- 📝 Posted:
- 🚚 Summary of:
- P0061
- ⌨ Commits:
96684f4...5f4f5d8
- 💰 Funded by:
- Touhou Patch Center
- 🏷 Tags:
… nope, with a game whose MAIN.EXE
is still just 5%
reverse-engineered and which naturally makes heavy use of
structures, there's still a lot more PI groundwork to be done before RE
progress can speed up to the levels that we've now reached with TH05. The
good news is that this game is (now) way easier to understand: In contrast
to TH04 and TH05, where we needed to work towards player shots over a
two-digit number of pushes, TH03 only needed two for SPRITE16, and a half
one for the playfield shaking mechanism. After that, I could even already
decompile the per-frame shot update and render functions, thanks to TH03's
high number of code segments. Now, even the big 128-byte player structure
doesn't seem all too far off.
Then again, as TH03 shares no code with any other game, this actually was a completely average PI push. For the remaining three, we'll return to TH04 and TH05 though, which should more than make up for the slight drop in RE speed after this one.
In other news, we've now also reached peak C++, with the introduction of
template
s! TH03 stores movement speeds in a 4.4 fixed-point
format, which is an 8-bit spin on the usual 16-bit, 12.4 fixed-point
format.