ReC98/th04
nmlgc fac879f8e6 [Reverse-engineering] [th05] Number display using the bold gaiji font
Many thanks to http://bytepointer.com/tasm/index.htm for providing a
better searchable resource for TASM's default `LEA imm16` → `MOV imm16`
optimization, which we initially had to hack around here.

Funded by -Tom-.
2019-03-06 19:32:38 +01:00
..
boss [Reverse-engineering] [th04/th05] Boss explosions 2019-03-03 14:03:41 +01:00
formats [Reverse-engineering] [th04/th05] .BB file loading boilerplate 2019-03-01 16:17:52 +01:00
hardware [Reverse-engineering] [th04/th05] GRCG-powered playfield row filling 2018-12-26 17:59:01 +01:00
hud [Reduction] Hardware text colors and effects 2014-12-20 22:36:38 +01:00
math [Reverse-engineering] [th04/th05] Generic motion structure and its step method 2018-09-02 21:06:48 +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
strings Identify and reduce gaiji strings across all executables 2014-09-13 12:26:33 +02:00
boss_backdrop.asm [Reverse-engineering] [th04/th05] Boss battle backdrop rendering 2018-12-26 17:59:03 +01:00
boss_backdrop[bss].asm [Reverse-engineering] [th04/th05] Boss battle backdrop rendering 2018-12-26 17:59:03 +01:00
boss_funcs[bss].asm [Reverse-engineering] [th02/th04/th05] Boss-related function pointers 2018-12-18 19:52:41 +01:00
boss_hitbox[bss].asm [Reverse-engineering] [th04/th05] Boss hitboxes 2019-03-01 16:18:02 +01:00
bullet_clear[bss].asm [Reverse-engineering] [th04/th05] Bullet clear trigger and time 2018-12-16 01:49:55 +01:00
circles.asm [Reverse-engineering] [th04/th05] Growing and shrinking circles 2018-12-06 23:29:45 +01:00
circles[bss].asm [Reverse-engineering] [th04/th05] Growing and shrinking circles 2018-12-06 23:29:45 +01:00
circles_color[bss].asm [Reverse-engineering] [th04/th05] Growing and shrinking circles 2018-12-06 23:29:45 +01:00
drawpoint[bss].asm [Reverse-engineering] [th04/th05] A random shared draw coordinate 2018-12-16 00:31:05 +01:00
dream_score[data].asm [Reverse-engineering] [th04] Dream item number and score 2018-09-02 21:06:47 +02:00
enemy_drops[data].asm [Reverse-engineering] [th04/th05] Enemy drop table 2018-09-02 20:42:17 +02:00
gaiji.inc [Reverse-engineering] [th05] Number display using the bold gaiji font 2019-03-06 19:32:38 +01:00
homing_target[bss].asm [Reverse-engineering] [th04/th05] Target position for homing shots 2018-12-30 15:31:26 +01:00
midboss_funcs[bss].asm [Reverse-engineering] [th04/th05] Midboss-related function pointers 2018-12-26 17:59:03 +01:00
op_02.c [C decompilation] [th02/op] [th03/op] [th04/op] Frame delay #1 2015-03-04 02:47:16 +01:00
playperf.asm [Reverse-engineering] [th04/th05] Player performance ("rank") management 2018-12-10 21:00:19 +01:00
playperf[bss].asm [Reverse-engineering] [th04/th05] Player performance ("rank") management 2018-12-10 21:00:19 +01:00
score[bss].asm [Reverse-engineering] [th04/th05] Score variables 2019-03-04 21:42:11 +01:00
score[data].asm [Reverse-engineering] [th04/th05] Score variables 2019-03-04 21:42:11 +01:00
scroll[bss].asm [Reverse-engineering] [th04/th05] Scrolling-related variables 2018-12-29 18:34:51 +01:00
scroll_y_1.asm [Reverse-engineering] [th04/th05] Applying VRAM scrolling to Y coordinates 2018-12-29 18:34:51 +01:00
scroll_y_3.asm [Reverse-engineering] [th04/th05] Applying VRAM scrolling to Y coordinates 2018-12-29 18:34:51 +01:00
select_for_rank.asm [Reverse-engineering] [th04/th05] Difficulty/character-based value selection 2019-03-01 23:20:51 +01:00
shot_levels[data].asm [Reverse-engineering] [th02/th04/th05] Shot power levels 2018-04-20 19:33:40 +02:00
shot_velocity[data].asm [Reverse-engineering] [th04/th05] Shot X/Y velocity lookup table 2018-12-31 19:45:34 +01:00
shots[bss].asm [Reverse-engineering] [th04/th05] Player shot structure 2019-01-01 02:29:12 +01:00
shots_add.asm [Reverse-engineering] [th04/th05] Adding new player shots 2019-02-28 17:43:14 +01:00
shots_add[bss].asm [Reverse-engineering] [th04/th05] Adding new player shots 2019-02-28 17:43:14 +01:00
spark_render.asm [Reverse-engineering] [th02/th04/th05] Hardcoded spark sprites 2019-02-28 17:43:15 +01:00
sparks.asm [Reverse-engineering] [th04/th05] Spark animation 2019-02-28 17:43:15 +01:00
sparks[bss].asm [Reverse-engineering] [th04/th05] Spark animation 2019-02-28 17:43:15 +01:00
sparks_add.asm [Reverse-engineering] [th04/th05] Spark animation 2019-02-28 17:43:15 +01:00
sparks_add[bss].asm [Reverse-engineering] [th04/th05] Spark animation 2019-02-28 17:43:15 +01:00
stage_funcs[bss].asm [Reverse-engineering] [th04/th05] Stage-specific invalidate/render functions 2019-02-28 17:56:26 +01:00
th04.asm [Reverse-engineering] [th04/th05] .BB file loading boilerplate 2019-03-01 16:17:52 +01:00
tiles[bss].asm [Maintenance] Clean up the confusion between "tiles" and .STD tile sections 2018-12-30 02:30:16 +01:00
tiles_invalidate.asm [Reverse-engineering] [th04/th05] Invalidating background tiles around a point 2018-12-30 00:19:18 +01:00
tiles_invalidate[bss].asm [Reverse-engineering] [th04/th05] Invalidating background tiles around a point 2018-12-30 00:19:18 +01:00
tiles_invalidate_all.asm [Reverse-engineering] [th04/th05] Redrawing dirty stage background tiles 2018-12-30 00:16:16 +01:00
tiles_redraw.asm [Reverse-engineering] [th04/th05] Redrawing dirty stage background tiles 2018-12-30 00:16:16 +01:00
tiles_render_all.asm [Reverse-engineering] [th04/th05] Rendering all stage background tiles at once 2018-12-29 18:34:51 +01:00
zunsoft.asm [Reverse-engineering] [th04/th05] ZUN Soft logo explosions 2018-03-21 23:20:04 +01:00
zunsoft[bss].asm [Reverse-engineering] [th04/th05] ZUN Soft logo explosions 2018-03-21 23:20:04 +01:00