- Introduced comprehensive documentation for the Puffstool sprite, covering properties, core routines, and key behaviors. - Added analysis for the Sea Urchin sprite, detailing its initialization, state management, and drawing routines. - Included a thorough examination of the Thunder Ghost sprite, highlighting its dynamic health, lightning attack mechanics, and movement patterns.
291 lines
12 KiB
Markdown
291 lines
12 KiB
Markdown
# Booki Sprite Analysis
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This document provides a detailed analysis of the `booki.asm` sprite, outlining its properties, core routines, and behavioral patterns.
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## 1. Sprite Properties
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The following `!SPRID` constants define Booki's fundamental characteristics:
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```asm
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!SPRID = Sprite_Booki
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have (dynamically set in _Prep)
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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```
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**Note:** `!Health` and `!Damage` are initially set to `00` but are dynamically determined during initialization.
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## 2. Core Routines
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### 2.1. `Sprite_Booki_Long` (Main Loop)
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This is the primary entry point for Booki's per-frame execution, called by the game engine. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
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```asm
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Sprite_Booki_Long:
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{
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PHB : PHK : PLB ; Set up bank registers
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JSR Sprite_Booki_Draw ; Call drawing routine
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JSL Sprite_DrawShadow ; Draw a shadow (if !Shadow is 01)
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive ; Check if sprite is active
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JSR Sprite_Booki_Main ; If active, run main logic
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.SpriteIsNotActive
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PLB ; Restore bank register
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RTL ; Return from long routine
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}
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```
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### 2.2. `Sprite_Booki_Prep` (Initialization)
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This routine is executed once when Booki is first spawned. It dynamically sets Booki's health based on Link's current sword level and initializes `SprMiscB`.
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```asm
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Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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LDA.l Sword : DEC A : TAY ; Get Link's sword level (0-3), adjust to 0-indexed
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LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level
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STZ.w SprMiscB, X ; Initialize SprMiscB to 0
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PLB
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RTL
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.health ; Health values for each sword level
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db $04, $08, $10, $18 ; 4, 8, 16, 24 HP
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}
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```
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### 2.3. `Sprite_Booki_Main` (Behavioral State Machine)
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This routine manages Booki's AI through a state machine, using `SprAction, X` to determine the current behavior. It utilizes `JumpTableLocal` for efficient state transitions.
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```asm
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Sprite_Booki_Main:
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{
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LDA.w SprAction, X
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JSL JumpTableLocal ; Jump to the routine specified by SprAction
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dw StalkPlayer ; State 0
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dw HideFromPlayer ; State 1
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dw HiddenFromPlayer ; State 2
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dw ApproachPlayer ; State 3
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StalkPlayer:
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{
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%PlayAnimation(0,1,16) ; Animate frames 0-1 every 16 frames
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JSR Sprite_Booki_Move ; Handle movement
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RTS
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}
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HideFromPlayer:
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{
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%PlayAnimation(0,4,16) ; Animate frames 0-4 every 16 frames
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LDA.w SprTimerA, X : BNE + ; Check timer
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INC.w SprAction, X ; If timer is 0, transition to HiddenFromPlayer
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+
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RTS
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}
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HiddenFromPlayer:
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{
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%PlayAnimation(4,4,16) ; Animate frame 4 every 16 frames (static)
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JSR Sprite_Booki_Move ; Handle movement
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JSL GetRandomInt : AND.b #$03 : BEQ + ; Random chance to transition
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INC.w SprAction, X ; If random condition met, transition to ApproachPlayer
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+
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RTS
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}
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ApproachPlayer:
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{
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%PlayAnimation(5,9,16) ; Animate frames 5-9 every 16 frames
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JSR Sprite_Booki_Move ; Handle movement
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RTS
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}
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}
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```
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### 2.4. `Sprite_Booki_Move` (Movement and Interaction Logic)
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This routine is called by the various states in `Sprite_Booki_Main` to handle Booki's physical interactions and movement. It also manages Booki's "float" behavior (`SlowFloat` or `FloatAway`) based on `SprMiscB`.
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```asm
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Sprite_Booki_Move:
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{
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JSL Sprite_Move ; Apply velocity
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JSL Sprite_BounceFromTileCollision ; Handle collision with tiles
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JSL Sprite_PlayerCantPassThrough ; Prevent player from passing through Booki
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JSL Sprite_DamageFlash_Long ; Handle damage flashing
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JSL Sprite_CheckIfRecoiling ; Check for recoil state
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JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight ; Determine if Booki is to the right of Link
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LDA.b #$01 : STA.w SprMiscC, X ; Set SprMiscC to 1 (for horizontal flip)
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JMP .Continue
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.ToRight
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STZ.w SprMiscC, X ; Set SprMiscC to 0 (no flip)
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.Continue
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JSL Sprite_CheckDamageToPlayer ; Check if Booki damages Link
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage ; Check if Link damages Booki
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LDA.b #$01 : STA.w SprMiscB, X ; If damaged, set SprMiscB to 1 (FloatAway state)
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.no_damage
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LDA.w SprMiscB, X
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JSL JumpTableLocal ; Jump to movement routine based on SprMiscB
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dw SlowFloat ; SprMiscB = 0
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dw FloatAway ; SprMiscB = 1
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SlowFloat:
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{
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LDY #$04
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JSL GetRandomInt : AND.b #$04 ; Introduce some randomness to movement
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JSL Sprite_FloatTowardPlayer ; Float towards Link
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PHX
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JSL Sprite_DirectionToFacePlayer ; Update facing direction
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; Check if too close to player
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LDA.b $0E : CMP.b #$1A : BCS .NotTooClose
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LDA.b $0F : CMP.b #$1A : BCS .NotTooClose
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LDA.b #$01 : STA.w SprMiscB, X ; If too close, switch to FloatAway
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer
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%GotoAction(1) ; Transition to HideFromPlayer state
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.NotTooClose
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PLX
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RTS
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}
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FloatAway:
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{
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JSL GetRandomInt : AND.b #$04 ; Introduce some randomness to movement
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JSL Sprite_FloatAwayFromPlayer ; Float away from Link
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PHX
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JSL Sprite_DirectionToFacePlayer ; Update facing direction
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; Check if far enough from player
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LDA.b $0E : CMP.b #$1B : BCC .NotTooClose
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LDA.b #$1B : CMP.b $0F : BCC .NotTooClose ; Corrected comparison for $0F
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LDA.b #$00 : STA.w SprMiscB, X ; If far enough, switch to SlowFloat
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%GotoAction(0) ; Transition to StalkPlayer state
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.NotTooClose
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PLX
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RTS
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}
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}
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```
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### 2.5. `Sprite_Booki_Draw` (Drawing Routine)
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This routine is responsible for rendering Booki's graphics. It uses a custom OAM (Object Attribute Memory) allocation and manipulation logic rather than the `%DrawSprite()` macro. It dynamically determines the animation frame and applies horizontal flipping based on `SprMiscC`.
