- 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.
226 lines
5.2 KiB
Markdown
226 lines
5.2 KiB
Markdown
# Bean Vendor
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## Overview
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The Bean Vendor is an NPC (Non-Player Character) sprite designed for player interaction, primarily through dialogue. It features a simple state machine to manage its idle and talking behaviors.
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## Sprite Properties
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* **`!SPRID`**: `$00` (Vanilla sprite ID, likely overridden)
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* **`!NbrTiles`**: `08`
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* **`!Harmless`**: `01` (Indicates the sprite is harmless to Link)
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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`**: `01` (Indicates the sprite is impervious to all attacks)
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `01`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `00`
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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_BeanVendor_Long`)
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This routine is the main entry point for the Bean Vendor, executed every frame. It handles drawing, shadow rendering, and dispatches to the main logic if the sprite is active.
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```asm
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Sprite_BeanVendor_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_BeanVendor_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_BeanVendor_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_BeanVendor_Prep`)
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This routine runs once when the Bean Vendor is spawned. It initializes `SprDefl, X`, `SprTimerC, X`, `SprNbrOAM, X`, and `SprPrize, X`.
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```asm
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Sprite_BeanVendor_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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LDA.b #$30 : STA.w SprTimerC, X
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LDA.b #$03 : STA.w SprNbrOAM, X
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LDA.b #$03 : STA.w SprPrize, 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_BeanVendor_Main`)
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The Bean Vendor's core behavior is managed by a state machine with `BeanVendor_Idle` and `BeanVendor_Talk` states.
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* **`BeanVendor_Idle`**: The vendor plays an idle animation. When Link is nearby (`GetDistance8bit_Long`), it transitions to the `BeanVendor_Talk` state.
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* **`BeanVendor_Talk`**: The vendor plays a talking animation and displays a message using `JSL Interface_PrepAndDisplayMessage`. Once the message is dismissed, it transitions back to the `BeanVendor_Idle` state.
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```asm
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Sprite_BeanVendor_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw BeanVendor_Idle
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dw BeanVendor_Talk
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BeanVendor_Idle:
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{
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%PlayAnimation(0,1,15)
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JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
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INC.w SprAction, X
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+
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RTS
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}
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BeanVendor_Talk:
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{
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%PlayAnimation(2,3,8)
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JSL Interface_PrepAndDisplayMessage : BCC +
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STZ.w SprAction, 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_BeanVendor_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.
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```asm
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Sprite_BeanVendor_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 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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LDA.w SprMiscB, X : STA $09
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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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; If SprMiscA != 0, then use 4th sheet
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LDA.b $09 : BEQ +
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LDA .chr_2, X : STA ($90), Y
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JMP ++
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+
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LDA .chr, X : STA ($90), Y
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++
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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 .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, $01, $03, $04, $06, $08
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.nbr_of_tiles
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db 0, 1, 0, 1, 1, 0
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.x_offsets
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dw 0
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dw -4, 4
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dw 0
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dw -4, 4
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dw -4, 4
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dw 0
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.y_offsets
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dw 0
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dw 0, 0
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dw 0
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dw 0, 0
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dw 0, 0
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dw 0
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.chr
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db $80
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db $A2, $A2
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db $82
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db $84, $84
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db $A4, $A4
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db $A0
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.chr_2
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db $C0
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db $E2, $E2
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db $C2
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db $C4, $C4
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db $E4, $E4
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db $E0
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.properties
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db $35
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db $35, $75
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db $35
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db $35, $75
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db $35, $75
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db $35
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.sizes
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db $02
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db $02, $02
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db $02
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db $02, $02
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db $02, $02
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db $02
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}
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```
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## Design Patterns
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* **NPC Interaction**: The sprite is designed to engage with the player through dialogue, triggered by proximity.
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* **State Machine**: Employs a simple state machine to manage its `Idle` and `Talk` behaviors, ensuring appropriate animations and actions based on player interaction.
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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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