- 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.
128 lines
3.4 KiB
Markdown
128 lines
3.4 KiB
Markdown
# Eon Zora Elder
|
|
|
|
## Overview
|
|
The Eon Zora Elder is an NPC (Non-Player Character) sprite primarily characterized by its animation-driven states. Its main function is to visually convey different moods or actions through distinct animations, such as idle, surprised, or holding a rod.
|
|
|
|
## 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 & State Machine (`Sprite_EonZoraElder_Main`)
|
|
The Eon Zora Elder's core behavior is managed by a simple state machine that primarily controls its animations:
|
|
|
|
* **`EonZoraElder_Idle`**: Plays an idle animation (`%PlayAnimation(0,1,10)`).
|
|
* **`EonZoraElder_Surprised`**: Plays a surprised animation (`%PlayAnimation(2,3,10)`).
|
|
* **`EonZoraElder_WithRod`**: Plays an animation depicting the elder holding a rod (`%PlayAnimation(4,4,10)`).
|
|
|
|
```asm
|
|
Sprite_EonZoraElder_Main:
|
|
{
|
|
LDA.w SprAction, X
|
|
JSL JumpTableLocal
|
|
|
|
dw EonZoraElder_Idle
|
|
dw EonZoraElder_Surprised
|
|
dw EonZoraElder_WithRod
|
|
|
|
EonZoraElder_Idle:
|
|
%PlayAnimation(0,1,10)
|
|
RTS
|
|
EonZoraElder_Surprised:
|
|
%PlayAnimation(2,3,10)
|
|
RTS
|
|
EonZoraElder_WithRod:
|
|
%PlayAnimation(4,4,10)
|
|
RTS
|
|
}
|
|
```
|
|
|
|
## Drawing (`Sprite_EonZoraElder_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_EonZoraElder_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
|
|
.nbr_of_tiles
|
|
db 1, 1, 1, 2
|
|
.x_offsets
|
|
dw 0, 8
|
|
dw 0, 8
|
|
dw 0, 8
|
|
dw 0, 8, -4
|
|
.y_offsets
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0, 0, 0
|
|
.chr
|
|
db $46, $47
|
|
db $49, $4A
|
|
db $66, $67
|
|
db $69, $6A, $6C
|
|
.properties
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39
|
|
db $39, $39, $39
|
|
.sizes
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02, $02, $02
|
|
}
|
|
```
|
|
|
|
## Design Patterns
|
|
* **Animation-Driven States**: The sprite's states are primarily used to control which animation is currently playing, allowing for visual feedback to the player (e.g., idle, surprised, holding a rod).
|
|
* **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.
|