* sa1: match CreateStageUI & CreateSpecialStageUI
* oh yeah, there's this
* delete the target asm file
* little documentation
hopefully, we find a way to make proper use of the original code's (possible) debug behavior... or i could be exaggerating over what was originally just the devs playing safe!
eh, either theory works, i guess
* maybe i went a bit overboard...
revert the previous commit, basically
(web GitHub also doesn't support commit reverting, what a surprise!)
- Update software renderer to the gpsp renderer (fast enough to render on slow hardware)
- Convert audio emulation to fixed point (since float is slower on these systems)
- Add PSP as a target for SDL
- Add PS2 as its own target, though it's still using software rendering
Thanks to @kikugrave for adding the initial psp boilerplate and inspiring me to finally finish the ps2 port!
* SA1 alignment
* Rename SpriteBase::spriteX -> meX
* Rename FLAGS_10 -> FLAGS_EXECUTE_VBLANK_CALLBACKS
* Align task.h with SA3
* Align core.c more with SA3
* Align core.c data with SA3
* Align task.h with SA1
* Align more with SA3
* Align task.h with SA1
* Align task.h with SA3
* Align task.c with SA1|SA3
* Align core.c with SA3
* Align EngineMainLoop with SA3
* Align core.c with SA3
* Some tools alignment with SA1
* Align Makefile with SA1
* Make BG_PLTT and OBJ_PLTT u16*
* Align with SA3
* Make BG_PLTT|OBJ_PLTT accessible as an array. Fix erroneous #if.
* Address USE_SA2_TASK_SYSTEM use from commit comments
- Name some BG Sprite globals
- Create some macros for setting up the BG Sprite globals
- Name `gMultiplayerRanks`
- Name `gOamMallocBuffer`
- Name `gBgOffsetsHBlank` globals
- Name `gSpriteOffset`
- Name `ProcessOamBuffers` function
- Move `gRefCollision` to `collision.c`
- Name `Player_HandleMultiplayerFinish` and refactor
- Name `gWorldSpeed`
- Name `gSpikesUnknownTimer`
* Align types.h with SA1
* Finish aligning sprite.c with SA1, except for Hitbox.b cases
* More alignment of SA1 and SA2
* Move set registers to the top because of headless TAS testing
* Fix erroneously edited indices