* WIP portrait faces
* character expressions for dialogue in first 3 stages (wip)
* dialog: simplified face system, new faces, script revisions (wip)
* fix wrong face name in reimu script
* cirno angry face; elly beaten variant
* render_character_portrait(): fix garbage bg and filter-bleeding
* workaround for incorrect face blending on dialog fade
* render_character_portrait(): fix bogus debug labels
* Replace sprite offsets with the more powerful paddings
* new faces for youmu, wriggle, kurumi; dialogue updates
* fix release build
* Update portraits; add Iku faces and Elly shouting face
* Add Reimu sigh face and Marisa sweat_smile face
* Add Kurumi dissatisfied face
* update Hina
* Reimu (#101)
* add the reimu
* Add Reimu story
* account for various blunders
* add reimu dialog picture
* Reimu: WIP yin-yang orbs
* reimu: fix up indents
* Reimu: swap the shotmode names to match the kanji order in her Japanese name
* Reimu: compatibility with the latest system
* WIP ReimuA crap
* ReimuA homing trails
* more ReimuA stuff
* more ReimuA adjustments + enhanced DPS stats
* Reimu: stubs for new player animation sequences
* Reimu: occupy the 0th character slot
* Reimu: tweak needle sprite
* Reimu: buff movement speed to better match Touhou
* Reimu: fixup for the recent projectile changes
* ReimuA: make homing shots a bit smaller; give them custom effect on collision
* Reimu: add intermediate frames; move some loose sprites to the atlas
* Reimu: fix compile errors
* replace DBL_MAX by INFINITY
* Don’t draw reimu orbs twice
fixes #127
* add new reimu dialog pic
* ReimuA adjustments (mostly homing); it's still OP
* wip ReimuB gaps
* still not sure where i'm going with these gaps
* meh
* Reimu: premultiplied alpha fixups after rebase
* reimuB shot pattern with basic power scaling (not balanced at all)
* reimuB: some lame-ass particle effects
* ReimuB bomb effect prototype
* reimuA bomb prototype
* fix reimu shots for the new damage system
* Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB
* some reimuB bomb projectiles
* ReimuB bomb bg and some framebuffer utils required to support it.
Might reuse this at least in part for ReimuA unless we come up with
something better.
* hack to fix ReimuB bomb fade; refactoring needed
* reimuA damaging bombs
* fix ub
* prevent nan when reimuA bombs without enemies present
* add a bomb_bg to reimuA
* ...
* various fantasy seal tweaks
* Reimu: placeholder bomb sounds; slight fantasy seal buff
* fix null pointer dereference
* Reimu "balance" adjustments; minor fixes
* putting bandaids over gunshot wounds
* Add aoe damage and bullet cancel to ReimuB's bomb
* more exorcism porn
* make reimu bomb bg runes better visible on dark backgrounds
* More ReimuA shot changes
most importantly this makes myon actually possible to position with a
gamepad in free-axes mode. this also removes a bunch of hacky movement
state variables maintained by the generic player code just so that
youmuA's very keyboard-oriented input code could use them. the new
controls should be just as easily usable on a gamepad as they are on a
keyboard, and be more responsive on both.
of course, it breaks existing youmuA replays.
Only cancel enemy projectiles (previously, player projectiles would be
cancelled too, and give you points).
Fire only the basic player projectiles during bombs.
Player power is now internally an integer. There is no good reason to use floating point math there. Stored as an uint16 in replays.
Player coordinates are now floored when a stage starts. This is unnoticable to the player. Stored as a pair of uint16s in replays.