- Created detailed markdown files for Eon Scrub, Keese, Leever, and Octorok sprites. - Included sprite properties, main logic, drawing routines, and design patterns for each sprite. - Highlighted unique behaviors, state machines, and interactions with the player for each enemy type. - Ensured clarity in the implementation details and provided assembly code snippets for reference.
294 lines
7.1 KiB
Markdown
294 lines
7.1 KiB
Markdown
# Keese
|
|
|
|
## Overview
|
|
The Keese sprite (`!SPRID = $11`) is a versatile enemy that encompasses multiple variations: Ice Keese, Fire Keese, and Vampire Bat. Its behavior is dynamically determined by its `SprSubtype`.
|
|
|
|
## Subtypes
|
|
* `00` - Ice Keese
|
|
* `01` - Fire Keese
|
|
* `02` - Vampire Bat
|
|
|
|
## Sprite Properties
|
|
* **`!SPRID`**: `$11` (Vanilla sprite ID for Keese/Vampire Bat)
|
|
* **`!NbrTiles`**: `08`
|
|
* **`!Harmless`**: `00`
|
|
* **`!HVelocity`**: `00`
|
|
* **`!Health`**: `00` (Dynamically set in `_Prep` based on subtype)
|
|
* **`!Damage`**: `00` (Damage is handled by projectiles or specific attack logic)
|
|
* **`!DeathAnimation`**: `00`
|
|
* **`!ImperviousAll`**: `00`
|
|
* **`!SmallShadow`**: `00`
|
|
* **`!Shadow`**: `01`
|
|
* **`!Palette`**: `00`
|
|
* **`!Hitbox`**: `00`
|
|
* **`!Persist`**: `00`
|
|
* **`!Statis`**: `00`
|
|
* **`!CollisionLayer`**: `00`
|
|
* **`!CanFall`**: `00`
|
|
* **`!DeflectArrow`**: `00`
|
|
* **`!WaterSprite`**: `00`
|
|
* **`!Blockable`**: `00`
|
|
* **`!Prize`**: `00` (Dynamically set in `_Prep` based on subtype)
|
|
* **`!Sound`**: `00`
|
|
* **`!Interaction`**: `00`
|
|
* **`!Statue`**: `00`
|
|
* **`!DeflectProjectiles`**: `00`
|
|
* **`!ImperviousArrow`**: `00`
|
|
* **`!ImpervSwordHammer`**: `00`
|
|
* **`!Boss`**: `00`
|
|
|
|
## Main Structure (`Sprite_Keese_Long`)
|
|
This routine dispatches to different drawing and main logic routines based on the sprite's `SprSubtype`.
|
|
|
|
```asm
|
|
Sprite_Keese_Long:
|
|
{
|
|
PHB : PHK : PLB
|
|
LDA.w SprSubtype, X : CMP.b #$02 : BEQ +
|
|
JSR Sprite_Keese_Draw
|
|
JSL Sprite_DrawShadow
|
|
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
|
JSR Sprite_Keese_Main
|
|
.SpriteIsNotActive
|
|
JMP ++
|
|
+
|
|
JSR Sprite_VampireBat_Draw
|
|
JSL Sprite_DrawShadow
|
|
JSL Sprite_CheckActive : BCC ++
|
|
JSR Sprite_VampireBat_Main
|
|
++
|
|
PLB
|
|
RTL
|
|
}
|
|
```
|
|
|
|
## Initialization (`Sprite_Keese_Prep`)
|
|
This routine initializes sprite properties upon spawning, including health and prize, based on its subtype.
|
|
|
|
```asm
|
|
Sprite_Keese_Prep:
|
|
{
|
|
PHB : PHK : PLB
|
|
LDA.b #$80 : STA.w SprDefl, X
|
|
LDA.b #$30 : STA.w SprTimerC, X
|
|
LDA.w SprSubtype, X : CMP.b #$02 : BNE +
|
|
LDA.b #$20 : STA.w SprHealth, X
|
|
BRA ++
|
|
+
|
|
LDA.b #$03 : STA.w SprNbrOAM, X
|
|
LDA.b #$03 : STA.w SprPrize, X
|
|
++
|
|
PLB
|
|
RTL
|
|
}
|
|
```
|
|
|
|
## Main Logic & State Machine (`Sprite_Keese_Main`)
|
|
The Keese's behavior is managed by a state machine with `Keese_Idle` and `Keese_FlyAround` states.
|
|
|
|
* **`Keese_Idle`**: The sprite remains stationary until Link is within a certain distance, then transitions to `Keese_FlyAround`.
|
|
* **`Keese_FlyAround`**: The Keese flies around, plays an animation, checks for collisions with Link and tiles, and can initiate an attack. It uses `GetRandomInt` for varied movement and `Sprite_ProjectSpeedTowardsPlayer` to move towards Link.
