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oracle-of-secrets/Docs/Sprites/NPCs/Zora.md
scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
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2025-10-03 01:52:48 -04:00

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# Zora (Generic Sea Zora Handler)
## Overview
The `zora.asm` file serves as a centralized handler for various Zora NPCs within the game. It acts as a dispatcher, directing execution to specific drawing and main logic routines for the Zora Princess, Eon Zora, Eon Zora Elder, and a generic Sea Zora. This dynamic dispatch is based on the current `ROOM`, `WORLDFLAG`, and `SprSubtype`, allowing for a single sprite definition to manage a diverse cast of Zora characters.
## Main Structure (`Sprite_Zora_Long`)
This routine is a complex dispatcher that determines which Zora variant to draw and process based on several game state variables:
* **Zora Princess**: If the current `ROOM` is `$0105`, it calls `Sprite_ZoraPrincess_Draw` and sets `SprMiscG, X` to `$01`.
* **Eon Zora**: If `WORLDFLAG` is not `0`, it calls `Sprite_EonZora_Draw`, `Sprite_DrawShadow`, and sets `SprMiscG, X` to `$02`.
* **Eon Zora Elder**: If `SprSubtype, X` is not `0` (and not the Princess or Eon Zora), it calls `Sprite_EonZoraElder_Draw` and sets `SprMiscG, X` to `$03`.
* **Generic Sea Zora**: Otherwise, it calls `Sprite_Zora_Draw`, `Sprite_DrawShadow`, and sets `SprMiscG, X` to `0`.
* After drawing, it calls `Sprite_CheckActive` and then `Sprite_Zora_Handler` if the sprite is active.
```asm
Sprite_Zora_Long:
{
PHB : PHK : PLB
; Check what Zora we are drawing
REP #$30
LDA.w ROOM : CMP.w #$0105 : BNE .not_princess
SEP #$30
JSR Sprite_ZoraPrincess_Draw
LDA.b #$01 : STA.w SprMiscG, X
JMP +
.not_princess
LDA.w WORLDFLAG : AND.w #$00FF : BEQ .eon_draw
SEP #$30
JSR Sprite_EonZora_Draw
JSL Sprite_DrawShadow
LDA.b #$02 : STA.w SprMiscG, X
JMP +
.eon_draw
SEP #$30
LDA.w SprSubtype, X : BNE .special_zora
JSR Sprite_Zora_Draw
JSL Sprite_DrawShadow
STZ.w SprMiscG, X
JMP +
.special_zora
JSR Sprite_EonZoraElder_Draw
LDA.b #$03 : STA.w SprMiscG, X
+
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Zora_Handler
.SpriteIsNotActive
PLB
RTL
}
```
## Initialization (`Sprite_Zora_Prep`)
This routine is empty, indicating that custom initialization for the Zora handler is minimal or handled by the individual Zora sprite routines.
## Main Logic Dispatcher (`Sprite_Zora_Handler`)
This routine dispatches to the appropriate main logic routine for the specific Zora variant based on the value of `SprMiscG, X`:
* `$01`: Calls `Sprite_ZoraPrincess_Main`
* `$00`: Calls `Sprite_Zora_Main` (Generic Sea Zora)
* `$02`: Calls `Sprite_EonZora_Main`
* `$03`: Calls `Sprite_EonZoraElder_Main`
```asm
Sprite_Zora_Handler:
{
LDA.w SprMiscG, X
CMP.b #$01 : BNE .not_princess
JSR Sprite_ZoraPrincess_Main
RTS
.not_princess
JSL JumpTableLocal
dw Sprite_Zora_Main
dw Sprite_ZoraPrincess_Main
dw Sprite_EonZora_Main
dw Sprite_EonZoraElder_Main
}
```
## `Sprite_Zora_Main` (Generic Sea Zora)
This routine defines the behavior for a generic Sea Zora NPC.
* **Head Tracking**: Calls `Zora_TrackHeadToPlayer` to make the Zora face Link.
* **Player Collision**: Prevents Link from passing through the Zora (`JSL Sprite_PlayerCantPassThrough`).
* **Dialogue**: Calls `Zora_HandleDialogue` for context-sensitive dialogue interactions.
* **Animation**: Uses a jump table for animation states: `Zora_Forward`, `Zora_Right`, `Zora_Left`, each playing a specific animation.
```asm
Sprite_Zora_Main:
{
JSR Zora_TrackHeadToPlayer
JSL Sprite_PlayerCantPassThrough
JSR Zora_HandleDialogue
LDA.w SprAction, X
JSL JumpTableLocal
dw Zora_Forward
dw Zora_Right
dw Zora_Left
Zora_Forward:
{
%PlayAnimation(0,0,10)
RTS
}
Zora_Right:
{
%PlayAnimation(1,1,10)
RTS
}
Zora_Left:
{
%PlayAnimation(1,1,10)
RTS
}
}
```
## `Zora_TrackHeadToPlayer`
This routine makes the Zora face Link by setting `SprAction, X` to `0` (forward) or `1` (right/left) based on Link's horizontal position relative to the Zora.
## `Zora_HandleDialogue`
This routine handles context-sensitive dialogue for the generic Sea Zora. It checks the `Crystals` SRAM flag (specifically bit `$20`) to determine if a certain crystal has been collected. Based on this and the Zora's `SprAction, X`, it displays different solicited messages (`$01A6`, `$01A5`, or `$01A4`).
## Drawing (`Sprite_Zora_Draw`)
This routine handles OAM allocation and animation for the generic Sea Zora. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations, ensuring accurate sprite rendering.
```asm
Sprite_Zora_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, 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, $02, $04
.nbr_of_tiles
db 1, 1, 1
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
.y_offsets
dw -8, 0
dw -8, 0
dw -8, 0
.chr
db $DE, $EE
db $DC, $EC
db $DC, $EC
.properties
db $35, $35
db $35, $35
db $75, $75
.sizes
db $02, $02
db $02, $02
db $02, $02
}
```
## Design Patterns
* **Centralized NPC Handler**: This file acts as a central dispatcher for multiple Zora-type NPCs (Zora Princess, Eon Zora, Eon Zora Elder, and generic Sea Zora), demonstrating efficient management of diverse character behaviors from a single entry point.
* **Multi-Character Sprite (Conditional Drawing/Logic)**: A single sprite ID is used to represent various Zora characters, with their specific drawing and main logic routines dynamically selected based on game state variables like `ROOM`, `WORLDFLAG`, and `SprSubtype`.
* **Context-Sensitive Dialogue**: The generic Sea Zora's dialogue changes based on collected crystals and its current `SprAction`, providing dynamic and responsive interactions with the player.
* **Player Collision**: Implements `JSL Sprite_PlayerCantPassThrough` to make the Zora 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.