# Eon Zora ## Overview The Eon Zora is an NPC (Non-Player Character) sprite found in the Eon Abyss. Its behavior is characterized by random movement and context-sensitive dialogue that changes based on Link's current location within the game world. ## Sprite Properties 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. ## Main Logic (`Sprite_EonZora_Main`) This routine is the main entry point for the Eon Zora, executed every frame. It orchestrates the Zora's dialogue, movement, and animation. * **Dialogue**: Calls `EonZora_HandleDialogue` to manage interactions with the player. * **Movement**: Calls `EonZora_Walk` for random movement, followed by `JSL Sprite_Move` and `JSL Sprite_BounceFromTileCollision` for physical movement and collision handling. * **Directional Animations**: Uses a jump table to play specific animations based on the Zora's current direction (Forward, Left, Right, Back). ```asm Sprite_EonZora_Main: { JSR EonZora_HandleDialogue JSR EonZora_Walk JSL Sprite_Move JSL Sprite_BounceFromTileCollision LDA.w SprAction, X JSL JumpTableLocal dw EonZora_Forward dw EonZora_Left dw EonZora_Right dw EonZora_Back EonZora_Forward: %PlayAnimation(0,1,10) RTS EonZora_Left: %PlayAnimation(2,3,10) RTS EonZora_Right: %PlayAnimation(4,5,10) RTS EonZora_Back: %PlayAnimation(6,7,10) RTS } ``` ## Movement Routine (`EonZora_Walk`) This routine controls the Eon Zora's random walking behavior. It uses a timer (`SprTimerA, X`) to periodically select a new random direction and update the sprite's `SprXSpeed, X` and `SprYSpeed, X`. ```asm EonZora_Walk: { LDA.w SprTimerA, X : BNE + JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X : TAY LDA.w .speed_x, Y : STA.w SprXSpeed, X LDA.w .speed_y, Y : STA.w SprYSpeed, X LDA.b #$6A : STA.w SprTimerA, X + RTS .speed_x db 0, -4, 4, 0 .speed_y db 4, 0, 0, -4 } ``` ## Dialogue Handling (`EonZora_HandleDialogue`) This routine manages the Eon Zora's dialogue, which is context-sensitive based on Link's current `AreaIndex`. It checks for specific `AreaIndex` values to display tailored messages. If no specific area matches, a default message is displayed, and interacting with it can randomly set the `FOUNDRINGS` global variable. ```asm EonZora_HandleDialogue: { LDA.w AreaIndex : CMP.b #$63 : BNE .not_wisdom %ShowSolicitedMessage($01AC) JMP ++ .not_wisdom CMP.b #$5B : BNE .not_power %ShowSolicitedMessage($01AB) JMP ++ .not_power CMP.b #$40 : BNE .not_pyramid %ShowSolicitedMessage($01AA) JMP ++ .not_pyramid CMP.b #$70 : BNE .not_underwater %ShowSolicitedMessage($01AD) JMP ++ .not_underwater CMP.b #$42 : BNE .not_portal %ShowSolicitedMessage($01AF) JMP ++ .not_portal %ShowSolicitedMessage($01AE) : BCC .no_talk JSL GetRandomInt : AND.b #$06 : STA.l FOUNDRINGS .no_talk ++ RTS } ``` ## Drawing (`Sprite_EonZora_Draw`) 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. ```asm Sprite_EonZora_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA.w SprFrame, X : TAY ;Animation Frame LDA .start_index, Y : STA $06 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 : CLC : ADC .x_offsets, X : 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 : STA ($90), Y PHY TYA : LSR #2 : TAY LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS .start_index db $00, $02, $04, $06, $08, $0A, $0C, $0D .nbr_of_tiles db 1, 1, 1, 1, 1, 1, 0, 0 .x_offsets dw 0, 16 dw 0, -16 dw 0, 8 dw 0, 8 dw 0, -8 dw 0, -8 dw 0 dw 0 .y_offsets dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0, 0 dw 0 dw 0 .chr db $60, $62 db $60, $62 db $40, $41 db $43, $44 db $40, $41 db $43, $44 db $64 db $64 .properties db $39, $39 db $79, $79 db $39, $39 db $39, $39 db $79, $79 db $79, $79 db $39 db $79 .sizes db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02, $02 db $02 db $02 } ``` ## Design Patterns * **Context-Sensitive Dialogue**: The NPC's dialogue dynamically changes based on Link's current `AreaIndex`, providing a rich and immersive storytelling experience tailored to the player's location. * **Random Movement**: The Zora exhibits random walking behavior, contributing to the environmental ambiance and making the world feel more alive. * **NPC Interaction**: Provides dialogue and has the potential to grant items (randomly setting `FOUNDRINGS`), adding an element of surprise and reward to player interactions. * **Animation-Driven Movement**: The sprite's movement states are directly tied to specific animations for each direction, ensuring visual consistency between its actions and appearance. * **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.