- 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.
470 lines
14 KiB
Markdown
470 lines
14 KiB
Markdown
# Goriya Sprite Analysis
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This document provides a detailed analysis of the `goriya.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 Goriya's fundamental characteristics:
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```asm
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!SPRID = Sprite_Goriya
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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 = 00 ; 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 = 00 ; 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` and `!Damage` are initially set to `00` but are dynamically determined during initialization.
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## 2. Core Routines
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### 2.1. `Sprite_Goriya_Long` (Main Loop)
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This is the primary entry point for Goriya'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. Notably, it checks `SprSubtype, X` to determine if it's the main Goriya sprite or a boomerang, and calls the appropriate drawing routine.
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```asm
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Sprite_Goriya_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BEQ + ; Check SprSubtype
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JSR Sprite_Boomerang_Draw ; If SprSubtype is not 0, draw as boomerang
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JMP ++
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+
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JSR Sprite_Goriya_Draw ; If SprSubtype is 0, draw as Goriya
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JSL Sprite_DrawShadow
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++
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive ; Check if sprite is active
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JSR Sprite_Goriya_Main ; If active, run main logic
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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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### 2.2. `Sprite_Goriya_Prep` (Initialization)
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This routine is executed once when Goriya is first spawned. It sets Goriya's health to `08` (one heart).
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```asm
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Sprite_Goriya_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$08 : STA.w SprHealth, X ; Set health to 8
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PLB
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RTL
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}
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```
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### 2.3. `Sprite_Goriya_Main` (Behavioral State Machine)
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This routine manages Goriya's AI through a state machine, using `SprAction, X` to determine the current behavior. It utilizes `JumpTableLocal` for efficient state transitions, including walking in different directions and a boomerang attack state.
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```asm
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Sprite_Goriya_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal ; Jump to the routine specified by SprAction
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dw Goriya_WalkingUp
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dw Goriya_WalkingDown
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dw Goriya_WalkingLeft
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dw Goriya_WalkingRight
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dw BoomerangAttack
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Goriya_WalkingUp:
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{
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%PlayAnimation(0, 1, 10) ; Animate frames 0-1 every 10 frames
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JSR Sprite_Goriya_Move ; Handle movement
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RTS
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}
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Goriya_WalkingDown:
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{
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%PlayAnimation(2, 3, 10) ; Animate frames 2-3 every 10 frames
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JSR Sprite_Goriya_Move ; Handle movement
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RTS
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}
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Goriya_WalkingLeft:
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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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JSR Sprite_Goriya_Move ; Handle movement
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RTS
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}
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Goriya_WalkingRight:
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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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JSR Sprite_Goriya_Move ; Handle movement
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RTS
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}
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BoomerangAttack:
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{
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%PlayAnimation(0, 3, 6) ; Animate frames 0-3 every 6 frames
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LDA.w SprTimerD, X : BNE + ; Check timer D
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LDA.b #$16
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JSL Sprite_ApplySpeedTowardsPlayer ; Apply speed towards Link
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%SetTimerD($50) ; Set timer D
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+
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JSL Sprite_Move ; Apply velocity
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JSL Sprite_SpawnSparkleGarnish ; Spawn sparkle effect
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JSL Sprite_CheckDamageToPlayer : BCC .no_dano ; Check if Goriya damages Link
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LDA.b #$FF : STA.w SprTimerD, X ; If damaged, set timer D
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JSL Sprite_InvertSpeed_XY ; Invert speed
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.no_dano
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JSL Sprite_CheckDamageFromPlayer : BCC + ; Check if Link damages Goriya
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JSL Sprite_InvertSpeed_XY ; If damaged, invert speed
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+
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JSL Sprite_CheckTileCollision ; Check for tile collision
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LDA.w SprCollision, X : BEQ + ; If no collision
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STZ.w SprState, X ; Clear sprite state (despawn?)
