# Puffstool Sprite Analysis This document provides a detailed analysis of the `puffstool.asm` sprite, outlining its properties, core routines, and behavioral patterns. ## 1. Sprite Properties The following `!SPRID` constants define Puffstool's fundamental characteristics: ```asm !SPRID = Sprite_Puffstool !NbrTiles = 02 ; Number of tiles used in a frame !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !Health = 0 ; Number of Health the sprite have (dynamically set in _Prep) !Damage = 0 ; (08 is a whole heart), 04 is half heart !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 0 ; Unused in this template (can be 0 to 7) !Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall !DeflectArrow = 00 ; 01 = deflect arrows !WaterSprite = 00 ; 01 = can only walk shallow water !Blockable = 00 ; 01 = can be blocked by link's shield? !Prize = 0 ; 00-15 = the prize pack the sprite will drop from !Sound = 00 ; 01 = Play different sound when taking damage !Interaction = 00 ; ?? No documentation !Statue = 00 ; 01 = Sprite is statue !DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 00 ; 01 = Impervious to arrows !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss ``` **Note:** `!Health`, `!Damage`, `!Hitbox`, and `!Prize` are initially set to `0` but are dynamically determined during initialization. ## 2. Core Routines ### 2.1. `Sprite_Puffstool_Long` (Main Loop) 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. ```asm Sprite_Puffstool_Long: { PHB : PHK : PLB JSR Sprite_Puffstool_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_Puffstool_Main .SpriteIsNotActive PLB RTL } ``` ### 2.2. `Sprite_Puffstool_Prep` (Initialization) This routine is executed once when Puffstool is first spawned. It sets its health based on Link's sword level and initializes `SprDefl`. ```asm Sprite_Puffstool_Prep: { PHB : PHK : PLB LDA.l $7EF359 : TAY LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level LDA.b #$80 : STA.w SprDefl, X PLB RTL .health db $04, $08, $0A, $10 ; Health values for each sword level } ``` ### 2.3. `Sprite_Puffstool_Main` (Behavioral State Machine) 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. ```asm Sprite_Puffstool_Main: { %SpriteJumpTable(Puffstool_Walking, Puffstool_Stunned, Puffstool_Spores) Puffstool_Walking: { %PlayAnimation(0,6,10) JSL Sprite_PlayerCantPassThrough LDA.w SprTimerA, X : BNE + ; If timer A is not 0 JSL Sprite_SelectNewDirection ; Select a new direction + JSL Sprite_MoveXyz JSL Sprite_BounceFromTileCollision JSL Sprite_DamageFlash_Long JSL ThrownSprite_TileAndSpriteInteraction_long ; Interact with thrown objects JSL Sprite_CheckIfRecoiling JSL Sprite_CheckDamageFromPlayer : BCC .no_dano ; Check if Link damages Puffstool %GotoAction(1) ; Transition to Puffstool_Stunned %SetTimerA($60) %SetTimerF($20) .no_dano RTS } Puffstool_Stunned: { %PlayAnimation(7,7,10) JSL Sprite_CheckIfLifted JSL Sprite_DamageFlash_Long JSL ThrownSprite_TileAndSpriteInteraction_long LDA.w SprTimerA, X : BNE + ; If timer A is not 0 %GotoAction(0) ; Transition back to Puffstool_Walking JSL GetRandomInt : AND.b #$1F : BEQ .bomb ; Random chance to spawn bomb JSR Puffstool_SpawnSpores ; Spawn spores RTS .bomb LDA.b #$4A ; SPRITE 4A (Bomb sprite ID) LDY.b #$0B JSL Sprite_SpawnDynamically : BMI .no_space JSL Sprite_SetSpawnedCoordinates JSL Sprite_TransmuteToBomb ; Transform into a bomb .no_space + RTS } Puffstool_Spores: { %StartOnFrame(8) %PlayAnimation(8,11,10) JSL Sprite_MoveXyz JSL Sprite_CheckDamageToPlayerSameLayer LDA.w SprTimerC, X : BNE + ; If timer C is not 0 JSL ForcePrizeDrop_long ; Force prize drop STZ.w SprState, X ; Clear sprite state (despawn?) + RTS } } ``` ### 2.4. `Puffstool_SpawnSpores` 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. ```asm Puffstool_SpawnSpores: { LDA.b #$0C ; SFX2.0C JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan LDA.b #$03 : STA.b $0D ; Number of spores to spawn .nth_child LDA.b #$B1 ; Spore sprite ID (assuming $B1 is the spore sprite ID) JSL Sprite_SpawnDynamically : BMI .no_space JSL Sprite_SetSpawnedCoordinates PHX LDX.b $0D LDA.w .speed_x, X : STA.w SprXSpeed, Y LDA.w .speed_y, X : STA.w SprYSpeed, Y LDA.b #$20 : STA.w $0F80, Y ; Altitude LDA.b #$FF : STA.w $0E80, Y ; Gravity LDA.b #$40 : STA.w SprTimerC, Y LDA.b #$01 : STA.w SprSubtype, Y LDA.b #$02 : STA.w SprAction, Y PLX .no_space DEC.b $0D BPL .nth_child RTS .speed_x db 11, -11, -11, 11 .speed_y db 0, 11, 0, -11 } ``` ### 2.5. `Sprite_Puffstool_Draw` (Drawing Routine) 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. ```asm Sprite_Puffstool_Draw: { %DrawSprite() .start_index db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12 .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0 .x_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0 dw 0 dw 0 dw 0 dw 4 .y_offsets dw -8, 0 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0, -8 dw 0 dw 0 dw 0 dw 0 dw 4 .chr db $C0, $D0 db $D2, $C2 db $D4, $C4 db $D2, $C2 db $D0, $C0 db $D2, $C2 db $D4, $C4 db $D6 db $EA db $C8 db $E8 db $F7 .properties db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $33, $33 db $73, $73 db $73, $73 db $3D db $33 db $33 db $33 db $33 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02 db $02 db $02 db $02 db $00 } ``` ## 3. Key Behaviors and Implementation Details * **Dynamic Health:** Puffstool's health is determined at spawn time based on Link's current sword level, allowing for dynamic difficulty scaling. * **State Management:** Puffstool uses `SprAction, X` and `%SpriteJumpTable` to manage its `Puffstool_Walking`, `Puffstool_Stunned`, and `Puffstool_Spores` states. * **Movement Patterns:** In its walking state, Puffstool moves with random direction changes (`Sprite_SelectNewDirection`) and interacts with the environment (`Sprite_MoveXyz`, `Sprite_BounceFromTileCollision`). * **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. * **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. * **Bomb Spawning/Transformation:** A unique behavior where Puffstool can transform into a bomb (`Sprite_TransmuteToBomb`) when stunned, adding an element of surprise and danger. * **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. * **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. * **`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.