- 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.
334 lines
9.2 KiB
Markdown
334 lines
9.2 KiB
Markdown
# 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.
|
|
|
|
```asm
|
|
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.
|
|
|
|
```asm
|
|
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.
|
|
|
|
```asm
|
|
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.
|
|
|
|
```asm
|
|
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.
|