|
|
|
|
```asm
|
|
Sprite_Keese_Main:
|
|
{
|
|
LDA.w SprAction, X
|
|
JSL JumpTableLocal
|
|
|
|
dw Keese_Idle
|
|
dw Keese_FlyAround
|
|
|
|
Keese_Idle:
|
|
{
|
|
STZ.w SprFrame, X
|
|
; Wait til the player is nearby then fly around
|
|
LDA.w SprTimerC, X : BEQ .move
|
|
JSL GetDistance8bit_Long : CMP.b #$20 : BCS +
|
|
.move
|
|
INC.w SprAction, X
|
|
JSL GetRandomInt
|
|
STA.w SprTimerA, X
|
|
+
|
|
RTS
|
|
}
|
|
|
|
Keese_FlyAround:
|
|
{
|
|
%PlayAnimation(0,5,8)
|
|
JSL Sprite_CheckDamageToPlayer
|
|
JSL Sprite_CheckDamageFromPlayer : BCC +
|
|
JSL ForcePrizeDrop_long
|
|
+
|
|
JSL Sprite_DamageFlash_Long
|
|
JSL Sprite_BounceFromTileCollision
|
|
|
|
JSL GetRandomInt : AND.b #$3F : BNE +
|
|
LDA.b #$10 : STA.w SprTimerC, X
|
|
+
|
|
JSR Sprite_Keese_Attack
|
|
|
|
LDA.w SprTimerA, X : AND.b #$10 : BNE +
|
|
LDA.b #$40
|
|
JSL Sprite_ProjectSpeedTowardsPlayer
|
|
+
|
|
|
|
JSL Sprite_SelectNewDirection
|
|
JSL Sprite_Move
|
|
|
|
LDA.w SprTimerA, X : BNE +
|
|
STZ.w SprAction, X
|
|
+
|
|
RTS
|
|
}
|
|
}
|
|
```
|
|
|
|
## Attack Logic (`Sprite_Keese_Attack`)
|
|
This routine handles the Keese's attack, which varies by subtype:
|
|
|
|
* **Ice Keese (`SprSubtype = 0`)**: Spawns sparkle garnish and a blind laser trail.
|
|
* **Fire Keese (`SprSubtype = 1`)**: Utilizes `Sprite_Twinrova_FireAttack`.
|
|
|
|
```asm
|
|
Sprite_Keese_Attack:
|
|
{
|
|
LDA.w SprTimerC, X : BEQ +
|
|
LDA.w SprSubtype, X : BEQ ++
|
|
JSL Sprite_Twinrova_FireAttack
|
|
JMP +
|
|
++
|
|
JSL Sprite_SpawnSparkleGarnish
|
|
JSL BlindLaser_SpawnTrailGarnish
|
|
+
|
|
RTS
|
|
}
|
|
```
|
|
|
|
## Drawing (`Sprite_Keese_Draw`)
|
|
The drawing routine handles OAM allocation, animation, and palette adjustments based on the sprite's subtype. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations.
|
|
|
|
```asm
|
|
Sprite_Keese_Draw:
|
|
{
|
|
JSL Sprite_PrepOamCoord
|
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
|
|
|
LDA.w SprFrame, X : TAY ;Animation Frame
|
|
LDA .start_index, Y : STA $06
|
|
LDA.w SprFlash, X : STA $08
|
|
LDA.w SprMiscB, X : STA $09
|
|
LDA.w SprSubtype, X : CMP.b #$01 : BNE +
|
|
LDA.b #$0A : EOR $08 : STA $08
|
|
+
|
|
|
|
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
|
|
|
|
; If SprMiscA != 0, then use 4th sheet
|
|
LDA.b $09 : BEQ +
|
|
LDA .chr_2, X : STA ($90), Y
|
|
JMP ++
|
|
+
|
|
LDA .chr, X : STA ($90), Y
|
|
++
|
|
INY
|
|
LDA .properties, X : ORA $08 : 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, $01, $03, $04, $06, $08
|
|
.nbr_of_tiles
|
|
db 0, 1, 0, 1, 1, 0
|
|
.x_offsets
|
|
dw 0
|
|
dw -4, 4
|
|
dw 0
|
|
dw -4, 4
|
|
dw -4, 4
|
|
dw 0
|
|
.y_offsets
|
|
dw 0
|
|
dw 0, 0
|
|
dw 0
|
|
dw 0, 0
|
|
dw 0, 0
|
|
dw 0
|
|
.chr
|
|
db $80
|
|
db $A2, $A2
|
|
db $82
|
|
db $84, $84
|
|
db $A4, $A4
|
|
db $A0
|
|
.chr_2
|
|
db $C0
|
|
db $E2, $E2
|
|
db $C2
|
|
db $C4, $C4
|
|
db $E4, $E4
|
|
db $E0
|
|
.properties
|
|
db $35
|
|
db $35, $75
|
|
db $35
|
|
db $35, $75
|
|
db $35, $75
|
|
db $35
|
|
.sizes
|
|
db $02
|
|
db $02, $02
|
|
db $02
|
|
db $02, $02
|
|
db $02, $02
|
|
db $02
|
|
}
|
|
```
|
|
|
|
## Design Patterns
|
|
* **Subtype-based Behavior**: The sprite uses `SprSubtype` to implement distinct behaviors and appearances for Ice Keese, Fire Keese, and Vampire Bat, all under a single `!SPRID`.
|
|
* **Dynamic Property Initialization**: Health and prize values are set dynamically during the `_Prep` routine based on the sprite's subtype.
|
|
* **Conditional Drawing and Palette**: The drawing routine adjusts the sprite's palette and potentially its graphics based on its subtype, allowing for visual differentiation.
|
|
* **Randomized Movement**: Utilizes `GetRandomInt` to introduce variability in movement patterns, making the enemy less predictable.
|
|
* **Projectile Attacks**: Implements different projectile attacks based on subtype, showcasing varied offensive capabilities.
|
|
* **16-bit OAM Calculations**: Demonstrates explicit use of `REP #$20` and `SEP #$20` for precise 16-bit OAM coordinate calculations, which is crucial for accurate sprite rendering.
|