Add implementation plan for Castle Ambush & Guard Capture System, including probe detection and capture mechanics

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# Probe Sprite System
**Last Updated:** October 3, 2025
**Purpose:** Document the probe sprite detection system used by guards and intelligent enemies
---
## Overview
The **Probe Sprite System** is a collision detection mechanism used by guard-type sprites (Blue Guard, Green Guard, Red Guard) and intelligent enemies to detect Link's presence. Instead of constantly checking collision with Link directly, these enemies spawn invisible "probe" sprites that move in the direction they're facing. When a probe makes contact with Link, it triggers the parent sprite to enter an alert/chase state.
This system is more efficient than constant direct collision checks and creates more realistic enemy behavior where guards react when Link enters their "line of sight."
---
## How It Works
### 1. Probe Spawning
When an enemy wants to check for Link in a specific direction, it spawns a probe sprite:
```asm
; From Sprites/Enemies/darknut.asm
JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe
JSL Sprite_SpawnProbeAlways_long ; Spawn probe if Link is nearby
.no_probe
```
**Key Details:**
- Probes are spawned only when Link is within range (distance < $80)
- Uses sprite ID $41 (Blue Guard sprite slot)
- Probes are invisible and have no collision with tiles
- Probes live for a very short time (usually < 1 second)
### 2. Probe Properties
When spawned, probes are configured with special properties:
```asm
; From Sprites/experimental/probe.asm (reference)
Sprite_SpawnProbeAlways:
{
LDA.b #$41 ; Use guard sprite ID
LDY.b #$0A ; Sprite slot limit
JSL Sprite_SpawnDynamically_slot_limited
BMI .exit
; Set position (slightly offset from spawner)
LDA.b $00 : CLC : ADC.b #$08 ; +8 pixels X
STA.w SprX, Y
LDA.b $02 : CLC : ADC.b #$04 ; +4 pixels Y
STA.w SprY, Y
; Set velocity based on direction
LDA.w .speed_x, X
STA.w SprXSpeed, Y
LDA.w .speed_y, X
STA.w SprYSpeed, Y
; Store parent sprite ID
TXA : INC A
STA.w $0DB0, Y ; Parent sprite index + 1
STA.w $0BA0, Y
; Set timers
LDA.b #$40
STA.w $0F60, Y ; Lifetime timer
STA.w $0E60, Y
LDA.b #$02
STA.w $0CAA, Y ; Priority
.exit
RTS
}
```
**Speed Tables:**
```asm
.speed_x: ; X velocities for 64 directions
db $00, $01, $03, $04, $05, $06, $07, $08
db $08, $08, $07, $06, $05, $04, $03, $01
db $00, -$01, -$03, -$04, -$05, -$06, -$07, -$08
; ... (continues for all 64 directions)
.speed_y: ; Y velocities for 64 directions
db -$08, -$08, -$07, -$06, -$05, -$04, -$03, -$01
db $00, $01, $03, $04, $05, $06, $07, $08
; ... (continues for all 64 directions)
```
### 3. Probe Detection Logic
The probe sprite checks for collision every frame:
```asm
Probe:
{
; Move the probe
LDY.b #$00
LDA.w SprXSpeed, X : BPL .positive_x
DEY
.positive_x
CLC : ADC.w SprX, X : STA.w SprX, X
TYA : ADC.w SprXH, X : STA.w SprXH, X
; Same for Y...
; Check if probe hit Link
REP #$20
LDA.w $0FD8 : SEC : SBC.b $22 ; Link X - Probe X
CLC : ADC.w #$0010 : CMP.w #$0020 ; Within hitbox?
