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.
This commit is contained in:
184
Docs/Sprites/NPCs/Korok.md
Normal file
184
Docs/Sprites/NPCs/Korok.md
Normal file
@@ -0,0 +1,184 @@
|
||||
# Korok
|
||||
|
||||
## Overview
|
||||
The Korok sprite (`!SPRID = Sprite_Korok`) implements a multi-variant NPC system, allowing for different Korok characters (Makar, Hollo, Rown) to appear from a single sprite definition. These Koroks exhibit random walking behavior, engage in dialogue, and are liftable, contributing to environmental interactions and minor puzzles.
|
||||
|
||||
## Sprite Properties
|
||||
* **`!SPRID`**: `Sprite_Korok` (Custom symbol, likely a remapped vanilla ID)
|
||||
* **`!NbrTiles`**: `08`
|
||||
* **`!Harmless`**: `01`
|
||||
* **`!HVelocity`**: `00`
|
||||
* **`!Health`**: `00`
|
||||
* **`!Damage`**: `00`
|
||||
* **`!DeathAnimation`**: `00`
|
||||
* **`!ImperviousAll`**: `01` (Impervious to all attacks)
|
||||
* **`!SmallShadow`**: `00`
|
||||
* **`!Shadow`**: `01`
|
||||
* **`!Palette`**: `00`
|
||||
* **`!Hitbox`**: `03`
|
||||
* **`!Persist`**: `01` (Continues to live off-screen)
|
||||
* **`!Statis`**: `00`
|
||||
* **`!CollisionLayer`**: `00`
|
||||
* **`!CanFall`**: `00`
|
||||
* **`!DeflectArrow`**: `00`
|
||||
* **`!WaterSprite`**: `00`
|
||||
* **`!Blockable`**: `00`
|
||||
* **`!Prize`**: `00`
|
||||
* **`!Sound`**: `00`
|
||||
* **`!Interaction`**: `00`
|
||||
* **`!Statue`**: `00`
|
||||
* **`!DeflectProjectiles`**: `00`
|
||||
* **`!ImperviousArrow`**: `00`
|
||||
* **`!ImpervSwordHammer`**: `00`
|
||||
* **`!Boss`**: `00`
|
||||
|
||||
## Main Structure (`Sprite_Korok_Long`)
|
||||
This routine acts as a dispatcher for drawing the correct Korok variant based on its `SprSubtype, X`. It also handles shadow drawing and dispatches to the main logic if the sprite is active.
|
||||
|
||||
```asm
|
||||
Sprite_Korok_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA $0AA5 : BEQ .done
|
||||
LDA.w SprSubtype, X : BEQ .draw_makar
|
||||
CMP.b #$01 : BEQ .draw_hollo
|
||||
CMP.b #$02 : BEQ .draw_rown
|
||||
.draw_makar
|
||||
JSR Sprite_Korok_DrawMakar
|
||||
BRA .done
|
||||
.draw_hollo
|
||||
JSR Sprite_Korok_DrawHollo
|
||||
BRA .done
|
||||
.draw_rown
|
||||
JSR Sprite_Korok_DrawRown
|
||||
BRA .done
|
||||
.done
|
||||
|
||||
JSL Sprite_DrawShadow
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
JSR Sprite_Korok_Main
|
||||
.SpriteIsNotActive
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
```
|
||||
|
||||
## Initialization (`Sprite_Korok_Prep`)
|
||||
This routine initializes the Korok upon spawning by randomly assigning a `SprSubtype, X` (0-3). This subtype determines which Korok variant (Makar, Hollo, or Rown) the sprite will represent.
|
||||
|
||||
```asm
|
||||
Sprite_Korok_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
JSL GetRandomInt : AND.b #$03 : STA.w SprSubtype, X
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
```
|
||||
|
||||
## Main Logic & State Machine (`Sprite_Korok_Main`)
|
||||
The Korok's core behavior is managed by a state machine that includes idle, walking, and liftable states.
|
||||
|
||||
* **`Sprite_Korok_Idle`**: The Korok plays an idle animation. Upon player interaction (`%ShowSolicitedMessage($001D)`), it randomly transitions to a walking state. It also prevents player passage (`Sprite_PlayerCantPassThrough`).
