Add detailed sprite analysis for Puffstool, Sea Urchin, Thunder Ghost and more
- Introduced comprehensive documentation for the Puffstool sprite, covering properties, core routines, and key behaviors. - Added analysis for the Sea Urchin sprite, detailing its initialization, state management, and drawing routines. - Included a thorough examination of the Thunder Ghost sprite, highlighting its dynamic health, lightning attack mechanics, and movement patterns.
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Docs/Sprites/Poltergeist.md
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Docs/Sprites/Poltergeist.md
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# Poltergeist Sprite Analysis
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This document provides a detailed analysis of the `poltergeist.asm` sprite, outlining its properties, core routines, and behavioral patterns.
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## 1. Sprite Properties
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The following `!SPRID` constants define Poltergeist's fundamental characteristics:
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```asm
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!SPRID = Sprite_PolsVoice
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 10 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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```
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**Note:** `!Health` is set to `10` and is dynamically determined during initialization based on Link's sword level.
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## 2. Core Routines
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### 2.1. `Sprite_Poltergeist_Long` (Main Loop)
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This is the primary entry point for Poltergeist's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
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```asm
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Sprite_Poltergeist_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Poltergeist_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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```
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### 2.2. `Sprite_Poltergeist_Prep` (Initialization)
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This routine is executed once when Poltergeist is first spawned. It sets its health based on Link's sword level and initializes `SprTimerA` and `SprTimerB`.
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```asm
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Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$80 : STA.w SprTimerA, X
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LDA.b #$80 : STA.w SprTimerB, X
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PLB
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RTL
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.health
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db $06, $0A, $0C, $10
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}
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```
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### 2.3. `Sprite_Poltergeist_Main` (Behavioral State Machine)
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This routine manages Poltergeist's AI through a state machine, using `SprAction, X` to determine its current behavior. It includes states for moving, attacking, and being stunned.
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```asm
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Sprite_Poltergeist_Main:
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{
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JSL Sprite_DamageFlash_Long
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%SpriteJumpTable(Poltergeist_Move,
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Poltergeist_Attack,
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Poltergeist_Stunned)
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Poltergeist_Move:
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{
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%PlayAnimation(0, 1, 16)
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JSR Sprite_Poltergeist_Move
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RTS
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}
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Poltergeist_Attack:
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{
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%PlayAnimation(2, 3, 16)
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JSL Sprite_Move
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JSL Sprite_CheckDamageToPlayer
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LDA.w SprTimerA, X : BNE + ; If timer A is not 0
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%GotoAction(0) ; Transition back to Poltergeist_Move
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+
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RTS
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}
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Poltergeist_Stunned:
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{
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%PlayAnimation(4, 5, 16)
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JSL Sprite_Move
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JSL Sprite_CheckDamageToPlayer
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LDA.w SprTimerA, X : BNE + ; If timer A is not 0
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%GotoAction(0) ; Transition back to Poltergeist_Move
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+
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RTS
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}
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}
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```
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### 2.4. `Sprite_Poltergeist_Move` (Movement Logic)
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This routine handles Poltergeist's movement patterns, including moving towards Link, bouncing from tile collisions, and changing direction randomly.
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```asm
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Sprite_Poltergeist_Move:
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{
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckIfRecoiling
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LDA.w SprTimerC, X : BNE ++ ; Check timer C
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JSL GetRandomInt : AND #$3F : BNE ++ ; Random chance to change direction
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LDA.b #$40 : STA.w SprTimerC, X
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JSL Sprite_SelectNewDirection
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++
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LDA.w SprTimerA, X : BNE + ; Check timer A
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JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight
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%GotoAction(1) ; Transition to Poltergeist_Attack
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JMP .Continue
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.ToRight
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%GotoAction(1) ; Transition to Poltergeist_Attack
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LDA.b #$20 : STA.w SprTimerA, X
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JMP .Continue
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+
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%GotoAction(0) ; Transition to Poltergeist_Move
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.Continue
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LDA.w SprMiscB, X
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JSL JumpTableLocal
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dw PoltergeistMove
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PoltergeistMove:
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{
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JSL GetRandomInt : AND.b #$03
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_CheckTileCollision
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckDamageToPlayer
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RTS
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}
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}
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```
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### 2.5. `Sprite_Poltergeist_Draw` (Drawing Routine)
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This routine is responsible for rendering Poltergeist's graphics. It uses the `%DrawSprite()` macro, which reads from a set of data tables to handle its multi-tile appearance and animation.
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```asm
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Sprite_Poltergeist_Draw:
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{
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%DrawSprite()
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.start_index
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db $00, $03, $06, $09, $0C, $0F
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.nbr_of_tiles
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db 2, 2, 2, 2, 2, 2
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.x_offsets
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dw 0, 0, 8
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dw 8, 0, 0
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dw 0, 0, 8
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dw 0, 0, 8
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dw 0, 8, 0
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dw 0, 8, 0
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.y_offsets
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dw -8, 0, -8
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dw -8, 0, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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dw 0, -8, -8
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.chr
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db $3A, $02, $3B
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db $3A, $02, $3B
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db $20, $00, $01
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db $22, $10, $11
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db $20, $00, $01
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db $22, $10, $11
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.properties
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db $2B, $2B, $2B
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db $6B, $6B, $6B
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db $2B, $2B, $2B
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db $2B, $2B, $2B
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db $6B, $6B, $6B
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db $6B, $6B, $6B
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.sizes
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db $00, $02, $00
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db $00, $02, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $00, $00
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}
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```
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## 3. Key Behaviors and Implementation Details
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* **Dynamic Health:** Poltergeist's health is determined at spawn time based on Link's current sword level, allowing for dynamic difficulty scaling.
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* **State Management:** Poltergeist uses `SprAction, X` and `%SpriteJumpTable` to manage its `Poltergeist_Move`, `Poltergeist_Attack`, and `Poltergeist_Stunned` states. Transitions between these states are triggered by timers and player proximity.
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* **Movement Patterns:** Poltergeist moves towards Link (`Sprite_ApplySpeedTowardsPlayer`) with random direction changes (`Sprite_SelectNewDirection`). It also handles bouncing from tile collisions and cannot be passed through by Link.
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* **Attack Behavior:** Poltergeist transitions to an `Poltergeist_Attack` state, which likely involves a direct contact attack or a projectile, and then returns to its movement state after a timer.
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* **Stunned State:** When damaged, Poltergeist enters a `Poltergeist_Stunned` state, during which it is temporarily incapacitated. It recovers from this state after a timer.
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* **Conditional Invulnerability:** The sprite properties indicate `!ImpervSwordHammer = 00`, but the code does not explicitly set it to `01` when stunned. This might be an oversight or handled by a global routine. However, the presence of `SprDefl` in `_Prep` suggests some form of deflection is intended.
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* **Custom OAM Drawing:** Poltergeist uses the `%DrawSprite()` macro with detailed OAM data tables to render its multi-tile appearance and animations across its different states.
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* **`SprTimerA`, `SprTimerB`, `SprTimerC` Usage:** These timers control the duration of attack and stunned states, and the frequency of direction changes.
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