ReC98/th05
nmlgc ebd214bbb2 [Decompilation] [th05] RES_KSO.COM
And of course, TH05 ruins the consistency once again. Sure, the added
file error handling is nice, but we also have changes in the playful
messages (lol), and now need a third distinct optimization barrier
(🤦)… But as it turns out, inlined calls to empty functions work as
well. They also seem closer to what ZUN might have actually written
there, given that their function body could have been removed by the
preprocessor, similar to the logging functions in the Windows Touhou
games. (With the difference that the latter infamously *aren't*
inlined…)

Part of P0077, funded by Splashman and -Tom-.
2020-02-23 17:53:17 +01:00
..
boss [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
bullet [Reverse-engineering] [th04/th05] Bullet spawn types 2020-02-16 21:48:33 +01:00
formats [Reverse-engineering] [th03/th04/th05] Configuration file 2020-02-23 17:24:17 +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 [Maintenance] Move TH02's sound functions to a separate header 2020-02-23 16:51:45 +01:00
sprites [Reverse-engineering] [th04/th05] Bullet-related sprite IDs 2020-02-16 21:44:51 +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
res_kso.cpp [Decompilation] [th05] RES_KSO.COM 2020-02-23 17:53:17 +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