- 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.
233 lines
6.7 KiB
Markdown
233 lines
6.7 KiB
Markdown
# Switch Track
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## Overview
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The Switch Track sprite (`!SPRID = Sprite_SwitchTrack`) is an interactive object designed to function as a rotating segment of a minecart track. Its visual appearance and implied path change dynamically based on its `SprAction` (which represents its mode of rotation) and the on/off state of a corresponding switch, stored in `SwitchRam`.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_SwitchTrack` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `02`
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* **`!Harmless`**: `00`
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* **`!HVelocity`**: `00`
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* **`!Health`**: `01`
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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`**: `00`
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* **`!Persist`**: `01` (Continues to live off-screen)
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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_RotatingTrack_Long`)
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This routine handles the Switch Track's drawing and dispatches to its main logic if the sprite is active.
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```asm
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Sprite_RotatingTrack_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_RotatingTrack_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_RotatingTrack_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_RotatingTrack_Prep`)
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This routine initializes the Switch Track upon spawning. It sets `SprDefl, X` to `$80`. It then calculates the tile attributes of the tile directly above the switch track and sets `SprAction, X` based on the `SPRTILE` value (normalized by subtracting `$D0`). This `SprAction, X` likely determines the initial mode or orientation of the track.
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```asm
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Sprite_RotatingTrack_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 8x8 grid.
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; Subtract 8 from the Y position to get the tile right above instead.
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LDA.w SprY, X : AND #$F8 : SEC : SBC.b #$08 : STA.b $00
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LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02
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LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA.w SPRTILE : SEC : SBC.b #$D0 : STA.w SprAction, X
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PLB
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RTL
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}
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```
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## Constants
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* **`SwitchRam = $0230`**: A WRAM address that stores the state (on/off) of each individual switch, indexed by its `SprSubtype`. This allows for multiple independent switch tracks.
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## Main Logic & State Machine (`Sprite_RotatingTrack_Main`)
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This routine manages the visual state of the Switch Track based on its `SprAction` (mode of rotation) and the corresponding switch state in `SwitchRam`.
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* **Modes**: The `SprAction, X` determines the mode of rotation, with four defined modes:
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* `0` = TopLeft -> TopRight
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* `1` = BottomLeft -> TopLeft
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* `2` = TopRight -> BottomRight
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* `3` = BottomRight -> BottomLeft
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* **State-Based Animation**: For each mode, the `SprFrame, X` (animation frame) is set based on the on/off state of the switch (`SwitchRam, Y`). This visually changes the track's orientation.
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```asm
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Sprite_RotatingTrack_Main:
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{
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; Get the subtype of the track so that we can get its on/off state.
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LDA.w SprSubtype, X : TAY
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw TopLeftToTopRight
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dw BottomLeftToTopLeft
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dw TopRightToBottomRight
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dw BottomRightToBottomLeft
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; 00 = TopLeft -> TopRight
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TopLeftToTopRight:
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{
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LDA.w SwitchRam, Y : BNE .part2
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LDA.b #$00 : STA.w SprFrame, X
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RTS
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.part2
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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}
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; 01 = BottomLeft -> TopLeft
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BottomLeftToTopLeft:
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{
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LDA.w SwitchRam, Y : BNE .part2_c
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LDA.b #$03 : STA.w SprFrame, X
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RTS
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.part2_c
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LDA.b #$00 : STA.w SprFrame, X
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RTS
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}
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; 02 = TopRight -> BottomRight
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TopRightToBottomRight:
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{
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LDA.w SwitchRam, Y : BNE .part2_a
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LDA.b #$01 : STA.w SprFrame, X
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RTS
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.part2_a
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LDA.b #$02 : STA.w SprFrame, X
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RTS
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}
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; 03 = BottomRight -> BottomLeft
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BottomRightToBottomLeft:
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{
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LDA.w SwitchRam, Y : BEQ .part2_b
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LDA.b #$03 : STA.w SprFrame, X
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RTS
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.part2_b
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LDA.b #$02 : STA.w SprFrame, X
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RTS
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}
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}
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```
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## Drawing (`Sprite_RotatingTrack_Draw`)
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This routine handles OAM allocation and animation for the Switch Track. 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_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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LDA.b #$04 : JSL OAM_AllocateFromRegionB
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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 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : 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.b #$02 : 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, $01, $02, $03
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.nbr_of_tiles
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db 0, 0, 0, 0
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.chr
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db $44
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db $44
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db $44
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db $44
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.properties
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db $3D
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db $7D
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db $FD
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db $BD
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}
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```
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## Design Patterns
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* **Interactive Puzzle Element**: The Switch Track is a key puzzle element that changes its orientation based on an external switch (likely the `mineswitch` sprite), directly influencing the path of minecarts.
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* **State-Based Animation**: The track's animation frame (`SprFrame, X`) is directly controlled by the on/off state of a corresponding switch in `SwitchRam`, providing clear visual feedback to the player about its current configuration.
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* **Subtype-Driven State**: The `SprSubtype` is used to index into `SwitchRam`, allowing each individual Switch Track to maintain its own independent state. This enables complex puzzle designs with multiple, distinct switch tracks.
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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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