- 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.
8.8 KiB
Deku Scrub
Overview
The Deku Scrub sprite is a highly versatile NPC implementation capable of representing multiple distinct characters, including a Withered Deku Scrub, Deku Butler, and Deku Princess. Its behavior is intricately tied to game progression, player actions, and specific in-game locations.
Sprite Properties
!SPRID:Sprite_DekuScrubNPCs(Custom symbol, likely a remapped vanilla ID)!NbrTiles:06!Harmless:01!HVelocity:00!Health:00!Damage:00!DeathAnimation:00!ImperviousAll:00!SmallShadow:00!Shadow:00!Palette:00!Hitbox:03!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_DekuScrub_Long)
This routine is the main entry point for the Deku Scrub, executed every frame. It handles drawing and dispatches to the main logic if the sprite is active.
Sprite_DekuScrub_Long:
{
PHB : PHK : PLB
JSR Sprite_DekuScrub_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_DekuScrub_Main
.SpriteIsNotActive
PLB
RTL
}
Initialization (Sprite_DekuScrub_Prep)
This routine runs once when the Deku Scrub is spawned. It sets SprDefl, X and then determines the initial SprAction, X based on the current AreaIndex, SprSubtype, X, and whether the Deku Mask has been obtained ($7EF301). It also checks if Tail Palace is cleared (Crystals) to potentially set SprState, X to 0.
Sprite_DekuScrub_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
; Peacetime Deku Scrub NPCs
LDA.b AreaIndex : CMP.b #$2E : BNE .check_next
; Deku Butler
LDA.b #$07 : STA.w SprAction, X
JMP +
.check_next
CMP.b #$2F : BNE .continue
LDA.b #$08 : STA.w SprAction, X
JMP +
.continue
LDA.w SprSubtype, X : CMP.b #$01 : BEQ .DekuButler
CMP.b #$02 : BEQ .DekuPrincess
LDA.l $7EF301 : BEQ +
LDA.b #$04 : STA.w SprAction, X
JMP +
.DekuButler
LDA.b #$05 : STA.w SprAction, X
JMP ++
.DekuPrincess
LDA.b #$06 : STA.w SprAction, X
++
; Check if tail palace is cleared
LDA.l Crystals : AND #$10 : BEQ +
STZ.w SprState, X
+
PLB
RTL
}
Main Logic & State Machine (Sprite_DekuScrub_Main)
The Deku Scrub's core behavior is managed by a complex state machine with several states, many of which are named in Spanish:
EstadoInactivo(Inactive State): The scrub plays an idle animation, prevents player passage, and transitions toQuiereCuracionupon player interaction.QuiereCuracion(Wants Healing): Plays an animation and checks if the "Song of Healing" (SongFlag) has been played. If so, it clears the flag, sets a timer, and transitions toDarMascara.DarMascara(Give Mask): Plays an animation, displays a message after a timer, and then transitions toRegalo.Regalo(Gift): After a timer, grants Link the Deku Mask ($11) and updates the Deku Mask flag ($7EF301), then transitions toWithered.Withered: Plays a withered animation.DekuButler: Plays a specific animation, prevents player passage, and displays a message.DekuPrincess: Plays a specific animation, prevents player passage, and displays a message.DekuButler_Peacetime: Plays a specific animation, prevents player passage, and displays a message. If the message is dismissed, it setsMapIconto$02.DekuPrinces_Peacetime: Plays a specific animation, prevents player passage, and displays a message. If the message is dismissed, it setsMapIconto$02.
Sprite_DekuScrub_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw EstadoInactivo
dw QuiereCuracion
dw DarMascara
dw Regalo
dw Withered
dw DekuButler
dw DekuPrincess
dw DekuButler_Peacetime
dw DekuPrinces_Peacetime
EstadoInactivo:
{
%PlayAnimation(0, 1, 16)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($140) : BCC .no_hablaba
%GotoAction(1)
.no_hablaba
RTS
}
QuiereCuracion:
{
%PlayAnimation(0, 1, 16)
LDA.b SongFlag : CMP.b #$01 : BNE .ninguna_cancion
STZ.b SongFlag
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(2)
.ninguna_cancion
RTS
}
DarMascara:
{
%PlayAnimation(0, 1, 16)
LDA.w SprTimerD, X : BNE +
%ShowUnconditionalMessage($141)
LDA.b #$C0 : STA.w SprTimerD, X
%GotoAction(3)
+
RTS
}
Regalo:
{
LDA.w SprTimerD, X : BNE +
LDY #$11 : STZ $02E9 ; Give the Deku Mask
JSL Link_ReceiveItem
LDA.b #$01 : STA.l $7EF301
%GotoAction(4)
+
RTS
}
Withered:
{
%PlayAnimation(2, 2, 10)
RTS
}
DekuButler:
{
%PlayAnimation(3, 3, 10)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($080)
RTS
}
DekuPrincess:
{
%PlayAnimation(4, 4, 10)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($0C3)
RTS
}
DekuButler_Peacetime:
{
%StartOnFrame(3)
%PlayAnimation(3, 3, 10)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($1B9) : BCC +
LDA.b #$02 : STA.l MapIcon
+
RTS
}
DekuPrinces_Peacetime:
{
%StartOnFrame(4)
%PlayAnimation(4, 4, 10)
JSL Sprite_PlayerCantPassThrough
%ShowSolicitedMessage($1BA) : BCC +
LDA.b #$02 : STA.l MapIcon
+
RTS
}
}
Drawing (Sprite_DekuScrub_Draw)
The drawing routine handles OAM allocation and animation. It explicitly uses REP #$20 and SEP #$20 for 16-bit coordinate calculations.
Sprite_DekuScrub_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, $08, $0C, $10
.nbr_of_tiles
db 3, 3, 3, 3, 3
.x_offsets
dw 4, 4, -4, -4
dw 4, -4, -4, 4
dw -8, -8, 8, 8
dw -4, 4, -4, 4
dw -4, -4, 4, 4
.y_offsets
dw 4, -4, -4, 4
dw 4, 4, -4, -4
dw 4, -12, -12, 4
dw -12, -12, 4, 4
dw 4, -12, 4, -12
.chr
db $2E, $0E, $0E, $2E
db $2C, $2C, $0C, $0C
db $20, $00, $02, $22
db $04, $05, $24, $25
db $27, $07, $27, $07
.properties
db $3B, $7B, $3B, $7B
db $3B, $7B, $3B, $7B
db $3B, $3B, $3B, $3B
db $3B, $3B, $3B, $3B
db $3B, $3B, $7B, $7B
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
Design Patterns
- Multi-Character NPC: A single sprite definition is used to represent multiple distinct NPC characters (Withered Deku Scrub, Deku Butler, Deku Princess), with their specific roles determined by
SprSubtypeandAreaIndex. - Quest Progression Integration: The sprite's behavior is deeply integrated with various quest elements, checking for specific items (Deku Mask), songs (Song of Healing), and cleared dungeons (Tail Palace) to determine its current state and interactions.
- Conditional Behavior: Extensive use of conditional logic based on
AreaIndex,SprSubtype, and global game state flags allows for dynamic changes in the NPC's role, dialogue, and actions. - NPC Interaction: Provides rich interaction with the player through dialogue (
%ShowSolicitedMessage,%ShowUnconditionalMessage) and the granting of key items (Link_ReceiveItem). - Player Collision: Implements
Sprite_PlayerCantPassThroughto make the NPC a solid object that Link cannot walk through. - 16-bit OAM Calculations: Demonstrates explicit use of
REP #$20andSEP #$20for precise 16-bit OAM coordinate calculations, essential for accurate sprite rendering.