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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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### 2.4. `Sprite_Goriya_Move` (Movement and Interaction Logic)
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This routine is called by the various walking states in `Sprite_Goriya_Main` to handle Goriya's physical interactions and movement. It also manages the logic for throwing a boomerang and changing movement directions.
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```asm
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Sprite_Goriya_Move:
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{
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JSL Sprite_Move
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_CheckDamageFromPlayer
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JSL Sprite_CheckIfRecoiling
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JSR Goriya_HandleTileCollision ; Handle tile collision and change direction
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LDA.w SprTimerD, X : BNE ++
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JSL GetRandomInt : AND.b #$9F : BNE ++
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LDA.b #$04 : STA.w SprMiscB, X ; Set SprMiscB for boomerang attack
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%SetTimerD($FF)
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JSR Goriya_BoomerangAttack ; Spawn boomerang
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JMP +
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++
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LDA.w SprTimerC, X : BNE +
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JSL GetRandomInt : AND.b #$03
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STA.w SprMiscB, X ; Set SprMiscB for new movement direction
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%SetTimerC(60)
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+
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LDA.w SprMiscB, X
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JSL JumpTableLocal ; Jump to movement routine based on SprMiscB
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dw Goriya_MoveUp
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dw Goriya_MoveDown
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dw Goriya_MoveLeft
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dw Goriya_MoveRight
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dw Goriya_Wait
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Goriya_MoveUp:
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{
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LDA.b #-GoriyaMovementSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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%GotoAction(0) ; Transition to Goriya_WalkingUp
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LDA.b #$00 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveDown:
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{
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LDA.b #GoriyaMovementSpeed : STA.w SprYSpeed, X
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STZ.w SprXSpeed, X
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%GotoAction(1) ; Transition to Goriya_WalkingDown
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveLeft:
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{
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STZ.w SprYSpeed, X
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LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(2) ; Transition to Goriya_WalkingLeft
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LDA.b #$02 : STA.w SprMiscE, X
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RTS
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}
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Goriya_MoveRight:
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{
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STZ.w SprYSpeed, X
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LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
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%GotoAction(3) ; Transition to Goriya_WalkingRight
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LDA.b #$03 : STA.w SprMiscE, X
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RTS
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}
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Goriya_Wait:
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{
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STZ.w SprXSpeed, X
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STZ.w SprYSpeed, X
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%GotoAction(0) ; Transition to Goriya_WalkingUp (default)
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RTS
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}
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}
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```
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### 2.5. `Goriya_HandleTileCollision`
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This routine is called to handle Goriya's collision with tiles. Upon collision, it randomly selects a new movement direction and sets a timer (`SprTimerC`).
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```asm
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Goriya_HandleTileCollision:
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{
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JSL Sprite_CheckTileCollision
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LDA.w SprCollision, X : BEQ ++
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X ; Randomly choose new direction
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+
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STA.w SprMiscE, X
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%SetTimerC(60) ; Set timer C for 60 frames
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++
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RTS
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}
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```
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### 2.6. `Goriya_BoomerangAttack`
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This routine is responsible for spawning the boomerang sprite. It sets up the boomerang's initial properties, including its `SprSubtype` (to differentiate it from the main Goriya), action, position, and health.
