Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
- Created detailed documentation for the Minecart sprite, outlining its properties, constants, collision setup, main logic, and design patterns. - Added documentation for the Pedestal sprite, including its vanilla overrides, custom logic for item interaction, and event triggering based on area context. - Introduced documentation for the Portal sprite, detailing its two-way warping system, initialization, main logic, and helper routines for seamless transitions. - Documented the Switch Track sprite, explaining its interactive behavior, state-based animation, and integration with external switches for dynamic track manipulation.
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Docs/Sprites/NPCs/EonZoraElder.md
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Docs/Sprites/NPCs/EonZoraElder.md
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# Eon Zora Elder
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## Overview
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The Eon Zora Elder is an NPC (Non-Player Character) sprite primarily characterized by its animation-driven states. Its main function is to visually convey different moods or actions through distinct animations, such as idle, surprised, or holding a rod.
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## Sprite Properties
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Explicit sprite properties (`!SPRID`, `!NbrTiles`, etc.) are not defined within this file. It is assumed that these properties are either inherited from a vanilla sprite ID or defined in a separate configuration file, as this file focuses on the sprite's behavior and drawing.
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## Main Logic & State Machine (`Sprite_EonZoraElder_Main`)
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The Eon Zora Elder's core behavior is managed by a simple state machine that primarily controls its animations:
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* **`EonZoraElder_Idle`**: Plays an idle animation (`%PlayAnimation(0,1,10)`).
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* **`EonZoraElder_Surprised`**: Plays a surprised animation (`%PlayAnimation(2,3,10)`).
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* **`EonZoraElder_WithRod`**: Plays an animation depicting the elder holding a rod (`%PlayAnimation(4,4,10)`).
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```asm
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Sprite_EonZoraElder_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw EonZoraElder_Idle
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dw EonZoraElder_Surprised
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dw EonZoraElder_WithRod
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EonZoraElder_Idle:
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%PlayAnimation(0,1,10)
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RTS
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EonZoraElder_Surprised:
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%PlayAnimation(2,3,10)
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RTS
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EonZoraElder_WithRod:
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%PlayAnimation(4,4,10)
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RTS
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}
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```
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## Drawing (`Sprite_EonZoraElder_Draw`)
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The drawing routine handles OAM allocation and animation. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations, ensuring accurate sprite rendering.
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```asm
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Sprite_EonZoraElder_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA.w SprFrame, X : TAY ;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $02, $04, $06
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.nbr_of_tiles
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db 1, 1, 1, 2
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.x_offsets
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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, -4
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.y_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, 0
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.chr
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db $46, $47
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db $49, $4A
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db $66, $67
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db $69, $6A, $6C
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.properties
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db $39, $39
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db $39, $39
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db $39, $39
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db $39, $39, $39
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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, $02
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}
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```
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## Design Patterns
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* **Animation-Driven States**: The sprite's states are primarily used to control which animation is currently playing, allowing for visual feedback to the player (e.g., idle, surprised, holding a rod).
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* **16-bit OAM Calculations**: Demonstrates explicit use of `REP #$20` and `SEP #$20` for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering.
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