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oracle-of-secrets/Docs/Sprites/PolsVoice.md
scawful 1cc7d84782 Add detailed sprite analysis for Puffstool, Sea Urchin, Thunder Ghost and more
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# Pols Voice Sprite Analysis
This document provides a detailed analysis of the `pols_voice.asm` sprite, outlining its properties, core routines, and behavioral patterns.
## 1. Sprite Properties
The following `!SPRID` constants define Pols Voice's fundamental characteristics:
```asm
!SPRID = Sprite_PolsVoice
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 10 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
```
**Note:** `!Health` is set to `10` and is not dynamically determined by Link's sword level.
## 2. Core Routines
### 2.1. `Sprite_PolsVoice_Long` (Main Loop)
This is the primary entry point for Pols Voice's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
```asm
Sprite_PolsVoice_Long:
{
PHB : PHK : PLB
JSR Sprite_PolsVoice_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_PolsVoice_Main
.SpriteIsNotActive
PLB
RTL
}
```
### 2.2. `Sprite_PolsVoice_Prep` (Initialization)
This routine is executed once when Pols Voice is first spawned. It initializes `SprTimerA` to `$80` and clears `SprDefl` and `SprTileDie`.
```asm
Sprite_PolsVoice_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprTimerA, X
STZ.w SprDefl, X
STZ.w SprTileDie, X
PLB
RTL
}
```
### 2.3. `Sprite_PolsVoice_Main` (Behavioral State Machine)
This routine manages Pols Voice's AI through a state machine, using `SprAction, X` to determine its current behavior. It includes states for moving around and hopping around, with a unique interaction based on the flute song.
```asm
Sprite_PolsVoice_Main:
{
JSR PolsVoice_CheckForFluteSong ; Check for flute song interaction
%SpriteJumpTable(PolsVoice_MoveAround,
PolsVoice_HopAround)
PolsVoice_MoveAround:
{
%StartOnFrame(0)
%PlayAnimation(0,3,10)
;$09 = speed, $08 = max height
LDA #$05 : STA $09
LDA #$02 : STA $08
JSL Sprite_BounceTowardPlayer
JSL Sprite_BounceFromTileCollision
JSL Sprite_DamageFlash_Long
%DoDamageToPlayerSameLayerOnContact()
JSL GetRandomInt : AND #$3F : BNE .not_done ; Random chance to change state
LDA #$04 : STA.w SprTimerA, X
%GotoAction(1) ; Transition to PolsVoice_HopAround
.not_done
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage ; Check if Link damages Pols Voice
JSL Sprite_DirectionToFacePlayer
; Apply the speed positive or negative speed
LDA $0E : BPL .not_up
LDA #$20 : STA.w SprYSpeed, X
BRA .not_down
.not_up
LDA #$E0 : STA.w SprYSpeed, X
.not_down
LDA $0F : BPL .not_right
LDA #$20 : STA.w SprXSpeed, X
BRA .not_left
.not_right
LDA #$E0 : STA.w SprXSpeed, X
.not_left
LDA #$04 : STA.w SprTimerA, X
%GotoAction(1) ; Transition to PolsVoice_HopAround
.no_damage
RTS
}
PolsVoice_HopAround:
{
%StartOnFrame(4)
%PlayAnimation(4,4,10)
JSL Sprite_MoveXyz
JSL Sprite_BounceFromTileCollision
JSL Sprite_DamageFlash_Long
%DoDamageToPlayerSameLayerOnContact()
LDA.w SprTimerA, X : BNE .not_done ; If timer A is not 0
%GotoAction(0) ; Transition back to PolsVoice_MoveAround
.not_done
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage ; Check if Link damages Pols Voice
JSL Sprite_InvertSpeed_XY ; Invert speed
.no_damage
RTS
}
}
```
### 2.4. `PolsVoice_CheckForFluteSong`
This routine checks if the player is currently playing the flute (`SongFlag`). If the flute is being played, Pols Voice despawns (`STZ.w SprState, X`) and forces a prize drop.
```asm
PolsVoice_CheckForFluteSong:
{
; If the player plays the flute
LDA.b SongFlag : BEQ + ; Check SongFlag
LDA.b #$03 : STA.w SprState, X ; Set sprite state to despawn
JSL ForcePrizeDrop_long ; Force prize drop
+
RTS
}
```
### 2.5. `Sprite_PolsVoice_Draw` (Drawing Routine)
This routine is responsible for rendering Pols Voice's graphics. It uses the `%DrawSprite()` macro, which reads from a set of data tables to handle its appearance and animation.
```asm
Sprite_PolsVoice_Draw:
{
%DrawSprite()
.start_index
db $00, $01, $02, $03, $04
.nbr_of_tiles
db 0, 0, 0, 0, 1
.x_offsets
dw 0
dw 0
dw 0
dw 0
dw 0, 0
.y_offsets
dw 0
dw 0
dw 0
dw 0
dw -4, -20
.chr
db $6C
db $6A
db $6C
db $6A
db $6E, $4E
.properties
db $3B
db $3B
db $3B
db $7B
db $3B, $3B
.sizes
db $02
db $02
db $02
db $02
db $02, $02
}
```
## 3. Key Behaviors and Implementation Details
* **Fixed Health:** Unlike many other sprites, Pols Voice has a fixed health of `10` and its health is not dynamically scaled based on Link's sword level.
* **State Management:** Pols Voice uses `SprAction, X` and `%SpriteJumpTable` to manage its `PolsVoice_MoveAround` and `PolsVoice_HopAround` states. Transitions between these states are triggered by timers or random chance.
* **Movement Patterns:** Pols Voice moves by bouncing towards the player (`Sprite_BounceTowardPlayer`) and also has a hopping movement (`PolsVoice_HopAround`). It reacts to tile collisions by bouncing (`Sprite_BounceFromTileCollision`).
* **Flute Song Interaction:** A unique and defining characteristic of Pols Voice is its vulnerability to the flute song. When Link plays the flute (`SongFlag` is set), Pols Voice immediately despawns and drops a prize (`ForcePrizeDrop_long`). This is a classic Zelda enemy mechanic.
* **Damage Reaction:** When damaged by Link, Pols Voice inverts its speed (`Sprite_InvertSpeed_XY`) and transitions to the `PolsVoice_HopAround` state, providing a temporary reprieve or change in behavior.
* **Custom OAM Drawing:** Pols Voice uses the `%DrawSprite()` macro with OAM data tables to render its appearance and animations.
* **`SprTimerA` Usage:** This timer controls the duration of the `PolsVoice_HopAround` state before transitioning back to `PolsVoice_MoveAround`.