* 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!)
- 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 InitPlayerHitRingsScatter
* Align InitScatteringRings
* More rings_scatter.c alignment
* More general alignment with SA1
* Align INCREMENT_SCORE macros with SA1
* Align Task_8008DCC with SA1
* Align Demo Manager with SA1
* Some minor cleanup
* Document static PlayerSpriteInfo vars
* Remove nonmatch SA1 code from entities_manager.c and rigns_scatter.c
* Use SA1's matching, yet technically bugged, loop in InitializePlayer
* Fix a potential bug due to memory alignment in Player struct
* Fix crashes due to uninitialized pointers
* Simplify InitializePlayer
Co-authored-by: Oliver Bell <freshollie@gmail.com>
-----------------------------------------
Co-authored-by: Oliver Bell <freshollie@gmail.com>