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/Puffstool.md
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Docs/Sprites/Puffstool.md
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# Puffstool Sprite Analysis
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This document provides a detailed analysis of the `puffstool.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 Puffstool's fundamental characteristics:
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```asm
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!SPRID = Sprite_Puffstool
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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 = 0 ; Number of Health the sprite have (dynamically set in _Prep)
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!Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 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 = 0 ; 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`, `!Damage`, `!Hitbox`, and `!Prize` are initially set to `0` but are dynamically determined during initialization.
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## 2. Core Routines
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### 2.1. `Sprite_Puffstool_Long` (Main Loop)
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This is the primary entry point for Puffstool'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_Puffstool_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Puffstool_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Puffstool_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_Puffstool_Prep` (Initialization)
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This routine is executed once when Puffstool is first spawned. It sets its health based on Link's sword level and initializes `SprDefl`.
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```asm
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Sprite_Puffstool_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY
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LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level
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LDA.b #$80 : STA.w SprDefl, X
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PLB
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RTL
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.health
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db $04, $08, $0A, $10 ; Health values for each sword level
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}
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```
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### 2.3. `Sprite_Puffstool_Main` (Behavioral State Machine)
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This routine manages Puffstool's AI through a state machine, using `SprAction, X` to determine its current behavior. It includes states for walking, being stunned, and spawning spores.
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```asm
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Sprite_Puffstool_Main:
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{
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%SpriteJumpTable(Puffstool_Walking,
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Puffstool_Stunned,
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Puffstool_Spores)
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Puffstool_Walking:
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{
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%PlayAnimation(0,6,10)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprTimerA, X : BNE + ; If timer A is not 0
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JSL Sprite_SelectNewDirection ; Select a new direction
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long ; Interact with thrown objects
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JSL Sprite_CheckIfRecoiling
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano ; Check if Link damages Puffstool
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%GotoAction(1) ; Transition to Puffstool_Stunned
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%SetTimerA($60)
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%SetTimerF($20)
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.no_dano
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RTS
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}
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Puffstool_Stunned:
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{
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%PlayAnimation(7,7,10)
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JSL Sprite_CheckIfLifted
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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LDA.w SprTimerA, X : BNE + ; If timer A is not 0
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%GotoAction(0) ; Transition back to Puffstool_Walking
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JSL GetRandomInt : AND.b #$1F : BEQ .bomb ; Random chance to spawn bomb
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JSR Puffstool_SpawnSpores ; Spawn spores
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RTS
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.bomb
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LDA.b #$4A ; SPRITE 4A (Bomb sprite ID)
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LDY.b #$0B
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JSL Sprite_SpawnDynamically : BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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JSL Sprite_TransmuteToBomb ; Transform into a bomb
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.no_space
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+
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RTS
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}
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Puffstool_Spores:
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{
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%StartOnFrame(8)
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%PlayAnimation(8,11,10)
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JSL Sprite_MoveXyz
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JSL Sprite_CheckDamageToPlayerSameLayer
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LDA.w SprTimerC, X : BNE + ; If timer C is not 0
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JSL ForcePrizeDrop_long ; Force prize drop
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STZ.w SprState, X ; Clear sprite state (despawn?)
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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. `Puffstool_SpawnSpores`
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This routine is responsible for spawning spore projectiles. It plays a sound effect and then spawns multiple spore sprites, setting their initial properties like speed, altitude, and timers.
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```asm
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Puffstool_SpawnSpores:
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{
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LDA.b #$0C ; SFX2.0C
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JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
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LDA.b #$03 : STA.b $0D ; Number of spores to spawn
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.nth_child
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LDA.b #$B1 ; Spore sprite ID (assuming $B1 is the spore sprite ID)
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JSL Sprite_SpawnDynamically : BMI .no_space
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JSL Sprite_SetSpawnedCoordinates
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PHX
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LDX.b $0D
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LDA.w .speed_x, X : STA.w SprXSpeed, Y
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LDA.w .speed_y, X : STA.w SprYSpeed, Y
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LDA.b #$20 : STA.w $0F80, Y ; Altitude
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LDA.b #$FF : STA.w $0E80, Y ; Gravity
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LDA.b #$40 : STA.w SprTimerC, Y
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LDA.b #$01 : STA.w SprSubtype, Y
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LDA.b #$02 : STA.w SprAction, Y
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PLX
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.no_space
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DEC.b $0D
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BPL .nth_child
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RTS
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.speed_x
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db 11, -11, -11, 11
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.speed_y
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db 0, 11, 0, -11
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}
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```
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### 2.5. `Sprite_Puffstool_Draw` (Drawing Routine)
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This routine is responsible for rendering Puffstool'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_Puffstool_Draw:
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{
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%DrawSprite()
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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.y_offsets
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dw -8, 0
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0, -8
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dw 0
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dw 0
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dw 0
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dw 0
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dw 4
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.chr
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db $C0, $D0
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db $D2, $C2
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db $D4, $C4
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db $D2, $C2
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db $D0, $C0
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db $D2, $C2
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db $D4, $C4
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db $D6
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db $EA
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db $C8
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db $E8
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db $F7
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.properties
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $73, $73
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db $73, $73
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db $3D
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db $33
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db $33
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db $33
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db $33
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02
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db $02
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db $02
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db $02
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db $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:** Puffstool'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:** Puffstool uses `SprAction, X` and `%SpriteJumpTable` to manage its `Puffstool_Walking`, `Puffstool_Stunned`, and `Puffstool_Spores` states.
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* **Movement Patterns:** In its walking state, Puffstool moves with random direction changes (`Sprite_SelectNewDirection`) and interacts with the environment (`Sprite_MoveXyz`, `Sprite_BounceFromTileCollision`).
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* **Stunned State and Counter-Attack:** When damaged, Puffstool enters a `Puffstool_Stunned` state. After a timer, it either spawns multiple spores (`Puffstool_SpawnSpores`) or, with a random chance, transforms into a bomb (`Sprite_TransmuteToBomb`). This provides a unique counter-attack mechanism.
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* **Spore Attack:** Puffstool can spawn multiple spore projectiles (`Puffstool_SpawnSpores`) that have their own movement and interaction logic. These spores are spawned with initial speed, altitude, and gravity.
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* **Bomb Spawning/Transformation:** A unique behavior where Puffstool can transform into a bomb (`Sprite_TransmuteToBomb`) when stunned, adding an element of surprise and danger.
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* **Interaction with Thrown Objects:** The use of `ThrownSprite_TileAndSpriteInteraction_long` suggests Puffstool can be lifted and thrown by Link, or interacts with other thrown objects.
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* **Custom OAM Drawing:** Puffstool 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`, `SprTimerF`, `SprTimerC` Usage:** These timers control the duration of the stunned state, the delay before spawning spores/bombs, and the lifespan of the spawned spores.
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