- 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.
308 lines
8.8 KiB
Markdown
308 lines
8.8 KiB
Markdown
# Deku Scrub
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## Overview
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The Deku Scrub sprite is a highly versatile NPC implementation capable of representing multiple distinct characters, including a Withered Deku Scrub, Deku Butler, and Deku Princess. Its behavior is intricately tied to game progression, player actions, and specific in-game locations.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_DekuScrubNPCs` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `06`
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* **`!Harmless`**: `01`
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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`**: `00`
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `00`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `03`
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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_DekuScrub_Long`)
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This routine is the main entry point for the Deku Scrub, executed every frame. It handles drawing and dispatches to the main logic if the sprite is active.
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```asm
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Sprite_DekuScrub_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_DekuScrub_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_DekuScrub_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_DekuScrub_Prep`)
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This routine runs once when the Deku Scrub is spawned. It sets `SprDefl, X` and then determines the initial `SprAction, X` based on the current `AreaIndex`, `SprSubtype, X`, and whether the Deku Mask has been obtained (`$7EF301`). It also checks if Tail Palace is cleared (`Crystals`) to potentially set `SprState, X` to `0`.
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```asm
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Sprite_DekuScrub_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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; Peacetime Deku Scrub NPCs
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LDA.b AreaIndex : CMP.b #$2E : BNE .check_next
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; Deku Butler
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LDA.b #$07 : STA.w SprAction, X
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JMP +
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.check_next
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CMP.b #$2F : BNE .continue
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LDA.b #$08 : STA.w SprAction, X
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JMP +
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.continue
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .DekuButler
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CMP.b #$02 : BEQ .DekuPrincess
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LDA.l $7EF301 : BEQ +
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LDA.b #$04 : STA.w SprAction, X
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JMP +
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.DekuButler
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LDA.b #$05 : STA.w SprAction, X
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JMP ++
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.DekuPrincess
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LDA.b #$06 : STA.w SprAction, X
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++
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; Check if tail palace is cleared
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LDA.l Crystals : AND #$10 : BEQ +
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STZ.w SprState, X
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+
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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_DekuScrub_Main`)
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The Deku Scrub's core behavior is managed by a complex state machine with several states, many of which are named in Spanish:
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* **`EstadoInactivo` (Inactive State)**: The scrub plays an idle animation, prevents player passage, and transitions to `QuiereCuracion` upon player interaction.
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* **`QuiereCuracion` (Wants Healing)**: Plays an animation and checks if the "Song of Healing" (`SongFlag`) has been played. If so, it clears the flag, sets a timer, and transitions to `DarMascara`.
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* **`DarMascara` (Give Mask)**: Plays an animation, displays a message after a timer, and then transitions to `Regalo`.
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* **`Regalo` (Gift)**: After a timer, grants Link the Deku Mask (`$11`) and updates the Deku Mask flag (`$7EF301`), then transitions to `Withered`.
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* **`Withered`**: Plays a withered animation.
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* **`DekuButler`**: Plays a specific animation, prevents player passage, and displays a message.
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* **`DekuPrincess`**: Plays a specific animation, prevents player passage, and displays a message.
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* **`DekuButler_Peacetime`**: Plays a specific animation, prevents player passage, and displays a message. If the message is dismissed, it sets `MapIcon` to `$02`.
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* **`DekuPrinces_Peacetime`**: Plays a specific animation, prevents player passage, and displays a message. If the message is dismissed, it sets `MapIcon` to `$02`.
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```asm
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Sprite_DekuScrub_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw EstadoInactivo
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dw QuiereCuracion
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dw DarMascara
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dw Regalo
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dw Withered
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dw DekuButler
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dw DekuPrincess
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dw DekuButler_Peacetime
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dw DekuPrinces_Peacetime
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EstadoInactivo:
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{
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%PlayAnimation(0, 1, 16)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($140) : BCC .no_hablaba
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%GotoAction(1)
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.no_hablaba
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RTS
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}
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QuiereCuracion:
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{
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%PlayAnimation(0, 1, 16)
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LDA.b SongFlag : CMP.b #$01 : BNE .ninguna_cancion
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STZ.b SongFlag
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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.ninguna_cancion
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RTS
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}
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DarMascara:
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{
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%PlayAnimation(0, 1, 16)
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($141)
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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RTS
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}
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Regalo:
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{
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LDA.w SprTimerD, X : BNE +
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LDY #$11 : STZ $02E9 ; Give the Deku Mask
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JSL Link_ReceiveItem
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LDA.b #$01 : STA.l $7EF301
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%GotoAction(4)
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+
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RTS
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}
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Withered:
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{
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%PlayAnimation(2, 2, 10)
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RTS
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}
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DekuButler:
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{
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%PlayAnimation(3, 3, 10)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($080)
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RTS
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}
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DekuPrincess:
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{
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%PlayAnimation(4, 4, 10)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($0C3)
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RTS
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}
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DekuButler_Peacetime:
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{
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%StartOnFrame(3)
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%PlayAnimation(3, 3, 10)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($1B9) : BCC +
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LDA.b #$02 : STA.l MapIcon
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+
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RTS
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}
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DekuPrinces_Peacetime:
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{
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%StartOnFrame(4)
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%PlayAnimation(4, 4, 10)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($1BA) : BCC +
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LDA.b #$02 : STA.l MapIcon
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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_DekuScrub_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_DekuScrub_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 $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 : 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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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 .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, $04, $08, $0C, $10
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.nbr_of_tiles
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db 3, 3, 3, 3, 3
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.x_offsets
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dw 4, 4, -4, -4
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dw 4, -4, -4, 4
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dw -8, -8, 8, 8
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dw -4, 4, -4, 4
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dw -4, -4, 4, 4
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.y_offsets
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dw 4, -4, -4, 4
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dw 4, 4, -4, -4
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dw 4, -12, -12, 4
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dw -12, -12, 4, 4
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dw 4, -12, 4, -12
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.chr
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db $2E, $0E, $0E, $2E
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db $2C, $2C, $0C, $0C
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db $20, $00, $02, $22
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db $04, $05, $24, $25
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db $27, $07, $27, $07
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.properties
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db $3B, $7B, $3B, $7B
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db $3B, $7B, $3B, $7B
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db $3B, $3B, $3B, $3B
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db $3B, $3B, $3B, $3B
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db $3B, $3B, $7B, $7B
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.sizes
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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}
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```
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## Design Patterns
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* **Multi-Character NPC**: A single sprite definition is used to represent multiple distinct NPC characters (Withered Deku Scrub, Deku Butler, Deku Princess), with their specific roles determined by `SprSubtype` and `AreaIndex`.
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* **Quest Progression Integration**: The sprite's behavior is deeply integrated with various quest elements, checking for specific items (Deku Mask), songs (Song of Healing), and cleared dungeons (Tail Palace) to determine its current state and interactions.
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* **Conditional Behavior**: Extensive use of conditional logic based on `AreaIndex`, `SprSubtype`, and global game state flags allows for dynamic changes in the NPC's role, dialogue, and actions.
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* **NPC Interaction**: Provides rich interaction with the player through dialogue (`%ShowSolicitedMessage`, `%ShowUnconditionalMessage`) and the granting of key items (`Link_ReceiveItem`).
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* **Player Collision**: Implements `Sprite_PlayerCantPassThrough` to make the NPC a solid object that Link cannot walk through.
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* **16-bit OAM Calculations**: Demonstrates explicit use of `REP #$20` and `SEP #$20` for precise 16-bit OAM coordinate calculations, essential for accurate sprite rendering.
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