ReC98/th04/item
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
..
collect[data].asm [Reverse-engineering] [th04/th05] Item collection counters 2020-01-03 21:31:25 +01:00
enemy_drops[data].asm [Reverse-engineering] [th04/th05] Item types and sprite IDs 2019-11-14 00:49:22 +01:00
invalidate.asm [Reverse-engineering] [th04/th05] Item structure 2019-11-14 00:47:20 +01:00
items.hpp [Reverse-engineering] [th04/th05] Item collection counters 2020-01-03 21:31:25 +01:00
items[bss].asm [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00
miss_add.asm [Reverse-engineering] [th04/th05] Resident structure 2020-01-03 21:43:43 +01:00
miss_add[data].asm [Reverse-engineering] [th04/th05] Items dropped when losing a life 2019-11-14 00:50:56 +01:00
render.asm [Maintenance] [th04/th05] Improve the z_super_roll_put*() naming convention 2020-02-16 21:36:56 +01:00
splash_dot_render.asm [Reverse-engineering] [th04/th05] Item spawn "splash" circles 2019-11-14 00:45:32 +01:00
splashes.hpp [Reverse-engineering] [th04/th05] Item spawn "splash" circles 2019-11-14 00:45:32 +01:00
splashes[bss].asm [Reverse-engineering] [th04/th05] Item spawn "splash" circles 2019-11-14 00:45:32 +01:00
splashes_render.asm [Reverse-engineering] [th04/th05] Item spawn "splash" circles 2019-11-14 00:45:32 +01:00
splashes_update.asm [Reverse-engineering] [th04/th05] Item spawn "splash" circles 2019-11-14 00:45:32 +01:00
type_patnum[data].asm [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00