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

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# Sea Urchin Sprite Analysis
This document provides a detailed analysis of the `sea_urchin.asm` sprite, outlining its properties, core routines, and behavioral patterns.
## 1. Sprite Properties
The following `!SPRID` constants define Sea Urchin's fundamental characteristics:
```asm
!SPRID = Sprite_SeaUrchin
!NbrTiles = 04 ; 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 = 06 ; Number of Health the sprite have
!Damage = 04 ; (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 = 01 ; 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 = 01 ; 01 = can be blocked by link's shield?
!Prize = 03 ; 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 fixed at `06` and `!Damage` is `04` (half a heart).
## 2. Core Routines
### 2.1. `Sprite_SeaUrchin_Long` (Main Loop)
This is the primary entry point for Sea Urchin's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
```asm
Sprite_SeaUrchin_Long:
{
PHB : PHK : PLB
JSR Sprite_SeaUrchin_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_SeaUrchin_Main
.SpriteIsNotActive
PLB
RTL
}
```
### 2.2. `Sprite_SeaUrchin_Prep` (Initialization)
This routine is executed once when Sea Urchin is first spawned. It sets the initial prize and conditionally modifies its imperviousness and prize based on the `WORLDFLAG` (likely for different game states or areas, such as the Eon Sea).
```asm
Sprite_SeaUrchin_Prep:
{
PHB : PHK : PLB
LDA #$01 : STA.w SprPrize, X ; Default prize
LDA.w WORLDFLAG : BEQ + ; Check WORLDFLAG
; Eon Sea Urchin impervious to sword
LDA.b #%10000100 : STA.w SprDefl, X ; Set imperviousness flags
LDA.b #$07 : STA.w SprPrize, X ; Change prize for Eon Sea
+
PLB
RTL
}
```
### 2.3. `Sprite_SeaUrchin_Main` (Behavioral State Machine)
This routine manages Sea Urchin's AI through a simple state machine, using `SprAction, X` to determine its current behavior. It includes `Idle` and `Death` states.
```asm
Sprite_SeaUrchin_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw Idle
dw Death
Idle:
{
%PlayAnimation(0,3,8)
%PlayerCantPassThrough()
%DoDamageToPlayerSameLayerOnContact()
JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
%GotoAction(1) ; Transition to Death state if damaged
.NoDamage
RTS
}
Death:
{
LDA.b #$06 : STA.w SprState, X ; Set sprite state to despawn
LDA.b #$0A : STA.w SprTimerA, X
STZ.w SprPrize,X
JSL ForcePrizeDrop_long ; Force prize drop
LDA.b #$09 : JSL SpriteSFX_QueueSFX3WithPan ; Play sound effect
RTS
}
}
```
### 2.4. `Sprite_SeaUrchin_Draw` (Drawing Routine)
This routine is responsible for rendering Sea Urchin's graphics. It uses a custom OAM allocation and manipulation logic to handle its multi-tile appearance and animation.
```asm
Sprite_SeaUrchin_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $01, $02, $03, $04, $05, $06, $07
.nbr_of_tiles
db 0, 0, 0, 0, 0, 0, 0, 0
.x_offsets
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
dw 0
.y_offsets
dw 0
dw -1
dw 0
dw -1
dw 0
dw -1
dw 0
dw -1
.chr
db $EA
db $EC
db $EA
db $EC
db $EA
db $EC
db $EA
db $EC
.properties
db $29
db $29
db $69
db $69
db $29
db $29
db $69
db $69
}
```
## 3. Key Behaviors and Implementation Details
* **Fixed Health:** Sea Urchin has a fixed health of `06` and its health is not dynamically scaled based on Link's sword level.
* **Dynamic Prize Drop and Imperviousness:** A notable feature is its conditional behavior based on the `WORLDFLAG`. If this flag is set (e.g., indicating a specific game area like the Eon Sea), the Sea Urchin becomes impervious to sword attacks (`SprDefl`) and drops a different prize. This demonstrates how global game state variables can influence individual sprite properties.
* **State Management:** Sea Urchin uses a simple state machine with `Idle` and `Death` states, managed by `SprAction, X` and `JumpTableLocal`.
* **Movement Patterns:** The Sea Urchin has a simple idle animation (`%PlayAnimation(0,3,8)`) and does not exhibit complex movement behaviors. It remains stationary but can be pushed by Link (`%PlayerCantPassThrough()`).
* **Damage Handling:** Upon taking damage from Link (`Sprite_CheckDamageFromPlayer`), the Sea Urchin transitions to its `Death` state. In this state, it despawns (`STZ.w SprState, X`), forces a prize drop (`ForcePrizeDrop_long`), and plays a sound effect (`SpriteSFX_QueueSFX3WithPan`).
* **Custom OAM Drawing:** Sea Urchin utilizes a custom OAM drawing routine to render its multi-tile appearance and animation. The drawing logic includes coordinate calculations with `REP`/`SEP` for 16-bit operations.