SEP #$20
BCS .no_contact
REP #$20
LDA.b $20 : SEC : SBC.w $0FDA ; Link Y - Probe Y
CLC : ADC.w #$0018 : CMP.w #$0020
SEP #$20
BCS .no_contact
; Check same floor layer
LDA.w $0F20, X : CMP.b $EE : BNE .no_contact
.made_contact
; Get parent sprite index from $0DB0
LDA.w $0DB0, X : DEC A : PHX : TAX
; Trigger parent sprite's alert state
LDA.w SprAction, X : CMP.b #$03 : BEQ .dont_trigger_parent
LDA.b #$03 : STA.w SprAction, X ; Set to chase state
LDA.b #$10 : STA.w SprTimerA, X ; Alert duration
STZ.w SprDelay, X
.dont_trigger_parent
PLX
.no_contact
; Probe has served its purpose, despawn
STZ.w $0DD0, X
RTS
}
```
### 4. Parent Sprite Response
When a probe detects Link, the parent sprite (guard/enemy) reacts:
```asm
; From darknut.asm
LDA.w SprTimerD, X : BEQ .not_alerted
; Probe detected Link - chase behavior
LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_DirectionToFacePlayer
TYA
STA.w SprMiscC, X ; Store facing direction
STA.w SprMiscE, X
STA.w SprAction, X
JSL Guard_ChaseLinkOnOneAxis
JMP .continue
.not_alerted
; Normal patrol behavior
JSR Sprite_Darknut_BasicMove
.continue
```
---
## Usage in Enemies
### Darknut Example
The Darknut uses probes for detection:
```asm
Sprite_Darknut_Main:
{
; Only spawn probe if Link is nearby
JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe
JSL Sprite_SpawnProbeAlways_long
.no_probe
; Check if probe triggered alert
LDA.w SprTimerD, X : BEQ .not_alerted
LDA.b #$90 : STA.w SprTimerD, X ; Refresh alert timer
; ... chase logic ...
.not_alerted
; ... patrol logic ...
}
```
### Guard Example (Vanilla)
Vanilla guards use a more sophisticated probe system:
```asm
Guard_ShootProbeAndStuff:
{
; Calculate probe direction based on guard facing
LDA.w SprMiscC, X ; Guard's facing direction
; Use direction tables to set probe velocity
LDY.b #$00
LDA.w ProbeAndSparkCheckDirXSpeed, Y : STA.b $00
LDA.w ProbeAndSparkCheckDirYSpeed, Y : STA.b $01
; Check tile collision before spawning
JSL Probe_CheckTileSolidity : BCC .passable
; Don't spawn probe if blocked by wall
RTS
.passable
; Spawn the probe
JSR Sprite_SpawnProbeAlways
; Set probe type and properties
LDA.w ProbeType, Y : STA.w $0DB0, Y
}
```
---
## Best Practices
### When to Use Probes
**Good Use Cases:**
- Guard-type enemies with "line of sight" detection
- Enemies that patrol and should react when Link crosses their path
- Boss phases where the boss "looks" for Link
- Security systems or alert mechanisms
**Poor Use Cases:**
- Enemies that should always chase Link (use direct distance checks)
- Fast-moving enemies (probes are too slow)
- Enemies that need precise collision (use `Sprite_CheckDamageToLink`)
- Passive enemies that don't react to Link
### Performance Considerations
1. **Distance Check First:** Always check if Link is nearby before spawning probes
```asm
JSL GetDistance8bit_Long : CMP.b #$80 : BCS .skip_probe
```
2. **Spawn Frequency:** Don't spawn probes every frame
```asm
LDA.w SprTimerA, X : BNE .dont_spawn ; Only spawn when timer expires
```
3. **Probe Lifetime:** Keep probes short-lived (max 64 frames / ~1 second)
4. **Sprite Slot Limit:** Probes use `Sprite_SpawnDynamically_slot_limited` with a limit of $0A (10 sprites max)
### Common Patterns
**Pattern 1: Continuous Scanning**
```asm
; Spawn probe every N frames
LDA.w SprTimerA, X : BNE .skip
LDA.b #$20 : STA.w SprTimerA, X ; Every 32 frames
JSL Sprite_SpawnProbeAlways_long
.skip
```
**Pattern 2: Direction-Based Detection**
```asm
; Only probe in facing direction
LDA.w SprAction, X ; Current facing direction
ASL A : TAY
LDA.w .probe_angles, Y ; Get angle for this direction
JSL Sprite_SpawnProbeAlways_long
```
**Pattern 3: Alert State Management**
```asm
; Probe triggers alert, which decays over time
LDA.w SprTimerD, X : BEQ .calm
; Alert state - chase Link
DEC.w SprTimerD, X ; Decay alert
BNE .still_alert
; Return to patrol when timer expires
