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oracle-of-secrets/Docs/Sprites/NPCs/Farore.md
scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
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2025-10-03 01:52:48 -04:00

9.2 KiB

Farore

Overview

Farore, the Oracle of Secrets, is a pivotal NPC sprite deeply integrated into the game's narrative and cutscene system. Her behavior is highly dynamic, adapting to the player's location (indoors/outdoors) and various game progression flags. She plays a crucial role in guiding the player and controlling cinematic sequences.

Sprite Properties

  • !SPRID: Sprite_Farore (Custom symbol, likely a remapped vanilla ID)
  • !NbrTiles: 2
  • !Harmless: 00 (Unusual for an NPC, might indicate specific interaction or placeholder)
  • !HVelocity: 00
  • !Health: 0
  • !Damage: 0
  • !DeathAnimation: 00
  • !ImperviousAll: 00
  • !SmallShadow: 01
  • !Shadow: 01
  • !Palette: 0
  • !Hitbox: 0
  • !Persist: 00
  • !Statis: 00
  • !CollisionLayer: 00
  • !CanFall: 00
  • !DeflectArrow: 00
  • !WaterSprite: 00
  • !Blockable: 00
  • !Prize: 0
  • !Sound: 00
  • !Interaction: 00
  • !Statue: 00
  • !DeflectProjectiles: 00
  • !ImperviousArrow: 00
  • !ImpervSwordHammer: 00
  • !Boss: 00

Main Structure (Sprite_Farore_Long)

This routine acts as a dispatcher, conditionally calling different drawing and main logic routines based on whether Link is INDOORS. This indicates that the Farore sprite ID is reused for a different entity (likely "Hyrule Dream") when indoors.

Sprite_Farore_Long:
{
  PHB : PHK : PLB
  LDA.b INDOORS : BEQ .outdoors
    JSR Sprite_HyruleDream_Draw
    JSL Sprite_CheckActive : BCC .SpriteIsNotActive
      JSR Sprite_HyruleDream_Main
      JMP .SpriteIsNotActive
  .outdoors
  JSR Sprite_Farore_Draw
  JSL Sprite_CheckActive : BCC .SpriteIsNotActive
    JSR Sprite_Farore_Main
  .SpriteIsNotActive
  PLB
  RTL
}

Initialization (Sprite_Farore_Prep)

This routine initializes Farore upon spawning. It sets SprDefl, X to $80 to prevent despawning off-screen. It also includes conditional initialization based on INDOORS and a check for $7EF300 (likely a flag for Farore's presence) to potentially despawn the sprite.

Sprite_Farore_Prep:
{
  PHB : PHK : PLB
  LDA.b #$80 : STA.w SprDefl, X ; Don't kill Farore when she goes off screen
  LDA.b INDOORS : BEQ .outdoors
    JSR Sprite_HyruleDream_Prep
    JMP .PlayIntro
  .outdoors
  LDA.l $7EF300 : BEQ .PlayIntro
    STZ.w SprState, X ; Kill the sprite
  .PlayIntro
  PLB
  RTL
}

Main Logic & State Machine (Sprite_Farore_Main)

Farore's core behavior is managed by a complex state machine heavily involved in cutscenes and quest progression:

  • IntroStart: Initiates a cutscene (InCutScene = 01) and transitions to different states based on STORY_STATE ($B6).
  • MoveUpTowardsFarore: Controls Link's movement during a cutscene, slowing him down and moving him north. Transitions to MoveLeftTowardsFarore when Link reaches a certain Y-position.
  • MoveLeftTowardsFarore: Continues Link's controlled movement, moving him west. Stops auto-movement, sets a timer, and transitions to WaitAndMessage.
  • WaitAndMessage: Displays a message after a timer, applies speed towards the player, and transitions to Farore_ProceedWithCutscene.
  • Farore_ProceedWithCutscene: A transitional state that leads to FaroreFollowPlayer after a timer.
  • FaroreFollowPlayer: Farore follows Link, controlling his movement and updating various game state flags (GAMESTATE, STORY_STATE, rain sound). Transitions to MakuArea_FaroreFollowPlayer.
  • MakuArea_FaroreFollowPlayer: Farore continues to follow Link in the Maku Area.
  • MakuArea_FaroreWaitForKydrog: Farore waits in the Maku Area.
Sprite_Farore_Main:
{
  LDA.w SprAction, X
  JSL JumpTableLocal

  dw IntroStart
  dw MoveUpTowardsFarore
  dw MoveLeftTowardsFarore
  dw WaitAndMessage
  dw Farore_ProceedWithCutscene
  dw FaroreFollowPlayer
  dw MakuArea_FaroreFollowPlayer
  dw MakuArea_FaroreWaitForKydrog

  ; 00
  IntroStart:
  {
    LDA #$01 : STA InCutScene
    LDA $B6 : CMP.b #$01 : BEQ .maku_area
              CMP.b #$02 : BEQ .waiting
      %GotoAction(1)
      RTS
    .maku_area
    %GotoAction(6)
    RTS

