- 📝 Posted:
- 🚚 Summary of:
- P0067, P0068, P0069
- ⌨ Commits:
- 💰 Funded by:
- Splashman, Yanga, [Anonymous]
- 🏷 Tags:
- rec98 th01 pc98 blitting glitch boss mima-th01 yuugenmagan
Now that's more like the speed I was expecting! After a few more unused functions for palette fading and rectangle blitting, we've reached the big line drawing functions. And the biggest one among them, drawing a straight line at any angle between two points using Bresenham's algorithm, actually happens to be the single longest function present in more than one binary in all of PC-98 Touhou, and #23 on the list of individual longest functions.
And it technically has a ZUN bug! If you pass a point outside the (0, 0) - (639, 399) screen range, the function will calculate a new point at the edge of the screen, so that the resulting line will retain the angle intended by the points given. Except that it does so by calculating the line slope using an integer division rather than a floating-point one Doesn't seem like it actually causes any weirdly skewed lines to be drawn in-game, though; that case is only hit in the Mima boss fight, which draws a few lines with a bottom coordinate of 400 rather than the maximum of 399. It might also cause the wrong background pixels to be restored during parts of the YuugenMagan fight, leading to flickering sprites, but seriously, that's an issue everywhere you look in this game.
Together with the rendering-text-to-VRAM function we've mostly already
known from TH02, this pushed the total RE percentage well over 20%, and
almost doubled the TH01 RE percentage, all within three pushes. And
comparatively, it went really smoothly, to the point (ha) where I
even had enough time left to also include the single-point functions that
come next in that code segment. Since about half of the remaining
OP.EXE are present in more than just itself,
I'll be able to at least keep up this speed until
the 70% RE mark. That is, as long as the backers' priorities continue to
be generic RE or "giving some love to TH01"… we don't have a precedent for
TH01's actual game code yet.
And that's all the TH01 progress funded for January! Next up, we actually do have a focus on TH03's game and scoring mechanics… or at least the foundation for that.