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oracle-of-secrets/Docs/Sprites/NPCs/Mermaid.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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# Mermaid / Maple / Librarian
## Overview
The `mermaid.asm` file is a highly versatile sprite definition that implements three distinct NPC characters: the "Mermaid," "Maple," and "Librarian." This multi-purpose sprite leverages `SprSubtype` and `SprMiscE, X` to dispatch to different behaviors and drawing routines, allowing for efficient resource reuse and complex, context-sensitive interactions within the game world.
## Sprite Properties
* **`!SPRID`**: `Sprite_Mermaid` (Custom symbol, likely a remapped vanilla ID)
* **`!NbrTiles`**: `02`
* **`!Harmless`**: `01`
* **`!HVelocity`**: `00`
* **`!Health`**: `00`
* **`!Damage`**: `00`
* **`!DeathAnimation`**: `00`
* **`!ImperviousAll`**: `00`
* **`!SmallShadow`**: `00`
* **`!Shadow`**: `00`
* **`!Palette`**: `00`
* **`!Hitbox`**: `00`
* **`!Persist`**: `00`
* **`!Statis`**: `00`
* **`!CollisionLayer`**: `00`
* **`!CanFall`**: `00`
* **`!DeflectArrow`**: `00`
* **`!WaterSprite`**: `00`
* **`!Blockable`**: `00`
* **`!Prize`**: `00`
* **`!Sound`**: `00`
* **`!Interaction`**: `00`
* **`!Statue`**: `00`
* **`!DeflectProjectiles`**: `00`
* **`!ImperviousArrow`**: `00`
* **`!ImpervSwordHammer`**: `00`
* **`!Boss`**: `00`
## Main Structure (`Sprite_Mermaid_Long`)
This routine acts as a central dispatcher, selecting the appropriate drawing routine based on `SprMiscE, X` (0 for Mermaid, 1 for Maple, 2 for Librarian). It also handles shadow drawing and dispatches to the main logic if the sprite is active.
```asm
Sprite_Mermaid_Long:
{
PHB : PHK : PLB
LDA.w SprMiscE, X : BEQ .MermaidDraw
CMP.b #$02 : BEQ .LibrarianDraw
JSR Sprite_Maple_Draw
JMP .Continue
.LibrarianDraw
JSR Sprite_Librarian_Draw
JMP .Continue
.MermaidDraw
JSR Sprite_Mermaid_Draw
.Continue
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Mermaid_Main
.SpriteIsNotActive
PLB
RTL
}
```
## Initialization (`Sprite_Mermaid_Prep`)
This routine initializes the sprite upon spawning. It sets `SprDefl, X`, `SprTimerA, X`, and `SprHitbox, X`. Crucially, it sets `SprMiscE, X` based on `SprSubtype, X` to determine which character the sprite will represent (0 for Mermaid, 1 for Maple, 2 for Librarian).
```asm
Sprite_Mermaid_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
LDA.b #$40 : STA.w SprTimerA, X
LDA.b #$07 : STA.w SprHitbox, X
; Mermaid Sprite
STZ.w SprMiscE, X
; Maple Sprite
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
LDA.b #$01 : STA.w SprMiscE, X
+
; Librarian Sprite
CMP.b #$02 : BNE ++
LDA.b #$02 : STA.w SprMiscE, X
++
PLB
RTL
}
```
## Main Logic & State Machine (`Sprite_Mermaid_Main`)
This routine acts as a dispatcher for the main logic, calling the appropriate handler (`MermaidHandler`, `MapleHandler`, or `LibrarianHandler`) based on `SprMiscE, X`.
### `MermaidHandler`
Manages the Mermaid's behavior through a state machine:
* **`MermaidWait`**: Plays an idle animation, prevents player passage, and displays a message on contact. Upon message dismissal, it transitions to `MermaidDive`.
* **`MermaidDive`**: Plays a diving animation, moves horizontally, and transitions to `MermaidSwim` after a timer.
* **`MermaidSwim`**: Plays a swimming animation, moves, sets `SprXSpeed, X`, spawns a splash effect, and can despawn or change direction after a timer.
### `LibrarianHandler`
Manages the Librarian's behavior, primarily focused on a map and scroll translation quest:
* **`LibrarianIdle`**: Plays an animation, prevents player passage, and displays messages based on whether Link has no maps, all maps, or new scrolls. Transitions to `Librarian_CheckResponse` if new scrolls are available.
* **`Librarian_CheckResponse`**: Processes Link's response to the translation offer, transitioning to `Librarian_OfferTranslation` or back to `LibrarianIdle`.
* **`Librarian_OfferTranslation`**: Displays a message, prevents player passage, and checks `Scrolls` and `DNGMAP1`/`DNGMAP2` to identify new scrolls. If found, it updates `Scrolls`, sets `SprMiscG, X` to the scroll ID, and transitions to `Librarian_TranslateScroll`.
* **`Librarian_TranslateScroll`**: Displays a message based on the scroll ID and transitions to `Librarian_FinishTranslation`.
* **`Librarian_FinishTranslation`**: Displays a final message and returns to `LibrarianIdle`.
## `Librarian_CheckForAllMaps` and `Librarian_CheckForNoMaps`
These helper routines check `DNGMAP1` and `DNGMAP2` (SRAM flags for dungeon maps) to determine Link's map collection status.
## Drawing (`Sprite_Mermaid_Draw`, `Sprite_Maple_Draw`, `Sprite_Librarian_Draw`)
Each character has its own dedicated drawing routine. 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 character.
## Design Patterns
* **Multi-Character Sprite (Conditional Drawing/Logic)**: A single sprite definition (`Sprite_Mermaid`) is used to represent three distinct NPCs (Mermaid, Maple, Librarian) based on `SprSubtype` and `SprMiscE`, showcasing efficient resource utilization and context-sensitive character representation.
* **Quest Progression Integration**: The Librarian's dialogue and actions are tied to collected dungeon maps and scrolls, indicating its role in a translation quest, driving narrative progression.
* **Context-Sensitive Dialogue**: The Librarian's messages dynamically change based on whether Link has maps, all maps, or new scrolls, providing a personalized and evolving interaction.
* **Player Collision**: Implements `Sprite_PlayerCantPassThrough` to make NPCs solid objects that Link cannot walk through.
* **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.