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```asm
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Goriya_BoomerangAttack:
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{
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LDA.b #$2C ; Sprite ID for boomerang (assuming $2C is the boomerang sprite ID)
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JSL Sprite_SpawnDynamically : BMI + ; Spawn a new sprite dynamically
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LDA.b #$01 : STA.w SprSubtype, Y ; Set SprSubtype to 1 for the boomerang
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LDA.b #$04 : STA.w SprAction, Y ; Set action for boomerang (e.g., flying)
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LDA.w SprX, X : STA.w SprX, Y ; Copy Goriya's X position to boomerang
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LDA.w SprY, X : STA.w SprY, Y ; Copy Goriya's Y position to boomerang
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LDA.w SprXH, X : STA.w SprXH, Y
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LDA.w SprYH, X : STA.w SprYH, Y
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LDA.b #$01 : STA.w SprNbrOAM, Y ; Set number of OAM entries
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LDA.b #$40 : STA.w SprHealth, Y ; Set boomerang health
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LDA.b #$00 : STA.w SprHitbox, Y ; Set boomerang hitbox
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+
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RTS
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}
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```
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### 2.7. `Sprite_Goriya_Draw` (Goriya Drawing Routine)
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This routine is responsible for rendering Goriya's graphics. It uses a custom OAM allocation and manipulation logic 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_Goriya_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.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY ; Calculate animation frame index
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LDA.w .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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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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; -------------------------------------------------------
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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 : 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 #$20
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BCC .on_screen_y
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; Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y : 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 : INY
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LDA .properties, X : ORA $08 : 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, $02, $04, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw 0, -9
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dw 0, -9
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dw 0, -10
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dw 0, -10
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dw 0, -10
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dw 0, -9
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dw 0, -9
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dw -1, -10
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.chr
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; Body Head
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db $E4, $C0
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db $E4, $C0
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db $E6, $C2
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db $E6, $C2
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db $E2, $C4
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db $E0, $C4
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db $E2, $C4
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db $E0, $C4
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.properties
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db $2D, $2D
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db $6D, $2D
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db $2D, $2D
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db $6D, $2D
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db $2D, $2D
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db $2D, $2D
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db $6D, $6D
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db $6D, $6D
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}
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```
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### 2.8. `Sprite_Boomerang_Draw` (Boomerang Drawing Routine)
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This routine is responsible for rendering the boomerang's graphics. It also uses a custom OAM allocation and manipulation logic.
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```asm
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Sprite_Boomerang_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.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprFlash, X : STA $08
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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 : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA #$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 $26
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db $26
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db $26
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db $26
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.properties
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db $22
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db $A2
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db $E2
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db $62
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}
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```
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## 3. Key Behaviors and Implementation Details
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* **Dual Role (Goriya and Boomerang):** The `Sprite_Goriya_Long` routine uses `SprSubtype, X` to determine if the current sprite instance is the main Goriya or a boomerang it has thrown. This allows a single sprite ID to manage two distinct entities.
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* **Boomerang Attack:** Goriya actively throws a boomerang (`Goriya_BoomerangAttack`) at Link, which then becomes an independent sprite with its own drawing and movement logic (`BoomerangAttack` state in `Sprite_Goriya_Main` and `Sprite_Boomerang_Draw`).
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* **Dynamic Health:** Goriya's health is set to a fixed value of `08` (one heart) during initialization.
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* **State Management:** Goriya uses `SprAction, X` and `JumpTableLocal` to manage its walking states (`Goriya_WalkingUp`, `Goriya_WalkingDown`, `Goriya_WalkingLeft`, `Goriya_WalkingRight`) and its `BoomerangAttack` state.
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* **Movement Patterns:** Goriya moves in random directions, with `Goriya_HandleTileCollision` triggering a new random direction upon hitting a tile. It also has a `Goriya_Wait` state.
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* **Custom OAM Drawing:** Both the Goriya and its boomerang utilize custom OAM drawing routines (`Sprite_Goriya_Draw` and `Sprite_Boomerang_Draw`) for precise control over their multi-tile graphics and animation. The use of `REP`/`SEP` for 16-bit coordinate calculations is present in both.
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* **Code Reuse:** The `Goriya_HandleTileCollision` routine is notably reused by the Darknut sprite, indicating a shared and modular approach to tile collision handling for certain enemy types.
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* **`SprMiscB` Usage:** This variable is used to store the current movement direction (0-4) for Goriya's random movement.
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* **`SprMiscE` Usage:** This variable also stores the current movement direction, likely for animation or other directional logic.
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* **`SprTimerC` and `SprTimerD` Usage:** These timers are used to control the duration of movement states and the frequency of boomerang attacks.
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