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```asm
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Sprite_Booki_Draw:
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{
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JSL Sprite_PrepOamCoord ; Prepare OAM coordinates
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JSL Sprite_OAM_AllocateDeferToPlayer ; Allocate OAM slots, deferring to player
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LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY ; Calculate animation frame index
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LDA .start_index, Y : STA $06 ; Store start index for tiles
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LDA.w SprFlash, X : STA $08 ; Store flash status
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LDA.w SprMiscC, X : STA $09 ; Store horizontal flip status (0 or 1)
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PHX
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LDX .nbr_of_tiles, Y ; Load number of tiles for current frame (minus 1)
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LDY.b #$00 ; Initialize Y for OAM buffer offset
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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 ; Multiply by 2 for word access
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REP #$20 ; Set A to 16-bit mode
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LDA $00 : STA ($90), Y ; Store Y-coordinate
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AND.w #$0100 : STA $0E ; Check if Y-coord is off-screen (high bit)
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INY
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LDA $02 : STA ($90), Y ; Store X-coordinate
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CLC : ADC #$0010 : CMP.w #$0100 ; Check if X-coord is off-screen
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SEP #$20 ; Set A to 8-bit mode
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BCC .on_screen_y ; If on screen, continue
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LDA.b #$F0 : STA ($90), Y ; If off-screen, move sprite off-screen
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STA $0E
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.on_screen_y
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PLX ; Restore Tile Index
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INY
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LDA .chr, X : STA ($90), Y ; Store character (tile) number
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INY
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LDA.b $09 : BEQ .ToRight ; Check SprMiscC for horizontal flip
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LDA.b #$29 : JMP .Prop ; If 1, use properties for flipped
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.ToRight
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LDA.b #$69 ; If 0, use properties for normal
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.Prop
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ORA $08 : STA ($90), Y ; Apply flash and store OAM properties
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PHY
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TYA : LSR #2 : TAY ; Calculate OAM buffer index for size
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LDA.b #$02 : ORA $0F : STA ($92), Y ; Store size (16x16) in OAM buffer
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PLY : INY
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PLX : DEX : BPL .nextTile ; Loop for next tile
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PLX ; Restore X (sprite index)
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RTS
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; =========================================================
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; OAM Data Tables
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.start_index
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db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; All frames use 1 tile (0-indexed)
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.chr
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db $0E, $0C, $0A, $2C, $2E, $2E, $0A, $2C, $0C, $0E ; Tile numbers for each frame
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}
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```
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## 3. Key Behaviors and Implementation Details
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* **Dynamic Health:** Booki's health is not a fixed property but is determined at spawn time based on Link's current sword level. This allows for dynamic difficulty scaling.
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* **State Management:** Booki employs a robust state machine using `SprAction, X` and `JumpTableLocal` to manage its behaviors: `StalkPlayer`, `HideFromPlayer`, `HiddenFromPlayer`, and `ApproachPlayer`. Transitions between these states are triggered by timers, random chance, or player proximity.
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* **Player Interaction:**
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* **Stalking/Approaching:** Booki uses `Sprite_FloatTowardPlayer` to move towards Link.
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* **Hiding/Floating Away:** Booki uses `Sprite_FloatAwayFromPlayer` to retreat from Link, often triggered by taking damage or getting too close.
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* **Damage:** Booki can damage Link on contact (`Sprite_CheckDamageToPlayer`) and reacts to damage from Link by transitioning to a `FloatAway` state.
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* **Directional Facing:** `SprMiscC, X` is used as a flag to control horizontal flipping in the drawing routine, ensuring Booki always faces Link.
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* **Custom OAM Drawing:** Unlike many sprites that might use the `%DrawSprite()` macro, Booki implements its OAM drawing logic directly. This provides fine-grained control over its appearance, including dynamic tile selection and horizontal flipping. The `REP #$20` and `SEP #$20` instructions are used to temporarily switch the accumulator to 16-bit mode for coordinate calculations, demonstrating careful management of the Processor Status Register.
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* **Randomness:** `GetRandomInt` is used to introduce variability in Booki's movement patterns and state transitions, making its behavior less predictable.
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* **`SprMiscB` Usage:** This variable acts as a sub-state for movement, toggling between `SlowFloat` (approaching) and `FloatAway` (retreating) behaviors.
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* **`SprTimerA` Usage:** Used in the `HideFromPlayer` state to control how long Booki remains in that state before transitioning.
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* **`Sprite_PlayerCantPassThrough`:** Ensures Booki acts as a solid object that Link cannot simply walk through.
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