This one's weird: it doesn't affect the actual generation of ASM in
the function, but rather it affects the ASM of sinf and cosf.
You see, sinf and cosf are static - they're built right into the EXE.
Since the previous code used cosf and sinf, they were embedded into
the EXE, and InitTriangleTable would call them directly.
However, this isn't what the original EXE does: instead,
InitTriangleTable calls an intermediary function, that in turn calls
the real cosf and sinf. Turns out this strange code generation is
caused by calling cos and sin instead of cosf and sinf, but still
using float parameters.
All the broken stuff just happened to work on 32-bit, but would cause
MinGW-w64 to explode if you tried building as 64-bit.
I guess thanks to Microsoft keeping the basic C int types the same
size in 64-bit as they were in 32-bit, this branch compiles as 64-bit
just fine, despite Cave Story's many int-size dependencies.
Previous, I used a godawful hack to emulate Windows' API, but it
seems this only ever worked for Courier New: with something like
Liberation Mono, it would squash the font. Now I'm just giving up on
it, and using actual font sizes rather than "cell" sizes.
I'm not sure if this is accurate the original EXE.
Storytime: Cucky's original SDL2 port work involved using SDL2's
threading API to emulate the original WinAPI threading.
I can't be assed with that stuff, so I used the same trick Cucky did
for the Wii port, and hooked Organya up to the SDL2 audio callback.
This actually opens up the possibility for perfectly-synchronised
Organya playback. By that I mean, instead of needing a super
low-latency audio callback, I can have the callback synchronise its
audio mixing with Organya itself. I haven't done it yet, I plan to
soon.
Fixes Japanese builds using the wrong charset on non-Japanese Windows
installations, and fixed the font using antialiasing, causing it to
clash with the game's colour-keying.