|
||||
* **`Sprite_Korok_WalkingDown` / `Up` / `Left` / `Right`**: These states control the Korok's movement in different directions. Each state plays a specific walking animation, sets the appropriate speed (`KorokWalkSpeed`), moves the sprite (`Sprite_Move`), and after a timer (`SprTimerB, X`), randomly transitions to another walking state.
|
||||
* **`Sprite_Korok_Liftable`**: This state handles the Korok's interaction when lifted (`Sprite_CheckIfLifted`) and thrown (`ThrownSprite_TileAndSpriteInteraction_long`).
|
||||
|
||||
```asm
|
||||
Sprite_Korok_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL JumpTableLocal
|
||||
|
||||
dw Sprite_Korok_Idle
|
||||
dw Sprite_Korok_WalkingDown
|
||||
dw Sprite_Korok_WalkingUp
|
||||
dw Sprite_Korok_WalkingLeft
|
||||
dw Sprite_Korok_WalkingRight
|
||||
dw Sprite_Korok_Liftable
|
||||
|
||||
Sprite_Korok_Idle:
|
||||
{
|
||||
%PlayAnimation(0, 0, 10)
|
||||
|
||||
LDA $0AA5 : BNE +
|
||||
PHX
|
||||
JSL ApplyKorokSpriteSheets
|
||||
PLX
|
||||
LDA.b #$01 : STA.w $0AA5
|
||||
+
|
||||
|
||||
%ShowSolicitedMessage($001D) : BCC .no_talk
|
||||
JSL GetRandomInt : AND.b #$03
|
||||
STA.w SprAction, X
|
||||
RTS
|
||||
.no_talk
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Korok_WalkingDown:
|
||||
{
|
||||
%PlayAnimation(0, 2, 10)
|
||||
LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
|
||||
JSL Sprite_Move
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Korok_WalkingUp:
|
||||
{
|
||||
%PlayAnimation(3, 5, 10)
|
||||
LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
|
||||
JSL Sprite_Move
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Korok_WalkingLeft:
|
||||
{
|
||||
%PlayAnimation(6, 8, 10)
|
||||
LDA.b #KorokWalkSpeed : STA.w SprXSpeed, X
|
||||
JSL Sprite_Move
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Korok_WalkingRight:
|
||||
{
|
||||
%PlayAnimation(9, 11, 10)
|
||||
LDA.b #-KorokWalkSpeed : STA.w SprXSpeed, X
|
||||
JSL Sprite_Move
|
||||
|
||||
LDA.w SprTimerB, X : BNE +
|
||||
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Korok_Liftable:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
JSL Sprite_CheckIfLifted
|
||||
JSL ThrownSprite_TileAndSpriteInteraction_long
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
```
|
||||
|
||||
## Drawing (`Sprite_Korok_DrawMakar`, `Sprite_Korok_DrawHollo`, `Sprite_Korok_DrawRown`)
|
||||
Each Korok variant has its own dedicated drawing routine (`Sprite_Korok_DrawMakar`, `Sprite_Korok_DrawHollo`, `Sprite_Korok_DrawRown`). These routines handle OAM allocation and animation, and explicitly use `REP #$20` and `SEP #$20` for 16-bit coordinate calculations. Each routine contains its own specific OAM data for rendering the respective Korok character.
|
||||
|
||||
## Design Patterns
|
||||
* **Multi-Variant NPC**: A single sprite definition (`Sprite_Korok`) is used to represent multiple distinct Korok characters (Makar, Hollo, Rown) based on a randomly assigned `SprSubtype`, showcasing efficient resource utilization and varied visual appearances.
|
||||
* **Randomized Behavior**: The Korok's initial variant and its walking directions are randomized, adding an element of unpredictability and variety to encounters.
|
||||
* **NPC Interaction**: The Korok can be interacted with through dialogue (`%ShowSolicitedMessage`) and is liftable (`Sprite_CheckIfLifted`), allowing for environmental puzzles or simple interactions.
|
||||
* **Conditional Drawing**: The drawing routine dispatches to different sub-routines based on the Korok's subtype, allowing for distinct visual appearances for each variant.
|
||||
* **Player Collision**: Implements `Sprite_PlayerCantPassThrough` to make the NPC a solid object that Link cannot walk through.
|
||||
* **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.
|
||||
Reference in New Issue
Block a user