# Helmet Chuchu Sprite Analysis This document provides a detailed analysis of the `helmet_chuchu.asm` sprite, outlining its properties, core routines, and behavioral patterns. ## 1. Sprite Properties The following `!SPRID` constants define Helmet Chuchu's fundamental characteristics: ```asm !SPRID = Sprite_HelmetChuchu !NbrTiles = 03 ; 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 = $10 ; Number of Health the sprite have !Damage = 04 ; (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 = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 00 ; 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 = 00 ; 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` is initially set to `$10` but is dynamically determined during initialization based on Link's sword level. ## 2. Core Routines ### 2.1. `Sprite_HelmetChuchu_Long` (Main Loop) This is the primary entry point for Helmet Chuchu's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active. ```asm Sprite_HelmetChuchu_Long: { PHB : PHK : PLB JSR Sprite_HelmetChuchu_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_HelmetChuchu_Main .SpriteIsNotActive PLB RTL } ``` ### 2.2. `Sprite_HelmetChuchu_Prep` (Initialization) This routine is executed once when Helmet Chuchu is first spawned. It sets its health based on Link's sword level, randomly assigns an initial `SprAction` (determining its type and initial frame), and initializes `SprMiscB` and `SprMiscD` to zero. ```asm Sprite_HelmetChuchu_Prep: { PHB : PHK : PLB LDA.l Sword : DEC A : TAY LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X ; Randomly set initial action (0, 1, or 2) STZ.w SprMiscB, X STZ.w SprMiscD, X LDA.w SprAction, X : BNE + LDA.b #$04 : STA.w SprFrame, X ; If action 0, set frame to 4 (Helmet Green) + CMP.b #$02 : BNE + LDA.b #$02 : STA.w SprFrame, X ; If action 2, set frame to 2 (Mask Red) + PLB RTL .health db $08, $0C, $0F, $10 ; Health values for each sword level } ``` ### 2.3. `Sprite_HelmetChuchu_Main` (Behavioral State Machine) This routine manages Helmet Chuchu's AI through a state machine, using `SprAction, X` to determine its current behavior. It includes states for different Chuchu types (Green/Red, Helmet/No Helmet, Mask/No Mask) and separate states for the detached helmet and mask. ```asm Sprite_HelmetChuchu_Main: { JSL Sprite_DamageFlash_Long %SpriteJumpTable(GreenChuchu_Helmet, GreenChuchu_NoHelmet, RedChuchu_Masked, RedChuchu_NoMask, HelmetSubtype, MaskSubtype) GreenChuchu_Helmet: { %StartOnFrame(4) %PlayAnimation(4, 5, 16) JSR Sprite_CheckForHookshot : BCC + LDA.w SprFlash, X : BEQ + %GotoAction(1) ; Transition to GreenChuchu_NoHelmet if hookshot hit and not flashing + JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } GreenChuchu_NoHelmet: { %StartOnFrame(0) %PlayAnimation(0, 1, 16) LDA.w SprMiscD, X : BNE + JSR HelmetChuchu_SpawnHookshotDrag ; Spawn detached helmet LDA.b #$01 : STA.w SprMiscD, X ; Set flag to prevent re-spawning + JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } RedChuchu_Masked: { %StartOnFrame(2) %PlayAnimation(2, 3, 16) JSR Sprite_CheckForHookshot : BCC + LDA.w SprFlash, X : BEQ + %GotoAction(3) ; Transition to RedChuchu_NoMask if hookshot hit and not flashing + JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } RedChuchu_NoMask: { %StartOnFrame(6) %PlayAnimation(6, 7, 16) LDA.w SprMiscD, X : BNE + JSR HelmetChuchu_SpawnHookshotDrag ; Spawn detached mask LDA.b #$01 : STA.w SprMiscD, X ; Set flag to prevent re-spawning + JSL Sprite_CheckDamageFromPlayer JSR Sprite_Chuchu_Move RTS } HelmetSubtype: { %StartOnFrame(8) %PlayAnimation(8, 8, 16) JSL