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oracle-of-secrets/Docs/Sprites/NPCs/EonZora.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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# Eon Zora
## Overview
The Eon Zora is an NPC (Non-Player Character) sprite found in the Eon Abyss. Its behavior is characterized by random movement and context-sensitive dialogue that changes based on Link's current location within the game world.
## Sprite Properties
Explicit sprite properties (`!SPRID`, `!NbrTiles`, etc.) are not defined within this file. It is assumed that these properties are either inherited from a vanilla sprite ID or defined in a separate configuration file, as this file focuses on the sprite's behavior and drawing.
## Main Logic (`Sprite_EonZora_Main`)
This routine is the main entry point for the Eon Zora, executed every frame. It orchestrates the Zora's dialogue, movement, and animation.
* **Dialogue**: Calls `EonZora_HandleDialogue` to manage interactions with the player.
* **Movement**: Calls `EonZora_Walk` for random movement, followed by `JSL Sprite_Move` and `JSL Sprite_BounceFromTileCollision` for physical movement and collision handling.
* **Directional Animations**: Uses a jump table to play specific animations based on the Zora's current direction (Forward, Left, Right, Back).
```asm
Sprite_EonZora_Main:
{
JSR EonZora_HandleDialogue
JSR EonZora_Walk
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
LDA.w SprAction, X
JSL JumpTableLocal
dw EonZora_Forward
dw EonZora_Left
dw EonZora_Right
dw EonZora_Back
EonZora_Forward:
%PlayAnimation(0,1,10)
RTS
EonZora_Left:
%PlayAnimation(2,3,10)
RTS
EonZora_Right:
%PlayAnimation(4,5,10)
RTS
EonZora_Back:
%PlayAnimation(6,7,10)
RTS
}
```
## Movement Routine (`EonZora_Walk`)
This routine controls the Eon Zora's random walking behavior. It uses a timer (`SprTimerA, X`) to periodically select a new random direction and update the sprite's `SprXSpeed, X` and `SprYSpeed, X`.
```asm
EonZora_Walk:
{
LDA.w SprTimerA, X : BNE +
JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X : TAY
LDA.w .speed_x, Y : STA.w SprXSpeed, X
LDA.w .speed_y, Y : STA.w SprYSpeed, X
LDA.b #$6A : STA.w SprTimerA, X
+
RTS
.speed_x
db 0, -4, 4, 0
.speed_y
db 4, 0, 0, -4
}
```
## Dialogue Handling (`EonZora_HandleDialogue`)
This routine manages the Eon Zora's dialogue, which is context-sensitive based on Link's current `AreaIndex`. It checks for specific `AreaIndex` values to display tailored messages. If no specific area matches, a default message is displayed, and interacting with it can randomly set the `FOUNDRINGS` global variable.
```asm
EonZora_HandleDialogue:
{
LDA.w AreaIndex : CMP.b #$63 : BNE .not_wisdom
%ShowSolicitedMessage($01AC)
JMP ++
.not_wisdom
CMP.b #$5B : BNE .not_power
%ShowSolicitedMessage($01AB)
JMP ++
.not_power
CMP.b #$40 : BNE .not_pyramid
%ShowSolicitedMessage($01AA)
JMP ++
.not_pyramid
CMP.b #$70 : BNE .not_underwater
%ShowSolicitedMessage($01AD)
JMP ++
.not_underwater
CMP.b #$42 : BNE .not_portal
%ShowSolicitedMessage($01AF)
JMP ++
.not_portal
%ShowSolicitedMessage($01AE) : BCC .no_talk
JSL GetRandomInt : AND.b #$06 : STA.l FOUNDRINGS
.no_talk
++
RTS
}
```
## Drawing (`Sprite_EonZora_Draw`)
The drawing routine handles OAM allocation and animation. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations, ensuring accurate sprite rendering.
```asm
Sprite_EonZora_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, 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 .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0D
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 0, 0
.x_offsets
dw 0, 16
dw 0, -16
dw 0, 8
dw 0, 8
dw 0, -8
dw 0, -8
dw 0
dw 0
.y_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
dw 0
.chr
db $60, $62
db $60, $62
db $40, $41
db $43, $44
db $40, $41
db $43, $44
db $64
db $64
.properties
db $39, $39
db $79, $79
db $39, $39
db $39, $39
db $79, $79
db $79, $79
db $39
db $79
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02
db $02
}
```
## Design Patterns
* **Context-Sensitive Dialogue**: The NPC's dialogue dynamically changes based on Link's current `AreaIndex`, providing a rich and immersive storytelling experience tailored to the player's location.
* **Random Movement**: The Zora exhibits random walking behavior, contributing to the environmental ambiance and making the world feel more alive.
* **NPC Interaction**: Provides dialogue and has the potential to grant items (randomly setting `FOUNDRINGS`), adding an element of surprise and reward to player interactions.
* **Animation-Driven Movement**: The sprite's movement states are directly tied to specific animations for each direction, ensuring visual consistency between its actions and appearance.
* **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.