ReC98/th04/main/bullet
nmlgc 164591f9fe [Maintenance] Consistently express angle literals in signed hex format
Originally just a workaround to remove angles from the PI counter, but
having the sign indicate the Y direction also makes them a lot nicer to
read in C land.

(Maintenance mode commit)
2020-10-02 14:48:54 +02:00
..
bullet.hpp [Reverse-engineering] [th04/th05] X/Y turning for bouncing bullets 2020-09-17 22:27:19 +02:00
bullet.inc [Maintenance] [th04/th05] Mirror bullet.hpp structures and enums in ASM land 2020-08-16 21:40:33 +02:00
bullets[bss].asm [Maintenance] [th04/th05] Mirror bullet.hpp structures and enums in ASM land 2020-08-16 21:40:33 +02:00
patnum_for_angle.asm
pattypes.h [Decompilation] [th04] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:32 +02:00
pattypes.inc
pellet_r.asm [Maintenance] Fix inconsistencies in sprite declarations 2020-07-09 22:28:14 +02:00
pellet_r[bss].asm [Maintenance] [th04/th05] Rename `pellets_alive` to `pellets_render_count` 2020-05-03 23:17:37 +02:00
template[bss].asm [Maintenance] [th04/th05] Mirror bullet.hpp structures and enums in ASM land 2020-08-16 21:40:33 +02:00
tune.cpp [Maintenance] Consistently express angle literals in signed hex format 2020-10-02 14:48:54 +02:00
tune[bss].asm [Decompilation] [th04] Difficulty- and rank-based bullet pattern tuning 2020-08-16 21:40:32 +02:00
update.asm [Reverse-engineering] [th04/th05] X/Y turning for bouncing bullets 2020-09-17 22:27:19 +02:00
update.cpp [Reverse-engineering] [th04/th05] X/Y turning for bouncing bullets 2020-09-17 22:27:19 +02:00
update[bss].asm [Reverse-engineering] [th04/th05] X/Y turning for bouncing bullets 2020-09-17 22:27:19 +02:00