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

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# Hyrule Dream
## Overview
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.
## 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_HyruleDream_Main`)
This routine manages the Hyrule Dream's behavior through a state machine:
* **`HyruleDream_Idle`**: The sprite plays an idle animation. When Link is within a certain proximity (`GetDistance8bit_Long`), it transitions to the `HyruleDream_Talk` state.
* **`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`.
* **`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`).
```asm
Sprite_HyruleDream_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw HyruleDream_Idle
dw HyruleDream_Talk
dw HyruleDream_GiveItem
HyruleDream_Idle:
{
%PlayAnimation(0,0,1)
JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
INC.w SprAction, X
+
RTS
}
HyruleDream_Talk:
{
%PlayAnimation(0,0,1)
%ShowSolicitedMessage($01B3) : BCC +
INC.w SprAction, X
+
RTS
}
HyruleDream_GiveItem:
{
%PlayAnimation(0,0,1)
LDA.w SprTimerA, X : BNE +
LDY #$12 : JSL Link_ReceiveItem
LDA.b #$01 : STA.l $7EF410
STZ.w SprState, X
+
RTS
}
}
```
## Initialization (`Sprite_HyruleDream_Prep`)
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.
```asm
Sprite_HyruleDream_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.l $7EF410 : BNE +
STZ.w SprState, X
+
PLB
RTL
}
```
## Drawing (`Sprite_HyruleDream_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_HyruleDream_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
.nbr_of_tiles
db 3
.x_offsets
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
.chr
db $C0, $C2, $E0, $E2
.properties
db $3B, $7B, $3B, $7B
.sizes
db $02, $02, $02, $02
}
```
## Design Patterns
* **NPC Interaction**: The sprite is designed to engage with the player through dialogue and the granting of a unique item, driving a specific questline.
* **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.
* **Conditional Spawning/Despawning**: The sprite dynamically despawns if Link has already obtained the "Dream" item, preventing redundant interactions.
* **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.