Sprite_Move JSL Sprite_CheckIfLifted JSL Sprite_CheckIfRecoiling JSL ThrownSprite_TileAndSpriteInteraction_long RTS } MaskSubtype: { %StartOnFrame(8) %PlayAnimation(9, 9, 16) JSL Sprite_Move JSL Sprite_CheckIfLifted JSL Sprite_CheckIfRecoiling JSL ThrownSprite_TileAndSpriteInteraction_long RTS } } ``` ### 2.4. `Sprite_Chuchu_Move` (Movement and Interaction Logic) This routine handles Helmet Chuchu's movement, which involves bouncing towards or recoiling from the player. It uses `SprMiscB, X` to switch between these two behaviors. ```asm Sprite_Chuchu_Move: { JSL Sprite_Move JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough JSL Sprite_CheckIfRecoiling LDA.w SprMiscB, X JSL JumpTableLocal dw BounceTowardPlayer dw RecoilFromPlayer BounceTowardPlayer: { JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed JSL GetRandomInt : AND.b #$07 : STA $08 ; Height JSL Sprite_MoveAltitude DEC.w $0F80,X : DEC.w $0F80,X LDA.w SprHeight, X : BPL .aloft STZ.w SprHeight, X LDA.b $08 : STA.w $0F80, X ; set height from 08 LDA.b $09 JSL Sprite_ApplySpeedTowardsPlayer .aloft LDA.w SprHeight, X : BEQ .dontmove JSL Sprite_Move .dontmove JSL Sprite_CheckDamageFromPlayer : BCC .no_damage INC.w SprMiscB, X ; Switch to RecoilFromPlayer LDA.b #$20 : STA.w SprTimerB, X .no_damage JSL Sprite_CheckDamageToPlayer : BCC .no_attack INC.w SprMiscB, X ; Switch to RecoilFromPlayer LDA.b #$20 : STA.w SprTimerB, X .no_attack RTS } RecoilFromPlayer: { JSL GetRandomInt : AND.b #$02 : STA $09 ; Speed LDA.w SprX, X : CLC : ADC $09 : STA $04 LDA.w SprY, X : SEC : SBC $09 : STA $06 LDA.w SprXH, X : ADC #$00 : STA $05 LDA.w SprYH, X : ADC #$00 : STA $07 LDA $09 : STA $00 : STA $01 JSL Sprite_ProjectSpeedTowardsEntityLong LDA.w SprTimerB, X : BNE .not_done JSR HelmetChuchu_SpawnHookshotDrag ; Spawn detached helmet/mask STZ.w SprMiscB, X ; Switch back to BounceTowardPlayer .not_done RTS } } ``` ### 2.5. `HelmetChuchu_SpawnHookshotDrag` This routine is responsible for spawning the detached helmet or mask as a separate sprite when the Chuchu is hit by a hookshot. It determines whether to spawn a helmet or a mask based on the Chuchu's current `SprAction`. ```asm HelmetChuchu_SpawnHookshotDrag: { ; Based on the subtype either spawn the helmet or the mask PHX LDA.w SprAction, X : CMP.b #$01 : BEQ .spawn_helmet CMP.b #$03 : BEQ .spawn_mask .spawn_helmet LDA.b #$05 ; Sprite ID for helmet/mask (assuming $05 is the ID) JSL Sprite_SpawnDynamically : BMI .no_space LDA.b #$05 : STA.w SprAction, Y ; Set action for detached helmet JMP .prepare_mask .no_space JMP .no_space2 .spawn_mask LDA.b #$05 ; Sprite ID for helmet/mask JSL Sprite_SpawnDynamically : BMI .no_space2 LDA.b #$04 : STA.w SprAction, Y ; Set action for detached mask .prepare_mask JSL Sprite_SetSpawnedCoordinates LDA.b #$10 : STA.w SprHealth, Y LDA.b #$00 : STA.w SprMiscB, Y LDA.b #$80 : STA.w SprTimerA, Y LDA.b #$01 : STA.w SprNbrOAM, Y LDA.w .speed_x, X : STA.w SprXSpeed, Y LDA.w .speed_y, X : STA.w SprYSpeed, Y .no_space2 PLX RTS .speed_x db 16, -11, -16, 11 .speed_y db 0, 11, 0, -11 } ``` ### 2.6. `Sprite_CheckForHookshot` This routine checks if a hookshot is currently active and interacting with the Chuchu. It iterates through ancilla slots to find a hookshot (`$1F`) and returns with the carry flag set if found. ```asm Sprite_CheckForHookshot: { PHX LDX.b #$0A .next_ancilla LDA.w $0C4A, X : CMP.b #$1F : BNE .not_hooker ; Check ancilla type (assuming $1F is hookshot) PLX SEC ; Carry set if hookshot found RTS .not_hooker DEX BPL .next_ancilla PLX CLC ; Carry clear if no hookshot found RTS } ``` ### 