- 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.
120 lines
5.8 KiB
Markdown
120 lines
5.8 KiB
Markdown
# Mermaid / Maple / Librarian
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## Overview
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The `mermaid.asm` file is a highly versatile sprite definition that implements three distinct NPC characters: the "Mermaid," "Maple," and "Librarian." This multi-purpose sprite leverages `SprSubtype` and `SprMiscE, X` to dispatch to different behaviors and drawing routines, allowing for efficient resource reuse and complex, context-sensitive interactions within the game world.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_Mermaid` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `02`
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* **`!Harmless`**: `01`
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* **`!HVelocity`**: `00`
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* **`!Health`**: `00`
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* **`!Damage`**: `00`
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* **`!DeathAnimation`**: `00`
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* **`!ImperviousAll`**: `00`
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `00`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `00`
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* **`!Persist`**: `00`
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* **`!Statis`**: `00`
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* **`!CollisionLayer`**: `00`
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* **`!CanFall`**: `00`
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* **`!DeflectArrow`**: `00`
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* **`!WaterSprite`**: `00`
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* **`!Blockable`**: `00`
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* **`!Prize`**: `00`
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* **`!Sound`**: `00`
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* **`!Interaction`**: `00`
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* **`!Statue`**: `00`
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* **`!DeflectProjectiles`**: `00`
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* **`!ImperviousArrow`**: `00`
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* **`!ImpervSwordHammer`**: `00`
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* **`!Boss`**: `00`
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## Main Structure (`Sprite_Mermaid_Long`)
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This routine acts as a central dispatcher, selecting the appropriate drawing routine based on `SprMiscE, X` (0 for Mermaid, 1 for Maple, 2 for Librarian). It also handles shadow drawing and dispatches to the main logic if the sprite is active.
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```asm
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Sprite_Mermaid_Long:
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{
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PHB : PHK : PLB
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LDA.w SprMiscE, X : BEQ .MermaidDraw
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CMP.b #$02 : BEQ .LibrarianDraw
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JSR Sprite_Maple_Draw
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JMP .Continue
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.LibrarianDraw
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JSR Sprite_Librarian_Draw
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JMP .Continue
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.MermaidDraw
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JSR Sprite_Mermaid_Draw
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.Continue
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Mermaid_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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```
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## Initialization (`Sprite_Mermaid_Prep`)
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This routine initializes the sprite upon spawning. It sets `SprDefl, X`, `SprTimerA, X`, and `SprHitbox, X`. Crucially, it sets `SprMiscE, X` based on `SprSubtype, X` to determine which character the sprite will represent (0 for Mermaid, 1 for Maple, 2 for Librarian).
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```asm
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Sprite_Mermaid_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$07 : STA.w SprHitbox, X
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; Mermaid Sprite
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STZ.w SprMiscE, X
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; Maple Sprite
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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LDA.b #$01 : STA.w SprMiscE, X
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+
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; Librarian Sprite
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CMP.b #$02 : BNE ++
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LDA.b #$02 : STA.w SprMiscE, X
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++
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PLB
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RTL
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}
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```
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## Main Logic & State Machine (`Sprite_Mermaid_Main`)
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This routine acts as a dispatcher for the main logic, calling the appropriate handler (`MermaidHandler`, `MapleHandler`, or `LibrarianHandler`) based on `SprMiscE, X`.
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### `MermaidHandler`
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Manages the Mermaid's behavior through a state machine:
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* **`MermaidWait`**: Plays an idle animation, prevents player passage, and displays a message on contact. Upon message dismissal, it transitions to `MermaidDive`.
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* **`MermaidDive`**: Plays a diving animation, moves horizontally, and transitions to `MermaidSwim` after a timer.
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* **`MermaidSwim`**: Plays a swimming animation, moves, sets `SprXSpeed, X`, spawns a splash effect, and can despawn or change direction after a timer.
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### `LibrarianHandler`
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Manages the Librarian's behavior, primarily focused on a map and scroll translation quest:
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* **`LibrarianIdle`**: Plays an animation, prevents player passage, and displays messages based on whether Link has no maps, all maps, or new scrolls. Transitions to `Librarian_CheckResponse` if new scrolls are available.
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* **`Librarian_CheckResponse`**: Processes Link's response to the translation offer, transitioning to `Librarian_OfferTranslation` or back to `LibrarianIdle`.
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* **`Librarian_OfferTranslation`**: Displays a message, prevents player passage, and checks `Scrolls` and `DNGMAP1`/`DNGMAP2` to identify new scrolls. If found, it updates `Scrolls`, sets `SprMiscG, X` to the scroll ID, and transitions to `Librarian_TranslateScroll`.
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* **`Librarian_TranslateScroll`**: Displays a message based on the scroll ID and transitions to `Librarian_FinishTranslation`.
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* **`Librarian_FinishTranslation`**: Displays a final message and returns to `LibrarianIdle`.
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## `Librarian_CheckForAllMaps` and `Librarian_CheckForNoMaps`
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These helper routines check `DNGMAP1` and `DNGMAP2` (SRAM flags for dungeon maps) to determine Link's map collection status.
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## Drawing (`Sprite_Mermaid_Draw`, `Sprite_Maple_Draw`, `Sprite_Librarian_Draw`)
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Each character has its own dedicated drawing routine. 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 character.
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## Design Patterns
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* **Multi-Character Sprite (Conditional Drawing/Logic)**: A single sprite definition (`Sprite_Mermaid`) is used to represent three distinct NPCs (Mermaid, Maple, Librarian) based on `SprSubtype` and `SprMiscE`, showcasing efficient resource utilization and context-sensitive character representation.
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* **Quest Progression Integration**: The Librarian's dialogue and actions are tied to collected dungeon maps and scrolls, indicating its role in a translation quest, driving narrative progression.
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* **Context-Sensitive Dialogue**: The Librarian's messages dynamically change based on whether Link has maps, all maps, or new scrolls, providing a personalized and evolving interaction.
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* **Player Collision**: Implements `Sprite_PlayerCantPassThrough` to make NPCs solid objects that Link cannot walk through.
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* **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.
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