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scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
- 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.
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2025-10-03 01:52:48 -04:00

7.1 KiB

Tingle

Overview

The Tingle sprite (!SPRID = Sprite_Tingle) implements the iconic map salesman character. Tingle's primary function is to sell a map to Link, with his interactions and dialogue flow being conditional on Link's rupee count and whether the map has already been purchased.

Sprite Properties

  • !SPRID: Sprite_Tingle (Custom symbol, likely a remapped vanilla ID)
  • !NbrTiles: 02
  • !Harmless: 01
  • !HVelocity: 00
  • !Health: 00
  • !Damage: 00
  • !DeathAnimation: 00
  • !ImperviousAll: 01 (Impervious to all attacks)
  • !SmallShadow: 00
  • !Shadow: 01
  • !Palette: 00
  • !Hitbox: 02
  • !Persist: 00
  • !Statis: 00
  • !CollisionLayer: 00
  • !CanFall: 00
  • !DeflectArrow: 00
  • !WaterSprite: 00
  • !Blockable: 00
  • !Prize: 00
  • !Sound: 00
  • !Interaction: 00
  • !Statue: 00
  • !DeflectProjectiles: 00
  • !ImperviousArrow: 00
  • !ImpervSwordHammer: 00
  • !Boss: 00

Main Structure (Sprite_Tingle_Long)

This routine handles Tingle's drawing, shadow rendering, and dispatches to his main logic if the sprite is active.

Sprite_Tingle_Long:
{
  PHB : PHK : PLB
  JSR Sprite_Tingle_Draw
  JSL Sprite_DrawShadow
  JSL Sprite_CheckActive : BCC .SpriteIsNotActive
    JSR Sprite_Tingle_Main
  .SpriteIsNotActive
  PLB
  RTL
}

Initialization (Sprite_Tingle_Prep)

This routine is empty, indicating that Tingle requires no custom initialization upon spawning.

Main Logic & State Machine (Sprite_Tingle_Main)

Tingle's core behavior is managed by a state machine that facilitates a dialogue and transaction flow for selling a map.

  • Player Collision: Prevents Link from passing through Tingle (JSL Sprite_PlayerCantPassThrough).
  • Tingle_Idle: Plays an animation. Checks if Link has already bought the map ($7EF3D6 bit $01). If so, it transitions to Tingle_AlreadyBoughtMap. Otherwise, it displays a solicited message (%ShowSolicitedMessage($01A4)) asking if Link wants to buy a map. Based on Link's response ($1CE8), it transitions to Tingle_BuyMap or Tingle_PlayerSaidNo.
  • Tingle_BuyMap: Plays an animation. Checks if Link has enough rupees ($7EF360). If sufficient, it deducts the rupees, sets the map bought flag ($7EF3D6 bit $01), displays a confirmation message (%ShowUnconditionalMessage($01A5)), and transitions to Tingle_AlreadyBoughtMap. If rupees are insufficient, it transitions to Tingle_NotEnoughMoney.
  • Tingle_PlayerSaidNo: Plays an animation, displays a message (%ShowUnconditionalMessage($01A6)), and returns to Tingle_Idle.
  • Tingle_AlreadyBoughtMap: Plays an animation, displays a message (%ShowUnconditionalMessage($01A3)) confirming the map has been bought, and returns to Tingle_Idle.
  • Tingle_NotEnoughMoney: Plays an animation, displays a message (%ShowUnconditionalMessage($029)) about insufficient funds, and returns to Tingle_Idle.
Sprite_Tingle_Main:
{
  JSL Sprite_PlayerCantPassThrough

  LDA.w SprAction, X
  JSL JumpTableLocal

  dw Tingle_Idle
  dw Tingle_BuyMap
  dw Tingle_PlayerSaidNo
  dw Tingle_AlreadyBoughtMap
  dw Tingle_NotEnoughMoney

  ; 0x00
  Tingle_Idle:
  {
    %PlayAnimation(0, 1, 16)
    ; Player has already bought the map
    LDA.l $7EF3D6 : AND.b #$01 : BNE .already_bought_map

    %ShowSolicitedMessage($01A4) : BCC .didnt_converse
      LDA $1CE8 : BEQ .buy_map

      ; Player said no
      %GotoAction(2)
      RTS

    .buy_map
    %GotoAction(1)
    RTS

    .already_bought_map
    %GotoAction(3)
    RTS

    .didnt_converse
    RTS
  }

  ; 0x01
  Tingle_BuyMap:
  {
    %PlayAnimation(0, 1, 16)
    REP #$20
    LDA.l $7EF360 : CMP.w #$0064 ; 100 rupees
    SEP #$30
    BCC .not_enough_money

      ; Deduct rupees
      REP #$20
      LDA.l $7EF360
      SEC : SBC.w #$0064
      STA.l $7EF360
      SEP #$30

      ; Set map bought flag
      LDA.l $7EF3D6 : ORA.b #$01 : STA.l $7EF3D6

      %ShowUnconditionalMessage($01A5)
      %GotoAction(3)
      RTS

    .not_enough_money
    %GotoAction(4)
    RTS
  }

  ; 0x02
  Tingle_PlayerSaidNo:
  {
    %PlayAnimation(0, 1, 16)
    %ShowUnconditionalMessage($01A6)
    %GotoAction(0)
    RTS
  }

  ; 0x03
  Tingle_AlreadyBoughtMap:
  {
    %PlayAnimation(0, 1, 16)
    %ShowUnconditionalMessage($01A3)
    %GotoAction(0)
    RTS
  }

  ; 0x04
  Tingle_NotEnoughMoney:
  {
    %PlayAnimation(0, 1, 16)
    %ShowUnconditionalMessage($029)
    %GotoAction(0)
    RTS
  }
}

Drawing (Sprite_Tingle_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.

Sprite_Tingle_Draw:
{
  JSL Sprite_PrepOamCoord
  JSL Sprite_OAM_AllocateDeferToPlayer

  LDA $0DC0, X : CLC : ADC $0D90, 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, $04
.nbr_of_tiles
  db 3, 3
.x_offsets
  dw -4, 12, 0, 0
  dw 4, -12, 0, 0
.y_offsets
  dw -8, -8, 0, -11
  dw -8, -8, 0, -10
.chr
  db $82, $84, $A0, $80
  db $82, $84, $A0, $80
.properties
  db $39, $39, $39, $39
  db $79, $79, $79, $39
.sizes
  db $02, $02, $02, $02
  db $02, $02, $02, $02

}

Design Patterns

  • Shop System: Tingle implements a basic shop system for selling a map, including price checks and rupee deduction, providing a functional in-game vendor.
  • Quest Gating/Progression: The availability of the map and Tingle's dialogue are conditional on whether Link has already purchased the map ($7EF3D6 bit $01), ensuring a logical progression of events.
  • Conditional Transactions: The process of buying the map involves checking Link's rupee count and deducting the cost upon a successful purchase, simulating a real in-game economy.
  • Player Choice and Branching Dialogue: Link's responses ($1CE8) to Tingle's inquiries directly influence the flow of conversation and the available options, leading to a personalized interaction.
  • 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.