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oracle-of-secrets/Docs/Sprites/NPCs/Vasu.md
scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
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- Added documentation for the Pedestal sprite, including its vanilla overrides, custom logic for item interaction, and event triggering based on area context.
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2025-10-03 01:52:48 -04:00

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# 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.
```asm
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`.
```asm
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 to `Vasu_MessageHandler`.
* **`Vasu_MessageHandler`**: Plays an animation and processes Link's choice (`MsgChoice`). It can lead to `Vasu_AppraiseRing`, `Vasu_ExplainRings` (displays message `$00AA` and returns to `Vasu_Idle`), or return to `Vasu_Idle` if Link chooses "nevermind."
* **`Vasu_AppraiseRing`**: Plays an animation. Checks `FOUNDRINGS` (SRAM flag for found rings). If no rings are found, it displays a message (`%ShowUnconditionalMessage($00AD)`) and returns to `Vasu_Idle`. If rings are found, it checks `MAGICRINGS` (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, updates `MAGICRINGS` by ORing with `FOUNDRINGS`, and transitions to `Vasu_RingAppraised`. If not enough rupees, it displays a message (`%ShowUnconditionalMessage($0189)`) and returns to `Vasu_Idle`.
* **`Vasu_RingAppraised`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($00AC)`), and returns to `Vasu_Idle`.
* **`Error_Idle`**: Plays an animation and displays a solicited message (`%ShowSolicitedMessage($0121)`) "I am Error." Upon message dismissal, it randomly sets `FOUNDRINGS`.
```asm
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 on `SprSubtype`, 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 `FOUNDRINGS` and `MAGICRINGS` (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 #$20` and `SEP #$20` for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering.