Files
oracle-of-secrets/Docs/Sprites/Enemies/Poltergeist.md
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.
- 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.
2025-10-03 01:52:48 -04:00

234 lines
7.9 KiB
Markdown

# Poltergeist Sprite Analysis
This document provides a detailed analysis of the `poltergeist.asm` sprite, outlining its properties, core routines, and behavioral patterns.
## 1. Sprite Properties
The following `!SPRID` constants define Poltergeist's fundamental characteristics:
```asm
!SPRID = Sprite_PolsVoice
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 10 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
```
**Note:** `!Health` is set to `10` and is dynamically determined during initialization based on Link's sword level.
## 2. Core Routines
### 2.1. `Sprite_Poltergeist_Long` (Main Loop)
This is the primary entry point for Poltergeist's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
```asm
Sprite_Poltergeist_Long:
{
PHB : PHK : PLB
JSR Sprite_Poltergeist_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Poltergeist_Main
.SpriteIsNotActive
PLB
RTL
}
```
### 2.2. `Sprite_Poltergeist_Prep` (Initialization)
This routine is executed once when Poltergeist is first spawned. It sets its health based on Link's sword level and initializes `SprTimerA` and `SprTimerB`.
```asm
Sprite_Poltergeist_Prep:
{
PHB : PHK : PLB
LDA.l Sword : DEC A : TAY
LDA.w .health, Y : STA.w SprHealth, X
LDA.b #$80 : STA.w SprTimerA, X
LDA.b #$80 : STA.w SprTimerB, X
PLB
RTL
.health
db $06, $0A, $0C, $10
}
```
### 2.3. `Sprite_Poltergeist_Main` (Behavioral State Machine)
This routine manages Poltergeist's AI through a state machine, using `SprAction, X` to determine its current behavior. It includes states for moving, attacking, and being stunned.
```asm
Sprite_Poltergeist_Main:
{
JSL Sprite_DamageFlash_Long
%SpriteJumpTable(Poltergeist_Move,
Poltergeist_Attack,
Poltergeist_Stunned)
Poltergeist_Move:
{
%PlayAnimation(0, 1, 16)
JSR Sprite_Poltergeist_Move
RTS
}
Poltergeist_Attack:
{
%PlayAnimation(2, 3, 16)
JSL Sprite_Move
JSL Sprite_CheckDamageToPlayer
LDA.w SprTimerA, X : BNE + ; If timer A is not 0
%GotoAction(0) ; Transition back to Poltergeist_Move
+
RTS
}
Poltergeist_Stunned:
{
%PlayAnimation(4, 5, 16)
JSL Sprite_Move
JSL Sprite_CheckDamageToPlayer
LDA.w SprTimerA, X : BNE + ; If timer A is not 0
%GotoAction(0) ; Transition back to Poltergeist_Move
+
RTS
}
}
```
### 2.4. `Sprite_Poltergeist_Move` (Movement Logic)
This routine handles Poltergeist's movement patterns, including moving towards Link, bouncing from tile collisions, and changing direction randomly.
```asm
Sprite_Poltergeist_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_CheckIfRecoiling
LDA.w SprTimerC, X : BNE ++ ; Check timer C
JSL GetRandomInt : AND #$3F : BNE ++ ; Random chance to change direction
LDA.b #$40 : STA.w SprTimerC, X
JSL Sprite_SelectNewDirection
++
LDA.w SprTimerA, X : BNE + ; Check timer A
JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight
%GotoAction(1) ; Transition to Poltergeist_Attack
JMP .Continue
.ToRight
%GotoAction(1) ; Transition to Poltergeist_Attack
LDA.b #$20 : STA.w SprTimerA, X
JMP .Continue
+
%GotoAction(0) ; Transition to Poltergeist_Move
.Continue
LDA.w SprMiscB, X
JSL JumpTableLocal
dw PoltergeistMove
PoltergeistMove:
{
JSL GetRandomInt : AND.b #$03
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_CheckTileCollision
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
RTS
}
}
```
### 2.5. `Sprite_Poltergeist_Draw` (Drawing Routine)
This routine is responsible for rendering Poltergeist's graphics. It uses the `%DrawSprite()` macro, which reads from a set of data tables to handle its multi-tile appearance and animation.
```asm
Sprite_Poltergeist_Draw:
{
%DrawSprite()
.start_index
db $00, $03, $06, $09, $0C, $0F
.nbr_of_tiles
db 2, 2, 2, 2, 2, 2
.x_offsets
dw 0, 0, 8
dw 8, 0, 0
dw 0, 0, 8
dw 0, 0, 8
dw 0, 8, 0
dw 0, 8, 0
.y_offsets
dw -8, 0, -8
dw -8, 0, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
.chr
db $3A, $02, $3B
db $3A, $02, $3B
db $20, $00, $01
db $22, $10, $11
db $20, $00, $01
db $22, $10, $11
.properties
db $2B, $2B, $2B
db $6B, $6B, $6B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $6B, $6B, $6B
db $6B, $6B, $6B
.sizes
db $00, $02, $00
db $00, $02, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
}
```
## 3. Key Behaviors and Implementation Details
* **Dynamic Health:** Poltergeist's health is determined at spawn time based on Link's current sword level, allowing for dynamic difficulty scaling.
* **State Management:** Poltergeist uses `SprAction, X` and `%SpriteJumpTable` to manage its `Poltergeist_Move`, `Poltergeist_Attack`, and `Poltergeist_Stunned` states. Transitions between these states are triggered by timers and player proximity.
* **Movement Patterns:** Poltergeist moves towards Link (`Sprite_ApplySpeedTowardsPlayer`) with random direction changes (`Sprite_SelectNewDirection`). It also handles bouncing from tile collisions and cannot be passed through by Link.
* **Attack Behavior:** Poltergeist transitions to an `Poltergeist_Attack` state, which likely involves a direct contact attack or a projectile, and then returns to its movement state after a timer.
* **Stunned State:** When damaged, Poltergeist enters a `Poltergeist_Stunned` state, during which it is temporarily incapacitated. It recovers from this state after a timer.
* **Conditional Invulnerability:** The sprite properties indicate `!ImpervSwordHammer = 00`, but the code does not explicitly set it to `01` when stunned. This might be an oversight or handled by a global routine. However, the presence of `SprDefl` in `_Prep` suggests some form of deflection is intended.
* **Custom OAM Drawing:** Poltergeist uses the `%DrawSprite()` macro with detailed OAM data tables to render its multi-tile appearance and animations across its different states.
* **`SprTimerA`, `SprTimerB`, `SprTimerC` Usage:** These timers control the duration of attack and stunned states, and the frequency of direction changes.