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Done with the .BOS format, at last! While there's still quite a bunch of undecompiled non-format blitting code left, this was in fact the final piece of graphics format loading code in TH01.
📝 Continuing the trend from three pushes ago,
we've got yet another class, this time for the 48×48 and 48×32 sprites
used in Reimu's gohei, slide, and kick animations. The only reason these
had to use the .BOS format at all is simply because Reimu's regular
sprites are 32×32, and are therefore loaded from
📝 .PTN files.
Yes, this makes no sense, because why would you split animations for the same character across two file formats and two APIs, just because of a sprite size difference? This necessity for switching blitting APIs might also explain why Reimu vanishes for a few frames at the beginning and the end of the gohei swing animation, but more on that once we get to the high-level rendering code.
Now that we've decompiled all the .BOS implementations in TH01, here's an overview of all of them, together with .PTN to show that there really was no reason for not using the .BOS API for all for Reimu's sprites:
|Unaligned blitting||Single-line and wave only||✘||✘||✘|
|Per-file sprite limit||8||8||32||64|
|Pixels blitted at once||16||16||8||32|
And even that last property could simply be handled by branching based on the sprite width, and wouldn't be a reason for switching formats. But well, it just wouldn't be TH01 without all that redundant bloat though, would it?
The basic loading, freeing, and blitting code was yet another variation
on the other .BOS code we've seen before. So this should have caused just
as little trouble as the
CBossAnim code… except that
CPlayerAnim did add one slightly difficult function to
the mix, which led to it requiring almost a full push after all.
Similar to 📝 the unblitting code for moving lasers we've seen in the last push,
ZUN tries to minimize the amount of VRAM writes when unblitting Reimu's
slide animations. Technically, it's only necessary to restore the pixels
that Reimu traveled by, plus the ones that wouldn't be redrawn by
the new animation frame at the new X position.
The theoretically arbitrary distance between the two sprites is, of course, modeled by a fixed-size buffer on the stack , coming with the further assumption that the sprite surely hasn't moved by more than 1 horizontal VRAM byte compared to the last frame. Which, of course, results in glitches if that's not the case, leaving little Reimu parts in VRAM if the slide speed ever exceeded 8 pixels per frame. (Which it never does, being hardcoded to 6 pixels, but still.). As it also turns out, all those bit masking operations easily lead to incredibly sloppy C code. Which compiles into incredibly terrible ASM, which in turn might end up wasting way more CPU time than the final VRAM write optimization would have gained? Then again, in-depth profiling is way beyond the scope of this project at this point.
Next up: The TH04 main menu, and some more technical debt.