- 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.
220 lines
6.9 KiB
Markdown
220 lines
6.9 KiB
Markdown
# Zora Princess
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## Overview
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The Zora Princess sprite (`!SPRID = Sprite_ZoraPrincess`) is a key NPC involved in a quest that culminates in Link receiving the Zora Mask. Her interactions are conditional, primarily triggered by Link playing the "Song of Healing," and her presence is tied to whether Link has already obtained the Zora Mask.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_ZoraPrincess` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `9`
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* **`!Harmless`**: `01`
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* **`!HVelocity`**: `00`
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* **`!Health`**: `00`
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* **`!Damage`**: `00`
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* **`!DeathAnimation`**: `00`
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* **`!ImperviousAll`**: `00`
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `00`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `02`
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* **`!Persist`**: `00`
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* **`!Statis`**: `00`
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* **`!CollisionLayer`**: `00`
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* **`!CanFall`**: `00`
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* **`!DeflectArrow`**: `00`
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* **`!WaterSprite`**: `00`
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* **`!Blockable`**: `00`
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* **`!Prize`**: `00`
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* **`!Sound`**: `00`
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* **`!Interaction`**: `00`
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* **`!Statue`**: `00`
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* **`!DeflectProjectiles`**: `00`
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* **`!ImperviousArrow`**: `00`
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* **`!ImpervSwordHammer`**: `00`
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* **`!Boss`**: `00`
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## Main Structure (`Sprite_ZoraPrincess_Long`)
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This routine handles the Zora Princess's drawing and dispatches to her main logic if the sprite is active.
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```asm
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Sprite_ZoraPrincess_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_ZoraPrincess_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_ZoraPrincess_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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```
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## Initialization (`Sprite_ZoraPrincess_Prep`)
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This routine initializes the Zora Princess upon spawning. It checks the Zora Mask flag (`$7EF302`). If Link already possesses the Zora Mask, the sprite immediately despawns (`STZ.w SprState, X`), ensuring the quest is a one-time event. It also sets `SprDefl, X` and `SprTileDie, X` to `0`.
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```asm
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Sprite_ZoraPrincess_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF302 : BEQ .doesnt_have_mask
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STZ.w SprState, X ; Kill the sprite
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.doesnt_have_mask
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LDA #$00 : STA.w SprDefl, X
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LDA #$00 : STA.w SprTileDie, X
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PLB
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RTL
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}
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```
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## Main Logic & State Machine (`Sprite_ZoraPrincess_Main`)
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This routine manages the Zora Princess's interactions and the process of granting the Zora Mask.
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* **Player Collision**: Prevents Link from passing through the Zora Princess (`JSL Sprite_PlayerCantPassThrough`).
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* **`WaitForLink`**: Plays an animation and displays a solicited message (`%ShowSolicitedMessage($0C5)`). Upon message dismissal, it transitions to `CheckForSongOfHealing`.
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* **`CheckForSongOfHealing`**: Plays an animation and checks the `SongFlag`. If the "Song of Healing" has been played, it clears the `SongFlag`, sets a timer (`SprTimerD, X`), and transitions to `ThanksMessage`.
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* **`ThanksMessage`**: Plays an animation. After a timer (`SprTimerD, X`), it displays an unconditional message (`%ShowUnconditionalMessage($0C6)`) and transitions to `GiveZoraMask`.
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* **`GiveZoraMask`**: After a timer (`SprTimerD, X`), it grants Link the Zora Mask (`LDY #$0F`, `JSL Link_ReceiveItem`), sets the Zora Mask obtained flag (`$7EF302` to `$01`), and despawns the sprite (`STZ.w SprState, X`).
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```asm
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Sprite_ZoraPrincess_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw WaitForLink
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dw CheckForSongOfHealing
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dw ThanksMessage
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dw GiveZoraMask
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WaitForLink:
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{
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%PlayAnimation(0, 1, 10)
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%ShowSolicitedMessage($0C5) : BCC .no_hablaba
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%GotoAction(1)
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.no_hablaba
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RTS
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}
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CheckForSongOfHealing:
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{
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%PlayAnimation(0, 1, 10)
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LDA.b SongFlag : BEQ .ninguna_cancion
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STZ.b SongFlag
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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.ninguna_cancion
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RTS
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}
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ThanksMessage:
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{
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%PlayAnimation(0, 1, 10)
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($0C6)
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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RTS
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}
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GiveZoraMask:
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{
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LDA.w SprTimerD, X : BNE +
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LDY #$0F : STZ $02E9 ; Give the Zora Mask
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JSL Link_ReceiveItem
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LDA #$01 : STA.l $7EF302
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LDA.b #$00 : STA.w SprState, X
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+
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RTS
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}
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}
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```
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## Drawing (`Sprite_ZoraPrincess_Draw`)
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The drawing routine handles OAM allocation and animation. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations, ensuring accurate sprite rendering.
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```asm
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Sprite_ZoraPrincess_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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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
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .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
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PLX
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RTS
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.start_index
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db $00, $04
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.nbr_of_tiles
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db 3, 11
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.x_offsets
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dw -4, 4, -4, 4
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dw 4, 4, 4, 4, -4, -4, -4, -4, 12, 12, 12, 12
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.y_offsets
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dw -8, -8, 8, 8
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dw -8, 0, 8, 16, -8, 0, 8, 16, -8, 0, 8, 16
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.chr
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db $C0, $C1, $E0, $E1
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db $C1, $D1, $E1, $F1, $C3, $D3, $E3, $F3, $C3, $D3, $E3, $F3
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.properties
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db $33, $33, $33, $33
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db $33, $33, $33, $33, $33, $33, $33, $33, $73, $73, $73, $73
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.sizes
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db $02, $02, $02, $02
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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}
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```
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## Design Patterns
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* **Quest Gating/Progression**: The Zora Princess's appearance and the granting of the Zora Mask are conditional on Link not already possessing the mask and playing the "Song of Healing," integrating her into a specific questline.
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* **NPC Interaction**: The Zora Princess interacts with the player through dialogue and grants a key item (the Zora Mask), which is essential for progression.
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* **Conditional Spawning/Despawning**: The sprite dynamically despawns if Link has already obtained the Zora Mask, ensuring that the quest is a one-time event and preventing redundant interactions.
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* **Item Granting**: The Zora Princess serves as the source for the Zora Mask, a significant item that likely grants new abilities or access to new areas.
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* **Player Collision**: Implements `JSL Sprite_PlayerCantPassThrough` to make the Zora Princess a solid object that Link cannot walk through.
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* **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.
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