433 lines
11 KiB
Markdown
433 lines
11 KiB
Markdown
# Probe Sprite System
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**Last Updated:** October 3, 2025
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**Purpose:** Document the probe sprite detection system used by guards and intelligent enemies
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---
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## Overview
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The **Probe Sprite System** is a collision detection mechanism used by guard-type sprites (Blue Guard, Green Guard, Red Guard) and intelligent enemies to detect Link's presence. Instead of constantly checking collision with Link directly, these enemies spawn invisible "probe" sprites that move in the direction they're facing. When a probe makes contact with Link, it triggers the parent sprite to enter an alert/chase state.
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This system is more efficient than constant direct collision checks and creates more realistic enemy behavior where guards react when Link enters their "line of sight."
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---
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## How It Works
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### 1. Probe Spawning
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When an enemy wants to check for Link in a specific direction, it spawns a probe sprite:
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```asm
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; From Sprites/Enemies/darknut.asm
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JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe
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JSL Sprite_SpawnProbeAlways_long ; Spawn probe if Link is nearby
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.no_probe
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```
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**Key Details:**
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- Probes are spawned only when Link is within range (distance < $80)
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- Uses sprite ID $41 (Blue Guard sprite slot)
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- Probes are invisible and have no collision with tiles
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- Probes live for a very short time (usually < 1 second)
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### 2. Probe Properties
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When spawned, probes are configured with special properties:
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```asm
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; From Sprites/experimental/probe.asm (reference)
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Sprite_SpawnProbeAlways:
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{
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LDA.b #$41 ; Use guard sprite ID
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LDY.b #$0A ; Sprite slot limit
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JSL Sprite_SpawnDynamically_slot_limited
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BMI .exit
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; Set position (slightly offset from spawner)
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LDA.b $00 : CLC : ADC.b #$08 ; +8 pixels X
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STA.w SprX, Y
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LDA.b $02 : CLC : ADC.b #$04 ; +4 pixels Y
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STA.w SprY, Y
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; Set velocity based on direction
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LDA.w .speed_x, X
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STA.w SprXSpeed, Y
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LDA.w .speed_y, X
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STA.w SprYSpeed, Y
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; Store parent sprite ID
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TXA : INC A
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STA.w $0DB0, Y ; Parent sprite index + 1
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STA.w $0BA0, Y
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; Set timers
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LDA.b #$40
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STA.w $0F60, Y ; Lifetime timer
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STA.w $0E60, Y
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LDA.b #$02
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STA.w $0CAA, Y ; Priority
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.exit
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RTS
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}
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```
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**Speed Tables:**
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```asm
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.speed_x: ; X velocities for 64 directions
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db $00, $01, $03, $04, $05, $06, $07, $08
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db $08, $08, $07, $06, $05, $04, $03, $01
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db $00, -$01, -$03, -$04, -$05, -$06, -$07, -$08
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; ... (continues for all 64 directions)
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.speed_y: ; Y velocities for 64 directions
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db -$08, -$08, -$07, -$06, -$05, -$04, -$03, -$01
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db $00, $01, $03, $04, $05, $06, $07, $08
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; ... (continues for all 64 directions)
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```
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### 3. Probe Detection Logic
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The probe sprite checks for collision every frame:
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```asm
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Probe:
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{
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; Move the probe
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LDY.b #$00
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LDA.w SprXSpeed, X : BPL .positive_x
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DEY
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.positive_x
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CLC : ADC.w SprX, X : STA.w SprX, X
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TYA : ADC.w SprXH, X : STA.w SprXH, X
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; Same for Y...
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; Check if probe hit Link
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REP #$20
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LDA.w $0FD8 : SEC : SBC.b $22 ; Link X - Probe X
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CLC : ADC.w #$0010 : CMP.w #$0020 ; Within hitbox?
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SEP #$20
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BCS .no_contact
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REP #$20
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LDA.b $20 : SEC : SBC.w $0FDA ; Link Y - Probe Y
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CLC : ADC.w #$0018 : CMP.w #$0020
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SEP #$20
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BCS .no_contact
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; Check same floor layer
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LDA.w $0F20, X : CMP.b $EE : BNE .no_contact
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.made_contact
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; Get parent sprite index from $0DB0
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LDA.w $0DB0, X : DEC A : PHX : TAX
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; Trigger parent sprite's alert state
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LDA.w SprAction, X : CMP.b #$03 : BEQ .dont_trigger_parent
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LDA.b #$03 : STA.w SprAction, X ; Set to chase state
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LDA.b #$10 : STA.w SprTimerA, X ; Alert duration
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STZ.w SprDelay, X
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.dont_trigger_parent
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PLX
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.no_contact
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; Probe has served its purpose, despawn
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STZ.w $0DD0, X
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RTS
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}
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```
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### 4. Parent Sprite Response
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When a probe detects Link, the parent sprite (guard/enemy) reacts:
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```asm
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; From darknut.asm
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LDA.w SprTimerD, X : BEQ .not_alerted
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; Probe detected Link - chase behavior
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LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_DirectionToFacePlayer
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TYA
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STA.w SprMiscC, X ; Store facing direction
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STA.w SprMiscE, X
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STA.w SprAction, X
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JSL Guard_ChaseLinkOnOneAxis
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JMP .continue
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.not_alerted
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; Normal patrol behavior
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JSR Sprite_Darknut_BasicMove
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.continue
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```
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---
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## Usage in Enemies
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### Darknut Example
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The Darknut uses probes for detection:
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```asm
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Sprite_Darknut_Main:
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{
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; Only spawn probe if Link is nearby
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JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe
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JSL Sprite_SpawnProbeAlways_long
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.no_probe
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; Check if probe triggered alert
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LDA.w SprTimerD, X : BEQ .not_alerted
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LDA.b #$90 : STA.w SprTimerD, X ; Refresh alert timer
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; ... chase logic ...
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.not_alerted
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; ... patrol logic ...
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}
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```
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### Guard Example (Vanilla)
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Vanilla guards use a more sophisticated probe system:
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```asm
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Guard_ShootProbeAndStuff:
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{
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; Calculate probe direction based on guard facing
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LDA.w SprMiscC, X ; Guard's facing direction
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; Use direction tables to set probe velocity
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LDY.b #$00
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LDA.w ProbeAndSparkCheckDirXSpeed, Y : STA.b $00
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LDA.w ProbeAndSparkCheckDirYSpeed, Y : STA.b $01
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; Check tile collision before spawning
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JSL Probe_CheckTileSolidity : BCC .passable
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; Don't spawn probe if blocked by wall
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RTS
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.passable
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; Spawn the probe
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JSR Sprite_SpawnProbeAlways
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; Set probe type and properties
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LDA.w ProbeType, Y : STA.w $0DB0, Y
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}
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```
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---
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## Best Practices
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### When to Use Probes
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✅ **Good Use Cases:**
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- Guard-type enemies with "line of sight" detection
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- Enemies that patrol and should react when Link crosses their path
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- Boss phases where the boss "looks" for Link
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- Security systems or alert mechanisms
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❌ **Poor Use Cases:**
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- Enemies that should always chase Link (use direct distance checks)
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- Fast-moving enemies (probes are too slow)
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- Enemies that need precise collision (use `Sprite_CheckDamageToLink`)
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- Passive enemies that don't react to Link
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### Performance Considerations
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1. **Distance Check First:** Always check if Link is nearby before spawning probes
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```asm
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JSL GetDistance8bit_Long : CMP.b #$80 : BCS .skip_probe
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```
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2. **Spawn Frequency:** Don't spawn probes every frame
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```asm
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LDA.w SprTimerA, X : BNE .dont_spawn ; Only spawn when timer expires
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```
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3. **Probe Lifetime:** Keep probes short-lived (max 64 frames / ~1 second)
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4. **Sprite Slot Limit:** Probes use `Sprite_SpawnDynamically_slot_limited` with a limit of $0A (10 sprites max)
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### Common Patterns
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**Pattern 1: Continuous Scanning**
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```asm
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; Spawn probe every N frames
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LDA.w SprTimerA, X : BNE .skip
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LDA.b #$20 : STA.w SprTimerA, X ; Every 32 frames
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JSL Sprite_SpawnProbeAlways_long
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.skip
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```
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**Pattern 2: Direction-Based Detection**
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```asm
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; Only probe in facing direction
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LDA.w SprAction, X ; Current facing direction
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ASL A : TAY
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LDA.w .probe_angles, Y ; Get angle for this direction
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JSL Sprite_SpawnProbeAlways_long
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```
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**Pattern 3: Alert State Management**
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```asm
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; Probe triggers alert, which decays over time
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LDA.w SprTimerD, X : BEQ .calm
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; Alert state - chase Link
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DEC.w SprTimerD, X ; Decay alert
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BNE .still_alert
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; Return to patrol when timer expires
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JSR Enemy_ReturnToPatrol
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.still_alert
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JSR Enemy_ChaseLink
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RTS
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.calm
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JSR Enemy_Patrol
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RTS
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```
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---
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## Integration with Other Systems
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### Parrying System
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Probes work alongside the guard parrying system:
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```asm
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; Darknut blocks sword attacks while alerted
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LDA.w SprTimerD, X : BEQ .not_alert
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JSL Guard_ParrySwordAttacks ; Active parrying when alert
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.not_alert
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```
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### Multi-Part Sprites
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For multi-part enemies (like Kydreeok), each segment can spawn probes:
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```asm
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; Head segment spawns probe
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LDA.w SprSubtype, X : BEQ .not_head
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JSL Sprite_SpawnProbeAlways_long
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.not_head
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```
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### Boss Mechanics
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Bosses can use probes for phase transitions:
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```asm
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; Boss becomes aggressive when probe detects Link
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.phase_check
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LDA.w SprTimerD, X : BEQ .passive_phase
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LDA.b #$02 : STA.w SprAction, X ; Aggressive phase
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JMP .continue
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.passive_phase
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; Spawn probe occasionally
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LDA.w SprFrame : AND.b #$3F : BNE .continue
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JSL Sprite_SpawnProbeAlways_long
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.continue
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```
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---
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## Debugging Probes
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### Making Probes Visible
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For debugging, you can make probes draw sprites:
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```asm
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; In probe sprite's main routine (normally invisible)
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JSR Sprite_PrepOamCoord
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LDA.b #$00 : JSL SpriteDraw_SingleLarge ; Draw debug sprite
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```
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### Checking Probe State
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Use WRAM viewer in Mesen-S:
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- `$0DB0,X` - Parent sprite index (should be parent + 1)
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- `$0DD0,X` - Probe state (should be $09 = active)
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- `$0F60,X` - Probe lifetime timer
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### Common Issues
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**Problem:** Probe doesn't despawn
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- **Solution:** Ensure `STZ.w $0DD0, X` is called in all exit paths
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**Problem:** Parent doesn't react
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- **Solution:** Check that `$0DB0,X` correctly stores parent index + 1
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**Problem:** Probe spawns too frequently
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- **Solution:** Add distance check and timer between spawns
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---
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## WRAM Variables
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### Probe-Specific Variables
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| Address | Variable | Purpose |
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|---------|----------|---------|
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| `$0DB0,X` | Probe Parent Index | Parent sprite slot + 1 (0 = no parent) |
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| `$0BA0,X` | Probe Parent Copy | Backup of parent index |
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| `$0F60,X` | Probe Lifetime | Frames until probe despawns |
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| `$0E60,X` | Probe Timer Copy | Backup lifetime timer |
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| `$0CAA,X` | Probe Priority | Draw priority (usually $02) |
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### Parent Sprite Variables
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| Address | Variable | Purpose |
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|---------|----------|---------|
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| `SprTimerD,X` | Alert Timer | Frames remaining in alert state |
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| `SprTimerA,X` | Spawn Cooldown | Frames until next probe spawn |
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| `SprAction,X` | Behavior State | Current AI state (patrol/chase) |
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---
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## Reference Implementation
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See `Sprites/experimental/probe.asm` for the complete vanilla probe system implementation. Key enemies using probes:
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- **Blue/Green/Red Guards** (`Sprite_41`, `Sprite_42`, `Sprite_43`) - Full probe system
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- **Darknut** (`Sprites/Enemies/darknut.asm`) - Simplified probe detection
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- **Blind Boss** (Special case: probes check for boss-specific collision)
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---
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## Future Enhancements
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### Proposed Features
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1. **Directional Probes:** Spawn probes in multiple directions simultaneously
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2. **Cone of Vision:** Multiple probes in a fan pattern for wider detection
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3. **Probe Types:** Different probe behaviors (slow/fast, short/long range)
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4. **Team Alerts:** Probes trigger multiple nearby enemies
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5. **Sound Integration:** Play alert sound when probe detects Link
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### Castle Ambush System
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Probes will be used in the upcoming castle ambush feature:
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- Guards patrol castle corridors
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- Probes detect Link entering restricted areas
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- Detection triggers reinforcement spawn
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- Multiple guards share alert state
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- Capture sequence activates on detection
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See: `Core/capture.asm` and `Sprites/Enemies/custom_guard.asm` (experimental)
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---
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## See Also
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- `Docs/Sprites/Enemies/Darknut.md` - Darknut implementation with probes
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- `Docs/Guides/SpriteCreationGuide.md` Section 10.9 - Advanced AI Patterns
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- `Core/sprite_functions.asm` - `Sprite_SpawnProbeAlways_long` function
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- `Core/symbols.asm` - Probe-related function addresses
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