JSR Enemy_ReturnToPatrol
.still_alert
JSR Enemy_ChaseLink
RTS
.calm
JSR Enemy_Patrol
RTS
```
---
## Integration with Other Systems
### Parrying System
Probes work alongside the guard parrying system:
```asm
; Darknut blocks sword attacks while alerted
LDA.w SprTimerD, X : BEQ .not_alert
JSL Guard_ParrySwordAttacks ; Active parrying when alert
.not_alert
```
### Multi-Part Sprites
For multi-part enemies (like Kydreeok), each segment can spawn probes:
```asm
; Head segment spawns probe
LDA.w SprSubtype, X : BEQ .not_head
JSL Sprite_SpawnProbeAlways_long
.not_head
```
### Boss Mechanics
Bosses can use probes for phase transitions:
```asm
; Boss becomes aggressive when probe detects Link
.phase_check
LDA.w SprTimerD, X : BEQ .passive_phase
LDA.b #$02 : STA.w SprAction, X ; Aggressive phase
JMP .continue
.passive_phase
; Spawn probe occasionally
LDA.w SprFrame : AND.b #$3F : BNE .continue
JSL Sprite_SpawnProbeAlways_long
.continue
```
---
## Debugging Probes
### Making Probes Visible
For debugging, you can make probes draw sprites:
```asm
; In probe sprite's main routine (normally invisible)
JSR Sprite_PrepOamCoord
LDA.b #$00 : JSL SpriteDraw_SingleLarge ; Draw debug sprite
```
### Checking Probe State
Use WRAM viewer in Mesen-S:
- `$0DB0,X` - Parent sprite index (should be parent + 1)
- `$0DD0,X` - Probe state (should be $09 = active)
- `$0F60,X` - Probe lifetime timer
### Common Issues
**Problem:** Probe doesn't despawn
- **Solution:** Ensure `STZ.w $0DD0, X` is called in all exit paths
**Problem:** Parent doesn't react
- **Solution:** Check that `$0DB0,X` correctly stores parent index + 1
**Problem:** Probe spawns too frequently
- **Solution:** Add distance check and timer between spawns
---
## WRAM Variables
### Probe-Specific Variables
| Address | Variable | Purpose |
|---------|----------|---------|
| `$0DB0,X` | Probe Parent Index | Parent sprite slot + 1 (0 = no parent) |
| `$0BA0,X` | Probe Parent Copy | Backup of parent index |
| `$0F60,X` | Probe Lifetime | Frames until probe despawns |
| `$0E60,X` | Probe Timer Copy | Backup lifetime timer |
| `$0CAA,X` | Probe Priority | Draw priority (usually $02) |
### Parent Sprite Variables
| Address | Variable | Purpose |
|---------|----------|---------|
| `SprTimerD,X` | Alert Timer | Frames remaining in alert state |
| `SprTimerA,X` | Spawn Cooldown | Frames until next probe spawn |
| `SprAction,X` | Behavior State | Current AI state (patrol/chase) |
---
## Reference Implementation
See `Sprites/experimental/probe.asm` for the complete vanilla probe system implementation. Key enemies using probes:
- **Blue/Green/Red Guards** (`Sprite_41`, `Sprite_42`, `Sprite_43`) - Full probe system
- **Darknut** (`Sprites/Enemies/darknut.asm`) - Simplified probe detection
- **Blind Boss** (Special case: probes check for boss-specific collision)
---
## Future Enhancements
### Proposed Features
1. **Directional Probes:** Spawn probes in multiple directions simultaneously
2. **Cone of Vision:** Multiple probes in a fan pattern for wider detection
3. **Probe Types:** Different probe behaviors (slow/fast, short/long range)
4. **Team Alerts:** Probes trigger multiple nearby enemies
5. **Sound Integration:** Play alert sound when probe detects Link
### Castle Ambush System
Probes will be used in the upcoming castle ambush feature:
- Guards patrol castle corridors
- Probes detect Link entering restricted areas
- Detection triggers reinforcement spawn
- Multiple guards share alert state
- Capture sequence activates on detection
See: `Core/capture.asm` and `Sprites/Enemies/custom_guard.asm` (experimental)
---
## See Also
- `Docs/Sprites/Enemies/Darknut.md` - Darknut implementation with probes
- `Docs/Guides/SpriteCreationGuide.md` Section 10.9 - Advanced AI Patterns
- `Core/sprite_functions.asm` - `Sprite_SpawnProbeAlways_long` function
- `Core/symbols.asm` - Probe-related function addresses