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github.com/thpatch/thtypes

C structs and validators for data types found in Touhou game files.
https://github.com/thpatch/thtypes

anm_types.h: s/th19_unk/jpeg_quality

29ed7d6e1db555ad15fd29edcc0763754ad5b764 authored over 1 year ago by Egor <[email protected]>
remove executeable bit

e5fee1f2c1972b332b4d3701a49a2d072bb73cfc authored over 1 year ago by Egor <[email protected]>
anm_types: more th19 stuff

64484624d21b85eb648211aa6a878d3ac0e50ba8 authored over 1 year ago by Egor <[email protected]>
anm: I figured out what those are

f186e1610cde229ece36becfb10bb5f63d8affcd authored over 1 year ago by 32th System <[email protected]>
anm_types: th19

896b7b7996216f883420b57029b85f577a45ce27 authored over 1 year ago by 32th System <[email protected]>
BGM: Identify that unknown thbgm.fmt field as the preload buffer size.

Funded by Splashman.

f1d9ad0dfd17be55a8b82732c5979a7c767f067e authored about 6 years ago by nmlgc <[email protected]>
BGM: Change the intro and track size fields to be signed.

All games use JLE instructions with those.

Funded by Splashman.

d92f013ae2547a37d0f906c783322502ced8e5c1 authored about 6 years ago by nmlgc <[email protected]>
BGM: Remove `const` from the filename member.

Yeah, why? We don't want `const` anywhere, I can't see a reason why any
of the structs in here s...

742feea9e26bd14ccdb89b937a8a75ba7a6c6089 authored about 6 years ago by nmlgc <[email protected]>
ANM: Change the script instruction time fields to be signed.

TH13 introduces instructions with a time of 0xFFFF at the beginning of a
script, and disassembly...

99c3fee88c7b154f85d3ee3798ff5c59beed1499 authored about 6 years ago by nmlgc <[email protected]>
ANM: Identify unknown2 as the TH14+ low-res scaling flag.

Funded by GhostPhanom.

0f034bea9789e0e64ceecdd3e97fb62310c7479a authored about 6 years ago by nmlgc <[email protected]>
ANM: Identify unknown1 as the Direct3D texture memory priority.

Funded by GhostPhanom.

6f2e35e2d16c7a5eb2ae16e8cd2560d26cfc5ca9 authored about 6 years ago by nmlgc <[email protected]>
ANM: hasdata == 0 and a file name starting with '@' have the same effect.

Funded by GhostPhanom.

12651294d8da8963424668667e92784a5981d1e2 authored about 6 years ago by nmlgc <[email protected]>
ANM: Identify zero2 as the color key.

Funded by GhostPhanom.

5d7c4e808132df8415886e5a9082c5978edfd534 authored over 6 years ago by nmlgc <[email protected]>
ANM: Identify zero1 as the run-time texture slot.

Funded by GhostPhanom.

d28ba6a9eedc7f8b7e99de3c1bbc93a44d25ccc4 authored over 6 years ago by nmlgc <[email protected]>
Ignore warning C4103 (alignment changed after including header) on Visual C++.

Which does require a second header file after all… -.-

Funded by GhostPhanom.

4e68b59619582322efca69d42ec794301112daaf authored over 6 years ago by nmlgc <[email protected]>
Ignore warning C4200 (zero-sized arrays are nonstandard) on Visual C++.

Even though we have to do this, flexible array members declared with []
still seem the clearest ...

71b6793a032dc2f7e9d887793ed877ab0d65eccb authored over 6 years ago by nmlgc <[email protected]>
Split pre- and post-declaration preprocessor directives into their own files.

9ebde789c060690796cee5edea7ae39a905b4172 authored over 6 years ago by nmlgc <[email protected]>
th07: Reverse-engineer the internal sprite spec structure.

Which is where we learn how ZUN ultimately accommodated the Voodoo limit
after all.

Funded by S...

844e90fca3e8d546c930a4fd9a1c4793a10e9909 authored over 6 years ago by nmlgc <[email protected]>
th06: Reverse-engineer the internal sprite spec structure.

Required for thcrap's text image feature.

e84c548b76b37a444e3e7c6bd5ebfa6266179298 authored over 6 years ago by nmlgc <[email protected]>
Add BGM structures.

ddc485be3cd4a354dccf756274dcd775b4bb0829 authored almost 7 years ago by nmlgc <[email protected]>
Merge pull request #1 from ManDude/master

Adding th06, th07, th08 ECL structures.

3451458aaa1fff6a0c01a6ae21fc848f3666f9c5 authored about 7 years ago by Nmlgc <[email protected]>
Adding th06, th07, th08 ECL structures.

0d25669920f47e7c244d5f596be4ad1ad38c6faf authored about 7 years ago by ManDude <[email protected]>
Decide on tabs for indentation, as per majority vote on the thcrap Discord.

Also trying EditorConfig, which hopefully solves issues with Visual
Studio sometimes making spaces.

a2f176c249dcb49058761e00ea4615d2e994df24 authored about 7 years ago by nmlgc <[email protected]>
Start out with the ANM structures.

Changed anm_header_t to anm_header06_t for consistency.
The `_types.h` suffix doesn't look too n...

22586b122a14b7d860fcc7ad0da757ac88aca105 authored about 7 years ago by nmlgc <[email protected]>