    .waiting
    %GotoAction(7)
    RTS
  }

  ; 01
  MoveUpTowardsFarore:
  {
    LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
    LDA.b #$08 : STA.b $49 ; Auto-movement north

    ; Link's Y Position - Y = 6C
    LDA.b $20 : CMP.b #$9C : BCC .linkistoofar
      %GotoAction(2)
    .linkistoofar
    %PlayAnimation(6, 6, 8) ; Farore look towards Link
    RTS
  }

  ; 02
  MoveLeftTowardsFarore:
  {
    ; Move Link Left
    LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
    LDA.b #$02 : STA.b $49

    ; Link's X position
    LDA.b $22 : CMP.b #$1A : BCS .linkistoofar
      STZ.b $49 ; kill automove
      LDA.b #$20
      STA.w SprTimerA, X ; set timer A to 0x10
      %PlayAnimation(0, 0, 8)
      %GotoAction(3)
    .linkistoofar
    RTS
  }

  ; 03
  WaitAndMessage:
  {
    %PlayAnimation(1, 2, 8)
    LDA.b #$15
    JSL Sprite_ApplySpeedTowardsPlayer
    JSL Sprite_MoveVert
    LDA.w SprTimerA, X : BNE +
      STZ $2F
      LDA #$00 : STA InCutScene
      ; "I am Farore, the Oracle of Secrets."
      %ShowUnconditionalMessage($0E)
      %GotoAction(4)
    +
    RTS
  }

  ; 04
  Farore_ProceedWithCutscene:
  {
    LDA.w SprTimerA, X : BNE ++
      %GotoAction(5)
    ++
    RTS
  }

  ; 05
  FaroreFollowPlayer:
  {
    LDA #$01 : STA InCutScene
    LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
    LDA.b #$08 : STA.b $49 ; Auto-movement north
    %PlayAnimation(3, 4, 8)

    LDA.b #$15
    JSL Sprite_ApplySpeedTowardsPlayer
    JSL Sprite_MoveVert

    LDA #$02 : STA $7EF3C5   ; (0 - intro, 1 - pendants, 2 - crystals)
    LDA #$05 : STA $012D ; turn off rain sound
    LDA #$01 : STA $B6 ; Set Story State
    JSL Sprite_LoadGfxProperties

    %GotoAction(6)
    RTS
  }

  ; 06
  MakuArea_FaroreFollowPlayer:
  {
    %PlayAnimation(3, 4, 8)

    LDA.b #$15
    JSL Sprite_ApplySpeedTowardsPlayer
    JSL Sprite_MoveVert

    %GotoAction(6)
    RTS
  }

  ; 07
  MakuArea_FaroreWaitForKydrog:
  {
    %PlayAnimation(5, 5, 8)
    RTS
  }
}

Drawing (Sprite_Farore_Draw)

This routine handles OAM allocation and animation for Farore. It explicitly uses REP #$20 and SEP #$20 for 16-bit coordinate calculations.

Sprite_Farore_Draw:
{
  JSL Sprite_PrepOamCoord
  JSL Sprite_OAM_AllocateDeferToPlayer

  LDA $0DC0, X : CLC : ADC $0D90, 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
  .nbr_of_tiles
    db 1, 1, 1, 1, 1, 1, 1
  .x_offsets
    dw 0, 0
    dw 0, 0
    dw 0, 0
    dw 0, 0
    dw 0, 0
    dw 0, 0
    dw 0, -1
  .y_offsets
    dw -8, 4
    dw -8, 4
    dw 4, -8
    dw -8, 4
    dw 4, -7
    dw -8, 4
    dw 4, -7
  .chr
    db $A8, $AA
    db $A8, $88
    db $AA, $A8
    db $8A, $8C
    db $8C, $8A
    db $8A, $AC
    db $AA, $86
  .properties
    db $3B, $3B
    db $3B, $7B
    db $3B, $3B
    db $3B, $3B
    db $7B, $3B
    db $3B, $3B
    db $3B, $7B
  .sizes
    db $02, $02
    db $02, $02
    db $02, $02
    db $02, $02
    db $02, $02
    db $02, $02
    db $02, $02
}

Design Patterns

  • Multi-Character Sprite (Conditional Drawing/Logic): The sprite ID is reused for "Hyrule Dream" when indoors, demonstrating a powerful technique for resource optimization and context-sensitive character representation.
  • Cutscene Control: Farore's logic is heavily integrated with cutscenes, controlling Link's movement, displaying messages, and managing game state transitions to create cinematic sequences.
  • Quest Progression Integration: The sprite's appearance and behavior are tied to STORY_STATE and other game flags, indicating its crucial role in advancing the narrative.
  • Player Movement Manipulation: During cutscenes, Farore's script directly controls Link's speed and auto-movement, ensuring precise choreography for story events.
  • Global State Management: Modifies InCutScene, GAMESTATE, STORY_STATE, and other global variables to reflect and control the current game context.
  • 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.