- 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.
7.8 KiB
Vasu / Error
Overview
The vasu.asm file defines the behavior for a multi-character NPC sprite that can represent either "Vasu," the ring appraiser, or a special "Error" sprite. The specific character displayed and its interactions are determined by SprSubtype, X. Vasu offers a service to appraise rings, with conditional dialogue and transactions based on Link's inventory and rupee count.
Sprite Properties
!SPRID:Sprite_Vasu(Custom symbol, likely a remapped vanilla ID)!NbrTiles:03!Harmless:01!HVelocity:00!Health:00!Damage:00!DeathAnimation:00!ImperviousAll:00!SmallShadow:00!Shadow:00!Palette:00!Hitbox:09!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_Vasu_Long)
This routine acts as a dispatcher for drawing, selecting Sprite_Vasu_Draw for Vasu (SprSubtype, X = 0) or Sprite_Error_Draw for the Error sprite. It also handles shadow drawing and dispatches to the main logic if the sprite is active.
Sprite_Vasu_Long:
{
PHB : PHK : PLB
LDA.w SprSubtype, X : BNE +
JSR Sprite_Vasu_Draw
JMP ++
+
JSR Sprite_Error_Draw
++
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Vasu_Main
.SpriteIsNotActive
PLB
RTL
}
Initialization (Sprite_Vasu_Prep)
This routine initializes the sprite upon spawning. It sets SprDefl, X to $80. If the sprite is Vasu (SprSubtype, X = 0), it sets SprAction, X to $04.
Sprite_Vasu_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.w SprSubtype, X : BEQ +
LDA.b #$04 : STA.w SprAction, X
+
PLB
RTL
}
Main Logic & State Machine (Sprite_Vasu_Main)
This routine manages the various states and interactions for both Vasu and the Error sprite.
- Player Collision: Prevents Link from passing through (
JSL Sprite_PlayerCantPassThrough). Vasu_Idle: Plays an animation and displays a solicited message (%ShowSolicitedMessage($00A9)). Upon message dismissal, it transitions toVasu_MessageHandler.Vasu_MessageHandler: Plays an animation and processes Link's choice (MsgChoice). It can lead toVasu_AppraiseRing,Vasu_ExplainRings(displays message$00AAand returns toVasu_Idle), or return toVasu_Idleif Link chooses "nevermind."Vasu_AppraiseRing: Plays an animation. ChecksFOUNDRINGS(SRAM flag for found rings). If no rings are found, it displays a message (%ShowUnconditionalMessage($00AD)) and returns toVasu_Idle. If rings are found, it checksMAGICRINGS(SRAM flag for owned rings). If Link has no rings yet, it offers the first appraisal for free (%ShowUnconditionalMessage($00AB)). Otherwise, it checks for 20 rupees ($7EF360). If Link has enough, it deducts the rupees, updatesMAGICRINGSby ORing withFOUNDRINGS, and transitions toVasu_RingAppraised. If not enough rupees, it displays a message (%ShowUnconditionalMessage($0189)) and returns toVasu_Idle.Vasu_RingAppraised: Plays an animation, displays a message (%ShowUnconditionalMessage($00AC)), and returns toVasu_Idle.Error_Idle: Plays an animation and displays a solicited message (%ShowSolicitedMessage($0121)) "I am Error." Upon message dismissal, it randomly setsFOUNDRINGS.
Sprite_Vasu_Main:
{
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL JumpTableLocal
dw Vasu_Idle
dw Vasu_MessageHandler
dw Vasu_AppraiseRing
dw Vasu_RingAppraised
dw Error_Idle
Vasu_Idle:
{
%PlayAnimation(0,1,20)
%ShowSolicitedMessage($00A9) : BCC .didnt_talk
%GotoAction(1)
.didnt_talk
RTS
}
Vasu_MessageHandler:
{
%PlayAnimation(0,1,20)
LDA.w MsgChoice : BEQ .appraise_rings
CMP.b #$01 : BEQ .explain_rings
; Player said nevermind.
%GotoAction(0)
RTS
.explain_rings
%ShowUnconditionalMessage($00AA)
%GotoAction(0)
RTS
.appraise_rings
LDA.b #$40 : STA.w SprTimerB, X
%GotoAction(2)
RTS
}
Vasu_AppraiseRing:
{
%PlayAnimation(0,1,20)
; Check if the player has found any rings to appraise
REP #$30
LDA.l FOUNDRINGS
AND.w #$00FF
SEP #$30
BEQ .no_rings
; Check if the player has any rings, if not give them one for free
LDA.l MAGICRINGS : BEQ .no_rings_yet
REP #$20
LDA.l $7EF360
CMP.w #$14 ; 20 rupees
SEP #$30
BCC .not_enough_rupees
REP #$20
LDA.l $7EF360
SEC
SBC.w #$14 ; Subtract 20 rupees
STA.l $7EF360
SEP #$30
JMP .appraise_me
.not_enough_rupees
%ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!'
%GotoAction(0)
RTS
.no_rings_yet
%ShowUnconditionalMessage($00AB) ; 'First one is free!'
JMP .appraise_me
.no_rings
%ShowUnconditionalMessage($00AD) ; 'You don't have any rings!'
%GotoAction(0)
RTS
.appraise_me
; Check the found rings and set the saved rings
; Get the bit from found rings and set it in MAGICRINGS
LDA.l FOUNDRINGS
ORA.l MAGICRINGS
STA.l MAGICRINGS
%GotoAction(3)
RTS
}
Vasu_RingAppraised:
{
%PlayAnimation(0,1,20)
%ShowUnconditionalMessage($00AC) ; 'Come back later for more appraisals!'
%GotoAction(0)
RTS
}
Error_Idle:
{
%PlayAnimation(0,1,24)
; "I am Error"
%ShowSolicitedMessage($0121) : BCC +
JSL GetRandomInt : AND.b #$06 : STA.l FOUNDRINGS
+
RTS
}
}
Drawing (Sprite_Vasu_Draw and Sprite_Error_Draw)
Both drawing routines handle OAM allocation and animation for their respective characters. They explicitly use REP #$20 and SEP #$20 for 16-bit coordinate calculations. Each routine contains its own specific OAM data for rendering the character.
Design Patterns
- Multi-Character Sprite (Conditional Drawing/Logic): A single sprite definition (
Sprite_Vasu) is used to represent two distinct characters (Vasu and the "Error" sprite) based onSprSubtype, showcasing efficient resource utilization and varied visual appearances. - Shop/Service System: Vasu implements a service where he appraises rings for a fee (or for free the first time), integrating a transactional element into NPC interactions.
- Quest Gating/Progression: Vasu's interactions are conditional on Link having found rings (
FOUNDRINGS) and his rupee count, ensuring that the appraisal service is available only when relevant. - Conditional Transactions: The appraisal process involves checking Link's rupee count and deducting the cost, simulating a real in-game economy.
- Player Choice and Branching Dialogue: Link's choices (
MsgChoice) directly influence the flow of conversation, leading to different outcomes and information from Vasu. - Item Management: Vasu interacts with
FOUNDRINGSandMAGICRINGS(SRAM flags) to manage Link's ring collection, updating his inventory based on appraisals. - Easter Egg/Hidden Content: The "Error" sprite, with its unique dialogue, likely serves as an Easter egg or a placeholder for debugging, adding a touch of humor or mystery.
- 16-bit OAM Calculations: Demonstrates explicit use of
REP #$20andSEP #$20for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering.