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Showing all posts tagged th05- and laser-

📝 Posted:
🚚 Summary of:
P0023, P0024
Commits:
807df3d...0cde4b7
💰 Funded by:
zorg
🏷 Tags:
rec98+ th01+ th02+ th04+ th05- gameplay+ laser- micro-optimization+

Actually, I lied, and lasers ended up coming with everything that makes reverse-engineering ZUN code so difficult: weirdly reused variables, unexpected structures within structures, and those TH05-specific nasty, premature ASM micro-optimizations that will waste a lot of time during decompilation, since the majority of the code actually was C, except for where it wasn't.

📝 Posted:
🚚 Summary of:
P0042
Commits:
f3b6137...807df3d
💰 Funded by:
-Tom-
🏷 Tags:
rec98+ th04+ th05- gameplay+ laser- uth05win+

Laser… is not difficult. In fact, out of the remaining entity types I checked, it's the easiest one to fully grasp from uth05win alone, as it's only drawn using master.lib's line, circle, and polygon functions. Everything else ends up calling… something sprite-related that needs to be RE'd separately, and which uth05win doesn't help with, at all.

Oh, and since the speed of shoot-out lasers (as used by TH05's Stage 2 boss, for example) always depends on rank, we also got this variable now.

This only covers the structure itself – uth05win's member names for the LASER structure were not only a bit too unclear, but also plain wrong and misleading in one instance. The actual implementation will follow in the next one.