- 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.
251 lines
7.1 KiB
Markdown
251 lines
7.1 KiB
Markdown
# Tingle
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## Overview
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The Tingle sprite (`!SPRID = Sprite_Tingle`) implements the iconic map salesman character. Tingle's primary function is to sell a map to Link, with his interactions and dialogue flow being conditional on Link's rupee count and whether the map has already been purchased.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_Tingle` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `02`
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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`**: `02`
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* **`!Persist`**: `00`
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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_Tingle_Long`)
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This routine handles Tingle's drawing, shadow rendering, and dispatches to his main logic if the sprite is active.
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```asm
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Sprite_Tingle_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Tingle_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Tingle_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_Tingle_Prep`)
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This routine is empty, indicating that Tingle requires no custom initialization upon spawning.
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## Main Logic & State Machine (`Sprite_Tingle_Main`)
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Tingle's core behavior is managed by a state machine that facilitates a dialogue and transaction flow for selling a map.
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* **Player Collision**: Prevents Link from passing through Tingle (`JSL Sprite_PlayerCantPassThrough`).
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* **`Tingle_Idle`**: Plays an animation. Checks if Link has already bought the map (`$7EF3D6` bit `$01`). If so, it transitions to `Tingle_AlreadyBoughtMap`. Otherwise, it displays a solicited message (`%ShowSolicitedMessage($01A4)`) asking if Link wants to buy a map. Based on Link's response (`$1CE8`), it transitions to `Tingle_BuyMap` or `Tingle_PlayerSaidNo`.
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* **`Tingle_BuyMap`**: Plays an animation. Checks if Link has enough rupees (`$7EF360`). If sufficient, it deducts the rupees, sets the map bought flag (`$7EF3D6` bit `$01`), displays a confirmation message (`%ShowUnconditionalMessage($01A5)`), and transitions to `Tingle_AlreadyBoughtMap`. If rupees are insufficient, it transitions to `Tingle_NotEnoughMoney`.
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* **`Tingle_PlayerSaidNo`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($01A6)`), and returns to `Tingle_Idle`.
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* **`Tingle_AlreadyBoughtMap`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($01A3)`) confirming the map has been bought, and returns to `Tingle_Idle`.
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* **`Tingle_NotEnoughMoney`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($029)`) about insufficient funds, and returns to `Tingle_Idle`.
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```asm
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Sprite_Tingle_Main:
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{
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Tingle_Idle
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dw Tingle_BuyMap
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dw Tingle_PlayerSaidNo
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dw Tingle_AlreadyBoughtMap
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dw Tingle_NotEnoughMoney
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; 0x00
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Tingle_Idle:
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{
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%PlayAnimation(0, 1, 16)
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; Player has already bought the map
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LDA.l $7EF3D6 : AND.b #$01 : BNE .already_bought_map
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%ShowSolicitedMessage($01A4) : BCC .didnt_converse
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LDA $1CE8 : BEQ .buy_map
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; Player said no
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%GotoAction(2)
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RTS
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.buy_map
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%GotoAction(1)
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RTS
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.already_bought_map
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%GotoAction(3)
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RTS
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.didnt_converse
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RTS
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}
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; 0x01
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Tingle_BuyMap:
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{
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%PlayAnimation(0, 1, 16)
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REP #$20
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LDA.l $7EF360 : CMP.w #$0064 ; 100 rupees
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SEP #$30
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BCC .not_enough_money
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; Deduct rupees
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REP #$20
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LDA.l $7EF360
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SEC : SBC.w #$0064
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STA.l $7EF360
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SEP #$30
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; Set map bought flag
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LDA.l $7EF3D6 : ORA.b #$01 : STA.l $7EF3D6
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%ShowUnconditionalMessage($01A5)
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%GotoAction(3)
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RTS
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.not_enough_money
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%GotoAction(4)
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RTS
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}
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; 0x02
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Tingle_PlayerSaidNo:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($01A6)
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%GotoAction(0)
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RTS
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}
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; 0x03
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Tingle_AlreadyBoughtMap:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($01A3)
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%GotoAction(0)
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RTS
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}
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; 0x04
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Tingle_NotEnoughMoney:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($029)
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%GotoAction(0)
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RTS
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}
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}
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```
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## Drawing (`Sprite_Tingle_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_Tingle_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 $0DC0, X : CLC : ADC $0D90, 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, $04
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.nbr_of_tiles
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db 3, 3
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.x_offsets
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dw -4, 12, 0, 0
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dw 4, -12, 0, 0
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.y_offsets
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dw -8, -8, 0, -11
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dw -8, -8, 0, -10
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.chr
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db $82, $84, $A0, $80
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db $82, $84, $A0, $80
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.properties
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db $39, $39, $39, $39
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db $79, $79, $79, $39
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.sizes
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db $02, $02, $02, $02
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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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* **Shop System**: Tingle implements a basic shop system for selling a map, including price checks and rupee deduction, providing a functional in-game vendor.
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* **Quest Gating/Progression**: The availability of the map and Tingle's dialogue are conditional on whether Link has already purchased the map (`$7EF3D6` bit `$01`), ensuring a logical progression of events.
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* **Conditional Transactions**: The process of buying the map involves checking Link's rupee count and deducting the cost upon a successful purchase, simulating a real in-game economy.
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* **Player Choice and Branching Dialogue**: Link's responses (`$1CE8`) to Tingle's inquiries directly influence the flow of conversation and the available options, leading to a personalized interaction.
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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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