- 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.
211 lines
7.8 KiB
Markdown
211 lines
7.8 KiB
Markdown
# Vasu / Error
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## Overview
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The `vasu.asm` file defines the behavior for a multi-character NPC sprite that can represent either "Vasu," the ring appraiser, or a special "Error" sprite. The specific character displayed and its interactions are determined by `SprSubtype, X`. Vasu offers a service to appraise rings, with conditional dialogue and transactions based on Link's inventory and rupee count.
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## Sprite Properties
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* **`!SPRID`**: `Sprite_Vasu` (Custom symbol, likely a remapped vanilla ID)
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* **`!NbrTiles`**: `03`
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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`**: `00`
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* **`!SmallShadow`**: `00`
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* **`!Shadow`**: `00`
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* **`!Palette`**: `00`
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* **`!Hitbox`**: `09`
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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_Vasu_Long`)
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This routine acts as a dispatcher for drawing, selecting `Sprite_Vasu_Draw` for Vasu (`SprSubtype, X = 0`) or `Sprite_Error_Draw` for the Error sprite. 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_Vasu_Long:
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{
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PHB : PHK : PLB
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LDA.w SprSubtype, X : BNE +
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JSR Sprite_Vasu_Draw
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JMP ++
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+
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JSR Sprite_Error_Draw
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++
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Vasu_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_Vasu_Prep`)
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This routine initializes the sprite upon spawning. It sets `SprDefl, X` to `$80`. If the sprite is Vasu (`SprSubtype, X = 0`), it sets `SprAction, X` to `$04`.
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```asm
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Sprite_Vasu_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.w SprSubtype, X : BEQ +
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LDA.b #$04 : STA.w SprAction, X
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+
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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_Vasu_Main`)
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This routine manages the various states and interactions for both Vasu and the Error sprite.
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* **Player Collision**: Prevents Link from passing through (`JSL Sprite_PlayerCantPassThrough`).
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* **`Vasu_Idle`**: Plays an animation and displays a solicited message (`%ShowSolicitedMessage($00A9)`). Upon message dismissal, it transitions to `Vasu_MessageHandler`.
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* **`Vasu_MessageHandler`**: Plays an animation and processes Link's choice (`MsgChoice`). It can lead to `Vasu_AppraiseRing`, `Vasu_ExplainRings` (displays message `$00AA` and returns to `Vasu_Idle`), or return to `Vasu_Idle` if Link chooses "nevermind."
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* **`Vasu_AppraiseRing`**: Plays an animation. Checks `FOUNDRINGS` (SRAM flag for found rings). If no rings are found, it displays a message (`%ShowUnconditionalMessage($00AD)`) and returns to `Vasu_Idle`. If rings are found, it checks `MAGICRINGS` (SRAM flag for owned rings). If Link has no rings yet, it offers the first appraisal for free (`%ShowUnconditionalMessage($00AB)`). Otherwise, it checks for 20 rupees (`$7EF360`). If Link has enough, it deducts the rupees, updates `MAGICRINGS` by ORing with `FOUNDRINGS`, and transitions to `Vasu_RingAppraised`. If not enough rupees, it displays a message (`%ShowUnconditionalMessage($0189)`) and returns to `Vasu_Idle`.
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* **`Vasu_RingAppraised`**: Plays an animation, displays a message (`%ShowUnconditionalMessage($00AC)`), and returns to `Vasu_Idle`.
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* **`Error_Idle`**: Plays an animation and displays a solicited message (`%ShowSolicitedMessage($0121)`) "I am Error." Upon message dismissal, it randomly sets `FOUNDRINGS`.
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```asm
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Sprite_Vasu_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 Vasu_Idle
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dw Vasu_MessageHandler
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dw Vasu_AppraiseRing
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dw Vasu_RingAppraised
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dw Error_Idle
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Vasu_Idle:
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{
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%PlayAnimation(0,1,20)
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%ShowSolicitedMessage($00A9) : BCC .didnt_talk
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%GotoAction(1)
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.didnt_talk
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RTS
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}
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Vasu_MessageHandler:
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{
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%PlayAnimation(0,1,20)
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LDA.w MsgChoice : BEQ .appraise_rings
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CMP.b #$01 : BEQ .explain_rings
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; Player said nevermind.