2.7. `Sprite_HelmetChuchu_Draw` (Drawing Routine) This routine is responsible for rendering Helmet Chuchu's graphics. It uses a custom OAM allocation and manipulation logic to handle its multi-tile appearance and animation, dynamically adjusting based on its current state (helmet/mask, color, animation frame). ```asm Sprite_HelmetChuchu_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame LDA .start_index, Y : STA $06 LDA.w SprFlash, X : STA $08 PHX LDX .nbr_of_tiles, Y ;amount of tiles -1 LDY.b #$00 .nextTile PHX ; Save current Tile Index? TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? ASL A : TAX REP #$20 LDA $00 : STA ($90), Y AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 SEP #$20 BCC .on_screen_y LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way STA $0E .on_screen_y PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) INY LDA .chr, X : STA ($90), Y INY LDA .properties, X : ORA $08 : STA ($90), Y PHY TYA : LSR #2 : TAY LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS ; ======================================================= ; chr prop ; Mask $04 $37 ; Helmet $08 $3B .start_index db $00, $02, $03, $06, $08, $0A, $0C, $0E, $0F, $10 .nbr_of_tiles db 1, 0, 2, 1, 1, 1, 1, 0, 0, 0 .y_offsets dw 0, -8 dw 0 dw 0, -8, -8 dw 0, -4 dw 0, -8 dw 0, -4 dw 0, -8 dw 0 dw 0 dw 0 .chr ; No Helmet Green db $26, $16 db $24 ; Mask Red db $26, $16, $04 db $24, $04 ; Helmet Green db $26, $08 db $24, $08 ; No Helmet Red db $26, $16 db $24 ; Mask db $04 ; Helmet db $08 .properties db $2B, $2B db $2B db $25, $25, $27 db $25, $27 db $2B, $29 db $2B, $29 db $25, $25 db $25 ; mask db $27 ; helmet db $29 } ``` ## 3. Key Behaviors and Implementation Details * **Dynamic Appearance and State:** Helmet Chuchu is a highly dynamic sprite that changes its appearance and behavior based on whether it has a helmet/mask and its color (green/red). This is managed through its `SprAction` and `SprFrame` values. * **Conditional Damage Handling:** The Chuchu's vulnerability to damage is tied to the presence of its helmet or mask. When hit by a hookshot, the helmet/mask detaches, making the Chuchu vulnerable. * **Hookshot Interaction:** Special logic (`Sprite_CheckForHookshot`) is implemented to detect interaction with Link's hookshot, which triggers the detachment of the helmet/mask. * **Detached Helmet/Mask as Separate Sprites:** When the helmet or mask is detached, it is spawned as an independent sprite (`HelmetSubtype` or `MaskSubtype`) with its own movement (`Sprite_Move`), collision (`ThrownSprite_TileAndSpriteInteraction_long`), and interaction logic. This demonstrates a sophisticated use of child sprites. * **Movement Patterns:** The Chuchu moves by bouncing towards (`BounceTowardPlayer`) and recoiling from (`RecoilFromPlayer`) the player, with randomness introduced in speed and height. This creates a distinct and challenging movement pattern. * **Custom OAM Drawing:** The `Sprite_HelmetChuchu_Draw` routine is a complex example of custom OAM manipulation. It dynamically selects tiles and properties based on the Chuchu's current state, allowing for seamless transitions between helmeted, masked, and vulnerable forms. * **`SprMiscB` Usage:** This variable controls the Chuchu's movement sub-states (`BounceTowardPlayer` and `RecoilFromPlayer`). It also plays a role in the detached helmet/mask sprites. * **`SprMiscD` Usage:** This variable acts as a flag to ensure that the `HelmetChuchu_SpawnHookshotDrag` routine is called only once when the helmet/mask is detached. * **`SprTimerB` Usage:** Used to control the duration of the recoil state.