- Introduced comprehensive documentation for the Puffstool sprite, covering properties, core routines, and key behaviors. - Added analysis for the Sea Urchin sprite, detailing its initialization, state management, and drawing routines. - Included a thorough examination of the Thunder Ghost sprite, highlighting its dynamic health, lightning attack mechanics, and movement patterns.
329 lines
12 KiB
Markdown
329 lines
12 KiB
Markdown
# Darknut Sprite Analysis
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This document provides a detailed analysis of the `darknut.asm` sprite, outlining its properties, core routines, and behavioral patterns.
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## 1. Sprite Properties
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The following `!SPRID` constants define Darknut's fundamental characteristics:
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```asm
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!SPRID = Sprite_Darknut
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 12 ; Number of Health the sprite have (dynamically set in _Prep)
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 12 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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```
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**Note:** `!Health` is initially set to `12` but is dynamically determined during initialization based on Link's sword level. `!Damage` is `00`, implying damage is handled through other means (e.g., contact with Link's sword).
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## 2. Core Routines
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### 2.1. `Sprite_Darknut_Long` (Main Loop)
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This is the primary entry point for Darknut's per-frame execution, called by the game engine. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
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```asm
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Sprite_Darknut_Long:
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{
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PHB : PHK : PLB ; Set up bank registers
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JSR Sprite_Darknut_Draw ; Call drawing routine
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JSL Sprite_DrawShadow ; Draw a shadow (if !Shadow is 01)
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive ; Check if sprite is active
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JSR Sprite_Darknut_Main ; If active, run main logic
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.SpriteIsNotActive
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PLB ; Restore bank register
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RTL ; Return from long routine
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}
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```
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### 2.2. `Sprite_Darknut_Prep` (Initialization)
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This routine is executed once when Darknut is first spawned. It dynamically sets Darknut's health based on Link's current sword level, initializes `SprDefl` (deflection timer), and `SprTileDie` (tile for death animation).
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```asm
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Sprite_Darknut_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF359 : TAY ; Get Link's sword level (0-3), adjust to 0-indexed
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LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level
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LDA.b #$80 : STA.w SprDefl, X ; Initialize deflection timer
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LDA.b #%01100000 : STA.w SprTileDie, X ; Set tile for death animation
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PLB
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RTL
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.health ; Health values for each sword level
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db $04, $06, $08, $0A ; 4, 6, 8, 10 HP
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}
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```
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### 2.3. `Sprite_Darknut_Main` (Behavioral Logic)
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This routine manages Darknut's AI, including probe spawning, parrying, movement, and animation. It uses `SprAction, X` to control its facing direction and animation.
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```asm
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Sprite_Darknut_Main:
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{
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JSL GetDistance8bit_Long : CMP.b #$80 : BCS .no_probe ; Check distance to Link
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JSL Sprite_SpawnProbeAlways_long ; If close, spawn a probe
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.no_probe
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JSL Guard_ParrySwordAttacks ; Handle parrying Link's sword attacks
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JSL Sprite_Move ; Apply velocity
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JSL Sprite_BounceFromTileCollision ; Handle collision with tiles
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JSL Sprite_DamageFlash_Long ; Handle damage flashing
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JSL Sprite_CheckIfRecoiling ; Check for recoil state
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano ; Check if Link damages Darknut
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LDA.b #$FF : STA.w SprTimerD, X ; If damaged, set timer D
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.no_dano
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LDA.w SprTimerA, X : BEQ + ; Check timer A
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LDA.b #$90 : STA.w SprTimerD, X ; If timer A is not 0, set timer D
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+
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LDA.w SprTimerD, X : BEQ ++ ; Check timer D
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LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer ; Apply speed towards Link
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JSL Sprite_DirectionToFacePlayer ; Update facing direction
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TYA
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STA.w SprMiscC, X ; Store facing direction in SprMiscC
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STA.w SprMiscE, X ; Store facing direction in SprMiscE
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STA.w SprAction, X ; Set SprAction to facing direction
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JSL Guard_ChaseLinkOnOneAxis ; Chase Link along one axis
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JMP +++
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++
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JSR Sprite_Darknut_BasicMove ; If no timers, use basic movement
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+++
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JSR Goriya_HandleTileCollision ; Handle tile collision (specific to Goriya, but used here)
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LDA.w SprAction, X
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JSL JumpTableLocal ; Jump to animation routine based on SprAction
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dw FaceRight
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dw FaceLeft
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dw FaceDown
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dw FaceUp
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FaceUp:
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{
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%PlayAnimation(0,1,10) ; Animate frames 0-1 every 10 frames
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RTS
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}
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FaceDown:
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{
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%StartOnFrame(2)
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%PlayAnimation(2,3,10) ; Animate frames 2-3 every 10 frames
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RTS
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}
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FaceLeft:
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{
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%StartOnFrame(4)
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%PlayAnimation(4,5,10) ; Animate frames 4-5 every 10 frames
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RTS
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}
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FaceRight:
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{
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%StartOnFrame(6)
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%PlayAnimation(6,7,10) ; Animate frames 6-7 every 10 frames
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RTS
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}
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}
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```
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### 2.4. `Sprite_Darknut_BasicMove` (Basic Movement Logic)
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This routine defines Darknut's basic movement patterns, which are executed when no special conditions (like being damaged or timers) are active. It uses `SprAction, X` to determine the current movement direction.
