Files
oracle-of-secrets/Docs/Sprites/NPCs/Tingle.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

251 lines
7.1 KiB
Markdown

# Tingle
## Overview
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.
## Sprite Properties
* **`!SPRID`**: `Sprite_Tingle` (Custom symbol, likely a remapped vanilla ID)
* **`!NbrTiles`**: `02`
* **`!Harmless`**: `01`
* **`!HVelocity`**: `00`
* **`!Health`**: `00`
* **`!Damage`**: `00`
* **`!DeathAnimation`**: `00`
* **`!ImperviousAll`**: `01` (Impervious to all attacks)
* **`!SmallShadow`**: `00`
* **`!Shadow`**: `01`
* **`!Palette`**: `00`
* **`!Hitbox`**: `02`
* **`!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_Tingle_Long`)
This routine handles Tingle's drawing, shadow rendering, and dispatches to his main logic if the sprite is active.
```asm
Sprite_Tingle_Long:
{
PHB : PHK : PLB
JSR Sprite_Tingle_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Tingle_Main
.SpriteIsNotActive
PLB
RTL
}
```
## Initialization (`Sprite_Tingle_Prep`)
This routine is empty, indicating that Tingle requires no custom initialization upon spawning.
## Main Logic & State Machine (`Sprite_Tingle_Main`)
Tingle's core behavior is managed by a state machine that facilitates a dialogue and transaction flow for selling a map.
* **Player Collision**: Prevents Link from passing through Tingle (`JSL Sprite_PlayerCantPassThrough`).
* **`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`.
* **`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`.
* **`Tingle_PlayerSaidNo`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($01A6)`), and returns to `Tingle_Idle`.
* **`Tingle_AlreadyBoughtMap`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($01A3)`) confirming the map has been bought, and returns to `Tingle_Idle`.
* **`Tingle_NotEnoughMoney`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($029)`) about insufficient funds, and returns to `Tingle_Idle`.
```asm
Sprite_Tingle_Main:
{
JSL Sprite_PlayerCantPassThrough
LDA.w SprAction, X
JSL JumpTableLocal
dw Tingle_Idle
dw Tingle_BuyMap
dw Tingle_PlayerSaidNo
dw Tingle_AlreadyBoughtMap
dw Tingle_NotEnoughMoney
; 0x00
Tingle_Idle:
{
%PlayAnimation(0, 1, 16)
; Player has already bought the map
LDA.l $7EF3D6 : AND.b #$01 : BNE .already_bought_map
%ShowSolicitedMessage($01A4) : BCC .didnt_converse
LDA $1CE8 : BEQ .buy_map
; Player said no
%GotoAction(2)
RTS
.buy_map
%GotoAction(1)
RTS
.already_bought_map
%GotoAction(3)
RTS
.didnt_converse
RTS
}
; 0x01
Tingle_BuyMap:
{
%PlayAnimation(0, 1, 16)
REP #$20
LDA.l $7EF360 : CMP.w #$0064 ; 100 rupees
SEP #$30
BCC .not_enough_money
; Deduct rupees
REP #$20
LDA.l $7EF360
SEC : SBC.w #$0064
STA.l $7EF360
SEP #$30
; Set map bought flag
LDA.l $7EF3D6 : ORA.b #$01 : STA.l $7EF3D6
%ShowUnconditionalMessage($01A5)
%GotoAction(3)
RTS
.not_enough_money
%GotoAction(4)
RTS
}
; 0x02
Tingle_PlayerSaidNo:
{
%PlayAnimation(0, 1, 16)
%ShowUnconditionalMessage($01A6)
%GotoAction(0)
RTS
}
; 0x03
Tingle_AlreadyBoughtMap:
{
%PlayAnimation(0, 1, 16)
%ShowUnconditionalMessage($01A3)
%GotoAction(0)
RTS
}
; 0x04
Tingle_NotEnoughMoney:
{
%PlayAnimation(0, 1, 16)
%ShowUnconditionalMessage($029)
%GotoAction(0)
RTS
}
}
```
## Drawing (`Sprite_Tingle_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_Tingle_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, 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, $04
.nbr_of_tiles
db 3, 3
.x_offsets
dw -4, 12, 0, 0
dw 4, -12, 0, 0
.y_offsets
dw -8, -8, 0, -11
dw -8, -8, 0, -10
.chr
db $82, $84, $A0, $80
db $82, $84, $A0, $80
.properties
db $39, $39, $39, $39
db $79, $79, $79, $39
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
}
```
## Design Patterns
* **Shop System**: Tingle implements a basic shop system for selling a map, including price checks and rupee deduction, providing a functional in-game vendor.
* **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.
* **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.
* **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.
* **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.