- 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.
153 lines
4.6 KiB
Markdown
153 lines
4.6 KiB
Markdown
# Hyrule Dream
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## Overview
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The Hyrule Dream sprite represents a special NPC that appears indoors and plays a role in a specific questline. It interacts with Link through dialogue and grants a unique "Dream" item, with its presence and actions tied to game progression.
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## Sprite Properties
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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.
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## Main Logic (`Sprite_HyruleDream_Main`)
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This routine manages the Hyrule Dream's behavior through a state machine:
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* **`HyruleDream_Idle`**: The sprite plays an idle animation. When Link is within a certain proximity (`GetDistance8bit_Long`), it transitions to the `HyruleDream_Talk` state.
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* **`HyruleDream_Talk`**: The sprite continues its idle animation and displays a solicited message (`%ShowSolicitedMessage($01B3)`). Upon completion of the message, it transitions to `HyruleDream_GiveItem`.
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* **`HyruleDream_GiveItem`**: The sprite maintains its idle animation. After a timer (`SprTimerA, X`) expires, it grants Link the "Dream" item (`LDY #$12`, `JSL Link_ReceiveItem`), sets a flag (`$7EF410`) indicating the Dream has been obtained, and then despawns itself (`STZ.w SprState, X`).
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```asm
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Sprite_HyruleDream_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw HyruleDream_Idle
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dw HyruleDream_Talk
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dw HyruleDream_GiveItem
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HyruleDream_Idle:
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{
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%PlayAnimation(0,0,1)
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JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
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INC.w SprAction, X
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+
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RTS
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}
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HyruleDream_Talk:
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{
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%PlayAnimation(0,0,1)
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%ShowSolicitedMessage($01B3) : BCC +
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INC.w SprAction, X
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+
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RTS
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}
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HyruleDream_GiveItem:
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{
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%PlayAnimation(0,0,1)
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LDA.w SprTimerA, X : BNE +
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LDY #$12 : JSL Link_ReceiveItem
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LDA.b #$01 : STA.l $7EF410
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STZ.w SprState, X
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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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## Initialization (`Sprite_HyruleDream_Prep`)
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This routine initializes the Hyrule Dream sprite upon spawning. It sets `SprDefl, X` to `$80` (preventing despawning off-screen). Crucially, it checks the "Dream" flag (`$7EF410`). If Link has already obtained the Dream, the sprite immediately despawns (`STZ.w SprState, X`), ensuring it only appears once.
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```asm
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Sprite_HyruleDream_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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LDA.l $7EF410 : BNE +
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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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## Drawing (`Sprite_HyruleDream_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, ensuring accurate sprite rendering.
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```asm
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Sprite_HyruleDream_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.w SprFrame, 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
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.nbr_of_tiles
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db 3
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.x_offsets
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dw -8, 8, -8, 8
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.y_offsets
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dw -8, -8, 8, 8
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.chr
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db $C0, $C2, $E0, $E2
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.properties
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db $3B, $7B, $3B, $7B
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.sizes
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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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* **NPC Interaction**: The sprite is designed to engage with the player through dialogue and the granting of a unique item, driving a specific questline.
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* **Quest Progression Integration**: The sprite's appearance and item-granting are directly tied to a flag (`$7EF410`) for the "Dream" item, ensuring it appears only once per playthrough.
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* **Conditional Spawning/Despawning**: The sprite dynamically despawns if Link has already obtained the "Dream" item, preventing redundant interactions.
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* **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.
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