- 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.
185 lines
6.4 KiB
Markdown
185 lines
6.4 KiB
Markdown
# Korok
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## Overview
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The Korok sprite (`!SPRID = Sprite_Korok`) implements a multi-variant NPC system, allowing for different Korok characters (Makar, Hollo, Rown) to appear from a single sprite definition. These Koroks exhibit random walking behavior, engage in dialogue, and are liftable, contributing to environmental interactions and minor puzzles.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_Korok` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `08`
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* **`!Harmless`**: `01`
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* **`!HVelocity`**: `00`
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* **`!Health`**: `00`
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* **`!Damage`**: `00`
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* **`!DeathAnimation`**: `00`
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* **`!ImperviousAll`**: `01` (Impervious to all attacks)
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `01`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `03`
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* **`!Persist`**: `01` (Continues to live off-screen)
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* **`!Statis`**: `00`
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* **`!CollisionLayer`**: `00`
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* **`!CanFall`**: `00`
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* **`!DeflectArrow`**: `00`
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* **`!WaterSprite`**: `00`
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* **`!Blockable`**: `00`
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* **`!Prize`**: `00`
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* **`!Sound`**: `00`
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* **`!Interaction`**: `00`
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* **`!Statue`**: `00`
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* **`!DeflectProjectiles`**: `00`
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* **`!ImperviousArrow`**: `00`
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* **`!ImpervSwordHammer`**: `00`
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* **`!Boss`**: `00`
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## Main Structure (`Sprite_Korok_Long`)
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This routine acts as a dispatcher for drawing the correct Korok variant based on its `SprSubtype, X`. It also handles shadow drawing and dispatches to the main logic if the sprite is active.
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```asm
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Sprite_Korok_Long:
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{
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PHB : PHK : PLB
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LDA $0AA5 : BEQ .done
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LDA.w SprSubtype, X : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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.draw_makar
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JSR Sprite_Korok_DrawMakar
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BRA .done
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.draw_hollo
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JSR Sprite_Korok_DrawHollo
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BRA .done
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.draw_rown
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JSR Sprite_Korok_DrawRown
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BRA .done
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.done
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Korok_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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```
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## Initialization (`Sprite_Korok_Prep`)
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This routine initializes the Korok upon spawning by randomly assigning a `SprSubtype, X` (0-3). This subtype determines which Korok variant (Makar, Hollo, or Rown) the sprite will represent.
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```asm
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Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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JSL GetRandomInt : AND.b #$03 : STA.w SprSubtype, X
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PLB
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RTL
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}
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```
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## Main Logic & State Machine (`Sprite_Korok_Main`)
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The Korok's core behavior is managed by a state machine that includes idle, walking, and liftable states.
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* **`Sprite_Korok_Idle`**: The Korok plays an idle animation. Upon player interaction (`%ShowSolicitedMessage($001D)`), it randomly transitions to a walking state. It also prevents player passage (`Sprite_PlayerCantPassThrough`).
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* **`Sprite_Korok_WalkingDown` / `Up` / `Left` / `Right`**: These states control the Korok's movement in different directions. Each state plays a specific walking animation, sets the appropriate speed (`KorokWalkSpeed`), moves the sprite (`Sprite_Move`), and after a timer (`SprTimerB, X`), randomly transitions to another walking state.
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* **`Sprite_Korok_Liftable`**: This state handles the Korok's interaction when lifted (`Sprite_CheckIfLifted`) and thrown (`ThrownSprite_TileAndSpriteInteraction_long`).
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```asm
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Sprite_Korok_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Sprite_Korok_Idle
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dw Sprite_Korok_WalkingDown
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dw Sprite_Korok_WalkingUp
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dw Sprite_Korok_WalkingLeft
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dw Sprite_Korok_WalkingRight
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dw Sprite_Korok_Liftable
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Sprite_Korok_Idle:
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{
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%PlayAnimation(0, 0, 10)
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LDA $0AA5 : BNE +
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PHX
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JSL ApplyKorokSpriteSheets
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PLX
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LDA.b #$01 : STA.w $0AA5
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+
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%ShowSolicitedMessage($001D) : BCC .no_talk
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JSL GetRandomInt : AND.b #$03
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STA.w SprAction, X
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RTS
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.no_talk
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JSL Sprite_PlayerCantPassThrough
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RTS
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}
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Sprite_Korok_WalkingDown:
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{
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%PlayAnimation(0, 2, 10)
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LDA.b #KorokWalkSpeed : STA.w SprYSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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}
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Sprite_Korok_WalkingUp:
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{
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%PlayAnimation(3, 5, 10)
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LDA.b #-KorokWalkSpeed : STA.w SprYSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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}
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Sprite_Korok_WalkingLeft:
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{
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%PlayAnimation(6, 8, 10)
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LDA.b #KorokWalkSpeed : STA.w SprXSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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}
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Sprite_Korok_WalkingRight:
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{
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%PlayAnimation(9, 11, 10)
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LDA.b #-KorokWalkSpeed : STA.w SprXSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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}
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Sprite_Korok_Liftable:
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{
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JSL Sprite_Move
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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}
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```
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## Drawing (`Sprite_Korok_DrawMakar`, `Sprite_Korok_DrawHollo`, `Sprite_Korok_DrawRown`)
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Each Korok variant has its own dedicated drawing routine (`Sprite_Korok_DrawMakar`, `Sprite_Korok_DrawHollo`, `Sprite_Korok_DrawRown`). These routines handle OAM allocation and animation, and explicitly use `REP #$20` and `SEP #$20` for 16-bit coordinate calculations. Each routine contains its own specific OAM data for rendering the respective Korok character.
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## Design Patterns
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* **Multi-Variant NPC**: A single sprite definition (`Sprite_Korok`) is used to represent multiple distinct Korok characters (Makar, Hollo, Rown) based on a randomly assigned `SprSubtype`, showcasing efficient resource utilization and varied visual appearances.
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* **Randomized Behavior**: The Korok's initial variant and its walking directions are randomized, adding an element of unpredictability and variety to encounters.
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* **NPC Interaction**: The Korok can be interacted with through dialogue (`%ShowSolicitedMessage`) and is liftable (`Sprite_CheckIfLifted`), allowing for environmental puzzles or simple interactions.
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* **Conditional Drawing**: The drawing routine dispatches to different sub-routines based on the Korok's subtype, allowing for distinct visual appearances for each variant.
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* **Player Collision**: Implements `Sprite_PlayerCantPassThrough` to make the NPC a solid object that Link cannot walk through.
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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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