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```asm
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Sprite_Darknut_BasicMove:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal ; Jump to movement routine based on SprAction
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dw MoveRight
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dw MoveLeft
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dw MoveDown
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dw MoveUp
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MoveUp:
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{
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LDA.b #-DarknutSpeed : STA.w SprYSpeed, X ; Set Y-speed to negative (move up)
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STZ.w SprXSpeed, X ; Clear X-speed
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RTS
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}
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MoveDown:
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{
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LDA.b #DarknutSpeed : STA.w SprYSpeed, X ; Set Y-speed to positive (move down)
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STZ.w SprXSpeed, X ; Clear X-speed
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RTS
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}
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MoveLeft:
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{
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LDA.b #-DarknutSpeed : STA.w SprXSpeed, X ; Set X-speed to negative (move left)
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STZ.w SprYSpeed, X ; Clear Y-speed
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RTS
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}
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MoveRight:
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{
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LDA.b #DarknutSpeed : STA.w SprXSpeed, X ; Set X-speed to positive (move right)
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STZ.w SprYSpeed, X ; Clear Y-speed
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RTS
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}
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}
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```
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### 2.5. `Sprite_Darknut_Draw` (Drawing Routine)
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This routine is responsible for rendering Darknut's graphics. It uses a custom OAM (Object Attribute Memory) allocation and manipulation logic, similar to Booki, to handle its multi-tile appearance and animation. It dynamically determines the animation frame and applies offsets for each tile.
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```asm
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Sprite_Darknut_Draw:
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{
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JSL Sprite_PrepOamCoord ; Prepare OAM coordinates
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JSL Sprite_OAM_AllocateDeferToPlayer ; Allocate OAM slots, deferring to player
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LDA.w SprGfx, X : CLC : ADC $0D90, X : TAY ; Calculate animation frame index
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LDA .start_index, Y : STA $06 ; Store start index for tiles
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LDA.w SprFlash, X : STA $08 ; Store flash status
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PHX
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LDX .nbr_of_tiles, Y ; Load number of tiles for current frame (minus 1)
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LDY.b #$00 ; Initialize Y for OAM buffer offset
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.nextTile
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PHX ; Save current Tile Index
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset
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ASL A : TAX ; Multiply by 2 for word access
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REP #$20 ; Set A to 16-bit mode
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y ; Store Y-coordinate with X-offset
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AND.w #$0100 : STA $0E ; Check if Y-coord is off-screen (high bit)
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y ; Store X-coordinate with Y-offset
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20 ; Set A to 8-bit mode
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ; If off-screen, move sprite off-screen
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STA $0E
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.on_screen_y
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PLX ; Restore Tile Index
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INY
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LDA .chr, X : STA ($90), Y ; Store character (tile) number
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y ; Apply flash and store OAM properties
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PHY
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TYA : LSR #2 : TAY ; Calculate OAM buffer index for size
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LDA.w .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile ; Loop for next tile
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PLX ; Restore X (sprite index)
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RTS
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; =========================================================
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; OAM Data Tables
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.start_index
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db $00, $03, $06, $09, $0C, $0E, $10, $12
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.nbr_of_tiles
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db 2, 2, 2, 2, 1, 1, 1, 1
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.x_offsets
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, -12
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dw 0, -12
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dw 0, 12
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dw 0, 12
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.y_offsets
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dw -4, 0, -12
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dw -4, 0, -12
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dw 0, 12, 20
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dw 0, 12, 20
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dw 0, 8
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dw 0, 8
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dw 0, 8
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dw 0, 8
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.chr
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db $EF, $E6, $FF
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db $EF, $E6, $FF
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db $E2, $EF, $FF
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db $E2, $EF, $FF
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db $E0, $E8
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db $E4, $E8
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db $E0, $E8
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db $E4, $E8
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.properties
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db $B9, $39, $B9
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db $B9, $79, $B9
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db $39, $39, $39
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db $79, $39, $39
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db $39, $79
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db $39, $79
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db $79, $39
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db $79, $39
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.sizes
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db $00, $02, $00
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db $00, $02, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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```
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## 3. Key Behaviors and Implementation Details
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* **Dynamic Health:** Darknut's health is determined at spawn time based on Link's current sword level, similar to Booki, allowing for dynamic difficulty scaling.
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* **Probe Spawning:** Darknut has the ability to spawn a probe (`Sprite_SpawnProbeAlways_long`) when Link is within a certain distance, adding a ranged attack or detection mechanism.
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* **Parrying Mechanics:** The `Guard_ParrySwordAttacks` routine suggests Darknut can actively defend against Link's sword attacks, potentially deflecting them or becoming temporarily invulnerable.
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* **Chasing on One Axis:** When damaged or under certain timer conditions, Darknut uses `Guard_ChaseLinkOnOneAxis` to pursue Link along either the horizontal or vertical axis, making its movement more predictable but still challenging.
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* **Basic Movement:** Darknut has a set of basic directional movements (`MoveUp`, `MoveDown`, `MoveLeft`, `MoveRight`) that it cycles through when not actively chasing or reacting to damage.
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* **Custom OAM Drawing:** Darknut utilizes a custom OAM drawing routine, similar to Booki, to handle its multi-tile sprite. This routine precisely positions and animates multiple 8x8 tiles to form the larger Darknut sprite. The use of `REP #$20` and `SEP #$20` for 16-bit coordinate calculations is also present here.
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* **`SprDefl` and `SprTileDie`:** `SprDefl` is used as a deflection timer, likely related to the parrying mechanic. `SprTileDie` specifies a custom tile to be used during its death animation.
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* **`SprMiscC` and `SprMiscE`:** These variables are used to store Darknut's facing direction, which influences both its movement and animation. `SprMiscC` is likely used for animation frame selection, while `SprMiscE` might be used for other directional logic.
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* **`Goriya_HandleTileCollision`:** The use of a collision handler named `Goriya_HandleTileCollision` suggests code reuse from another sprite, indicating a shared collision logic for certain enemy types.
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