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oracle-of-secrets/Docs/Sprites/NPCs/BottleVendor.md
scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
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- Added documentation for the Pedestal sprite, including its vanilla overrides, custom logic for item interaction, and event triggering based on area context.
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2025-10-03 01:52:48 -04:00

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# Bottle Vendor
## Overview
The Bottle 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, very similar in structure to the Bean Vendor.
## Sprite Properties
* **`!SPRID`**: `$00` (Vanilla sprite ID, likely overridden)
* **`!NbrTiles`**: `08`
* **`!Harmless`**: `01` (Indicates the sprite is harmless to Link)
* **`!HVelocity`**: `00`
* **`!Health`**: `00`
* **`!Damage`**: `00`
* **`!DeathAnimation`**: `00`
* **`!ImperviousAll`**: `01` (Indicates the sprite is impervious to all attacks)
* **`!SmallShadow`**: `00`
* **`!Shadow`**: `01`
* **`!Palette`**: `00`
* **`!Hitbox`**: `00`
* **`!Persist`**: `00`
* **`!Statis`**: `00`
* **`!CollisionLayer`**: `00`
* **`!CanFall`**: `00`
* **`!DeflectArrow`**: `00`
* **`!WaterSprite`**: `00`
* **`!Blockable`**: `00`
* **`!Prize`**: `00`
* **`!Sound`**: `00`
* **`!Interaction`**: `00`
* **`!Statue`**: `00`
* **`!DeflectProjectiles`**: `00`
* **`!ImperviousArrow`**: `00`
* **`!ImpervSwordHammer`**: `00`
* **`!Boss`**: `00`
## Main Structure (`Sprite_BottleVendor_Long`)
This routine is the main entry point for the Bottle Vendor, executed every frame. It handles drawing, shadow rendering, and dispatches to the main logic if the sprite is active.
```asm
Sprite_BottleVendor_Long:
{
PHB : PHK : PLB
JSR Sprite_BottleVendor_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_BottleVendor_Main
.SpriteIsNotActive
PLB
RTL
}
```
## Initialization (`Sprite_BottleVendor_Prep`)
This routine runs once when the Bottle Vendor is spawned. It initializes `SprDefl, X`, `SprTimerC, X`, `SprNbrOAM, X`, and `SprPrize, X`.
```asm
Sprite_BottleVendor_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$30 : STA.w SprTimerC, X
LDA.b #$03 : STA.w SprNbrOAM, X
LDA.b #$03 : STA.w SprPrize, X
PLB
RTL
}
```
## Main Logic & State Machine (`Sprite_BottleVendor_Main`)
The Bottle Vendor's core behavior is managed by a state machine with `BottleVendor_Idle` and `BottleVendor_Talk` states.
* **`BottleVendor_Idle`**: The vendor plays an idle animation. When Link is nearby (`GetDistance8bit_Long`), it transitions to the `BottleVendor_Talk` state.
* **`BottleVendor_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 `BottleVendor_Idle` state.
```asm
Sprite_BottleVendor_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw BottleVendor_Idle
dw BottleVendor_Talk
BottleVendor_Idle:
{
%PlayAnimation(0,1,15)
JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
INC.w SprAction, X
+
RTS
}
BottleVendor_Talk:
{
%PlayAnimation(2,3,8)
JSL Interface_PrepAndDisplayMessage : BCC +
STZ.w SprAction, X
+
RTS
}
}
```
## Drawing (`Sprite_BottleVendor_Draw`)
The drawing routine handles OAM allocation and animation. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations.
```asm
Sprite_BottleVendor_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
LDA.w SprMiscB, X : STA $09
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
; If SprMiscA != 0, then use 4th sheet
LDA.b $09 : BEQ +
LDA .chr_2, X : STA ($90), Y
JMP ++
+
LDA .chr, X : STA ($90), Y
++
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $01, $03, $04, $06, $08
.nbr_of_tiles
db 0, 1, 0, 1, 1, 0
.x_offsets
dw 0
dw -4, 4
dw 0
dw -4, 4
dw -4, 4
dw 0
.y_offsets
dw 0
dw 0, 0
dw 0
dw 0, 0
dw 0, 0
dw 0
.chr
db $80
db $A2, $A2
db $82
db $84, $84
db $A4, $A4
db $A0
.chr_2
db $C0
db $E2, $E2
db $C2
db $C4, $C4
db $E4, $E4
db $E0
.properties
db $35
db $35, $75
db $35
db $35, $75
db $35, $75
db $35
.sizes
db $02
db $02, $02
db $02
db $02, $02
db $02, $02
db $02
}
```
## Design Patterns
* **NPC Interaction**: The sprite is designed to engage with the player through dialogue, triggered by proximity.
* **State Machine**: Employs a simple state machine to manage its `Idle` and `Talk` behaviors, ensuring appropriate animations and actions based on player interaction.
* **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.