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%GotoAction(0)
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RTS
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.explain_rings
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%ShowUnconditionalMessage($00AA)
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%GotoAction(0)
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RTS
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.appraise_rings
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LDA.b #$40 : STA.w SprTimerB, X
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%GotoAction(2)
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RTS
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}
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Vasu_AppraiseRing:
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{
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%PlayAnimation(0,1,20)
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; Check if the player has found any rings to appraise
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REP #$30
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LDA.l FOUNDRINGS
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AND.w #$00FF
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SEP #$30
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BEQ .no_rings
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; Check if the player has any rings, if not give them one for free
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LDA.l MAGICRINGS : BEQ .no_rings_yet
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REP #$20
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LDA.l $7EF360
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CMP.w #$14 ; 20 rupees
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SEP #$30
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BCC .not_enough_rupees
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REP #$20
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LDA.l $7EF360
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SEC
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SBC.w #$14 ; Subtract 20 rupees
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STA.l $7EF360
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SEP #$30
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JMP .appraise_me
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.not_enough_rupees
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%ShowUnconditionalMessage($0189) ; 'You don't have enough rupees!'
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%GotoAction(0)
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RTS
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.no_rings_yet
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%ShowUnconditionalMessage($00AB) ; 'First one is free!'
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JMP .appraise_me
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.no_rings
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%ShowUnconditionalMessage($00AD) ; 'You don't have any rings!'
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%GotoAction(0)
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RTS
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.appraise_me
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; Check the found rings and set the saved rings
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; Get the bit from found rings and set it in MAGICRINGS
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LDA.l FOUNDRINGS
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ORA.l MAGICRINGS
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STA.l MAGICRINGS
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%GotoAction(3)
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RTS
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}
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Vasu_RingAppraised:
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{
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%PlayAnimation(0,1,20)
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%ShowUnconditionalMessage($00AC) ; 'Come back later for more appraisals!'
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%GotoAction(0)
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RTS
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}
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Error_Idle:
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{
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%PlayAnimation(0,1,24)
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; "I am Error"
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%ShowSolicitedMessage($0121) : BCC +
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JSL GetRandomInt : AND.b #$06 : STA.l FOUNDRINGS
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+
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RTS
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}
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}
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```
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## Drawing (`Sprite_Vasu_Draw` and `Sprite_Error_Draw`)
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Both drawing routines handle OAM allocation and animation for their respective characters. They explicitly use `REP #$20` and `SEP #$20` for 16-bit coordinate calculations. Each routine contains its own specific OAM data for rendering the character.
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## Design Patterns
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* **Multi-Character Sprite (Conditional Drawing/Logic)**: A single sprite definition (`Sprite_Vasu`) is used to represent two distinct characters (Vasu and the "Error" sprite) based on `SprSubtype`, showcasing efficient resource utilization and varied visual appearances.
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* **Shop/Service System**: Vasu implements a service where he appraises rings for a fee (or for free the first time), integrating a transactional element into NPC interactions.
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* **Quest Gating/Progression**: Vasu's interactions are conditional on Link having found rings (`FOUNDRINGS`) and his rupee count, ensuring that the appraisal service is available only when relevant.
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* **Conditional Transactions**: The appraisal process involves checking Link's rupee count and deducting the cost, simulating a real in-game economy.
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* **Player Choice and Branching Dialogue**: Link's choices (`MsgChoice`) directly influence the flow of conversation, leading to different outcomes and information from Vasu.
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* **Item Management**: Vasu interacts with `FOUNDRINGS` and `MAGICRINGS` (SRAM flags) to manage Link's ring collection, updating his inventory based on appraisals.
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* **Easter Egg/Hidden Content**: The "Error" sprite, with its unique dialogue, likely serves as an Easter egg or a placeholder for debugging, adding a touch of humor or mystery.
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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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