviously incomplete collection of
variables related to a thing", first seen in 160d4eb.

Also, PROCDESC apparently is the only syntactically correct option to
declare an extern near proc?

Also, that `boss_phase_timed_out` variable only needs to be here
already because TCC enforces word alignment for the .data segment…
yeah, it's technically not related to this commit, but why waste time
working around it if we can just include that one variable.

Completes P0030, funded by zorg.
2019-09-15 20:35:15 +02:00
..
boss [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
formats [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
hardware [Reverse-engineering] [th03/th04/th05] Input change delay function 2018-09-17 22:10:42 +02:00
hud [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
music [C decompilation] [th02/op] Music Room 2015-02-24 22:38:44 +01:00
snd [Maintenance] Rename snd_kaja_func() to snd_kaja_interrupt() 2015-03-15 23:51:11 +01:00
stage [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
enemy_drops[data].asm [Reverse-engineering] [th04/th05] Enemy drop table 2018-09-02 20:42:17 +02:00
hitshot_from.asm [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
hitshot_from[bss].asm [Reverse-engineering] [th05] Shot decay animation after a target is hit 2019-02-28 17:43:15 +01:00
hitshots[bss].asm [Reverse-engineering] [th05] Shot decay animation after a target is hit 2019-02-28 17:43:15 +01:00
laser_render_hittest.asm [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
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
main_01.cpp [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
playchar_speed[bss].asm [Reverse-engineering] [th02/th05] Player movement speed 2018-12-26 22:07:34 +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 [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
shot_types.inc [Reverse-engineering] [th05] Player shot animation types 2019-02-28 17:43:15 +01:00
shots_add.asm [Maintenance] Export all pascal functions with their proper uppercase names 2019-09-15 20:29:47 +02:00
th05.asm [Reverse-engineering] [th05] Number display using the bold gaiji font 2019-03-06 19:32:38 +01:00
th05.hpp [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00