- 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.
219 lines
6.9 KiB
Markdown
219 lines
6.9 KiB
Markdown
# Zora (Generic Sea Zora Handler)
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## Overview
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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.
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## Main Structure (`Sprite_Zora_Long`)
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This routine is a complex dispatcher that determines which Zora variant to draw and process based on several game state variables:
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* **Zora Princess**: If the current `ROOM` is `$0105`, it calls `Sprite_ZoraPrincess_Draw` and sets `SprMiscG, X` to `$01`.
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* **Eon Zora**: If `WORLDFLAG` is not `0`, it calls `Sprite_EonZora_Draw`, `Sprite_DrawShadow`, and sets `SprMiscG, X` to `$02`.
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* **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`.
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* **Generic Sea Zora**: Otherwise, it calls `Sprite_Zora_Draw`, `Sprite_DrawShadow`, and sets `SprMiscG, X` to `0`.
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* After drawing, it calls `Sprite_CheckActive` and then `Sprite_Zora_Handler` if the sprite is active.
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```asm
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Sprite_Zora_Long:
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{
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PHB : PHK : PLB
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; Check what Zora we are drawing
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REP #$30
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LDA.w ROOM : CMP.w #$0105 : BNE .not_princess
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SEP #$30
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JSR Sprite_ZoraPrincess_Draw
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LDA.b #$01 : STA.w SprMiscG, X
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JMP +
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.not_princess
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LDA.w WORLDFLAG : AND.w #$00FF : BEQ .eon_draw
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SEP #$30
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JSR Sprite_EonZora_Draw
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JSL Sprite_DrawShadow
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LDA.b #$02 : STA.w SprMiscG, X
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JMP +
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.eon_draw
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SEP #$30
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LDA.w SprSubtype, X : BNE .special_zora
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JSR Sprite_Zora_Draw
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JSL Sprite_DrawShadow
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STZ.w SprMiscG, X
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JMP +
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.special_zora
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JSR Sprite_EonZoraElder_Draw
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LDA.b #$03 : STA.w SprMiscG, X
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+
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Zora_Handler
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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_Zora_Prep`)
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This routine is empty, indicating that custom initialization for the Zora handler is minimal or handled by the individual Zora sprite routines.
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## Main Logic Dispatcher (`Sprite_Zora_Handler`)
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This routine dispatches to the appropriate main logic routine for the specific Zora variant based on the value of `SprMiscG, X`:
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* `$01`: Calls `Sprite_ZoraPrincess_Main`
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* `$00`: Calls `Sprite_Zora_Main` (Generic Sea Zora)
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* `$02`: Calls `Sprite_EonZora_Main`
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* `$03`: Calls `Sprite_EonZoraElder_Main`
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```asm
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Sprite_Zora_Handler:
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{
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LDA.w SprMiscG, X
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CMP.b #$01 : BNE .not_princess
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JSR Sprite_ZoraPrincess_Main
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RTS
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.not_princess
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JSL JumpTableLocal
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dw Sprite_Zora_Main
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dw Sprite_ZoraPrincess_Main
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dw Sprite_EonZora_Main
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dw Sprite_EonZoraElder_Main
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}
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```
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## `Sprite_Zora_Main` (Generic Sea Zora)
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This routine defines the behavior for a generic Sea Zora NPC.
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* **Head Tracking**: Calls `Zora_TrackHeadToPlayer` to make the Zora face Link.
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* **Player Collision**: Prevents Link from passing through the Zora (`JSL Sprite_PlayerCantPassThrough`).
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* **Dialogue**: Calls `Zora_HandleDialogue` for context-sensitive dialogue interactions.
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* **Animation**: Uses a jump table for animation states: `Zora_Forward`, `Zora_Right`, `Zora_Left`, each playing a specific animation.
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```asm
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Sprite_Zora_Main:
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{
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JSR Zora_TrackHeadToPlayer
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JSL Sprite_PlayerCantPassThrough
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JSR Zora_HandleDialogue
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Zora_Forward
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dw Zora_Right
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dw Zora_Left
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Zora_Forward:
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{
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%PlayAnimation(0,0,10)
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RTS
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}
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Zora_Right:
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{
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%PlayAnimation(1,1,10)
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RTS
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}
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Zora_Left:
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{
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%PlayAnimation(1,1,10)
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RTS
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}
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}
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```
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## `Zora_TrackHeadToPlayer`
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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.
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## `Zora_HandleDialogue`
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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`).
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## Drawing (`Sprite_Zora_Draw`)
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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.
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```asm
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Sprite_Zora_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.w SprFrame, 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, $02, $04
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.nbr_of_tiles
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db 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.y_offsets
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dw -8, 0
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dw -8, 0
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dw -8, 0
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.chr
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db $DE, $EE
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db $DC, $EC
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db $DC, $EC
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.properties
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db $35, $35
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db $35, $35
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db $75, $75
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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}
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```
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## Design Patterns
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* **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.
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* **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`.
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* **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.
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* **Player Collision**: Implements `JSL Sprite_PlayerCantPassThrough` to make the Zora NPCs solid objects that Link cannot walk through.
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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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