# Hyrule Dream ## Overview The Hyrule Dream sprite represents a special NPC that appears indoors and plays a role in a specific questline. It interacts with Link through dialogue and grants a unique "Dream" item, with its presence and actions tied to game progression. ## 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_HyruleDream_Main`) This routine manages the Hyrule Dream's behavior through a state machine: * **`HyruleDream_Idle`**: The sprite plays an idle animation. When Link is within a certain proximity (`GetDistance8bit_Long`), it transitions to the `HyruleDream_Talk` state. * **`HyruleDream_Talk`**: The sprite continues its idle animation and displays a solicited message (`%ShowSolicitedMessage($01B3)`). Upon completion of the message, it transitions to `HyruleDream_GiveItem`. * **`HyruleDream_GiveItem`**: The sprite maintains its idle animation. After a timer (`SprTimerA, X`) expires, it grants Link the "Dream" item (`LDY #$12`, `JSL Link_ReceiveItem`), sets a flag (`$7EF410`) indicating the Dream has been obtained, and then despawns itself (`STZ.w SprState, X`). ```asm Sprite_HyruleDream_Main: { LDA.w SprAction, X JSL JumpTableLocal dw HyruleDream_Idle dw HyruleDream_Talk dw HyruleDream_GiveItem HyruleDream_Idle: { %PlayAnimation(0,0,1) JSL GetDistance8bit_Long : CMP.b #$20 : BCS + INC.w SprAction, X + RTS } HyruleDream_Talk: { %PlayAnimation(0,0,1) %ShowSolicitedMessage($01B3) : BCC + INC.w SprAction, X + RTS } HyruleDream_GiveItem: { %PlayAnimation(0,0,1) LDA.w SprTimerA, X : BNE + LDY #$12 : JSL Link_ReceiveItem LDA.b #$01 : STA.l $7EF410 STZ.w SprState, X + RTS } } ``` ## Initialization (`Sprite_HyruleDream_Prep`) This routine initializes the Hyrule Dream sprite upon spawning. It sets `SprDefl, X` to `$80` (preventing despawning off-screen). Crucially, it checks the "Dream" flag (`$7EF410`). If Link has already obtained the Dream, the sprite immediately despawns (`STZ.w SprState, X`), ensuring it only appears once. ```asm Sprite_HyruleDream_Prep: { PHB : PHK : PLB LDA.b #$80 : STA.w SprDefl, X LDA.l $7EF410 : BNE + STZ.w SprState, X + PLB RTL } ``` ## Drawing (`Sprite_HyruleDream_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_HyruleDream_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 .nbr_of_tiles db 3 .x_offsets dw -8, 8, -8, 8 .y_offsets dw -8, -8, 8, 8 .chr db $C0, $C2, $E0, $E2 .properties db $3B, $7B, $3B, $7B .sizes db $02, $02, $02, $02 } ``` ## Design Patterns * **NPC Interaction**: The sprite is designed to engage with the player through dialogue and the granting of a unique item, driving a specific questline. * **Quest Progression Integration**: The sprite's appearance and item-granting are directly tied to a flag (`$7EF410`) for the "Dream" item, ensuring it appears only once per playthrough. * **Conditional Spawning/Despawning**: The sprite dynamically despawns if Link has already obtained the "Dream" item, preventing redundant interactions. * **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.