- 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.
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Puffstool Sprite Analysis
This document provides a detailed analysis of the puffstool.asm sprite, outlining its properties, core routines, and behavioral patterns.
1. Sprite Properties
The following !SPRID constants define Puffstool's fundamental characteristics:
!SPRID = Sprite_Puffstool
!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 = 0 ; Number of Health the sprite have (dynamically set in _Prep)
!Damage = 0 ; (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 = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 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 = 0 ; 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, !Damage, !Hitbox, and !Prize are initially set to 0 but are dynamically determined during initialization.
2. Core Routines
2.1. Sprite_Puffstool_Long (Main Loop)
This is the primary entry point for Puffstool's per-frame execution. It handles drawing, shadow rendering, and then dispatches to the main logic routine if the sprite is active.
Sprite_Puffstool_Long:
{
PHB : PHK : PLB
JSR Sprite_Puffstool_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Puffstool_Main
.SpriteIsNotActive
PLB
RTL
}
2.2. Sprite_Puffstool_Prep (Initialization)
This routine is executed once when Puffstool is first spawned. It sets its health based on Link's sword level and initializes SprDefl.
Sprite_Puffstool_Prep:
{
PHB : PHK : PLB
LDA.l $7EF359 : TAY
LDA.w .health, Y : STA.w SprHealth, X ; Set health based on sword level
LDA.b #$80 : STA.w SprDefl, X
PLB
RTL
.health
db $04, $08, $0A, $10 ; Health values for each sword level
}
2.3. Sprite_Puffstool_Main (Behavioral State Machine)
This routine manages Puffstool's AI through a state machine, using SprAction, X to determine its current behavior. It includes states for walking, being stunned, and spawning spores.
Sprite_Puffstool_Main:
{
%SpriteJumpTable(Puffstool_Walking,
Puffstool_Stunned,
Puffstool_Spores)
Puffstool_Walking:
{
%PlayAnimation(0,6,10)
JSL Sprite_PlayerCantPassThrough
LDA.w SprTimerA, X : BNE + ; If timer A is not 0
JSL Sprite_SelectNewDirection ; Select a new direction
+
JSL Sprite_MoveXyz
JSL Sprite_BounceFromTileCollision
JSL Sprite_DamageFlash_Long
JSL ThrownSprite_TileAndSpriteInteraction_long ; Interact with thrown objects
JSL Sprite_CheckIfRecoiling
JSL Sprite_CheckDamageFromPlayer : BCC .no_dano ; Check if Link damages Puffstool
%GotoAction(1) ; Transition to Puffstool_Stunned
%SetTimerA($60)
%SetTimerF($20)
.no_dano
RTS
}
Puffstool_Stunned:
{
%PlayAnimation(7,7,10)
JSL Sprite_CheckIfLifted
JSL Sprite_DamageFlash_Long
JSL ThrownSprite_TileAndSpriteInteraction_long
LDA.w SprTimerA, X : BNE + ; If timer A is not 0
%GotoAction(0) ; Transition back to Puffstool_Walking
JSL GetRandomInt : AND.b #$1F : BEQ .bomb ; Random chance to spawn bomb
JSR Puffstool_SpawnSpores ; Spawn spores
RTS
.bomb
LDA.b #$4A ; SPRITE 4A (Bomb sprite ID)
LDY.b #$0B
JSL Sprite_SpawnDynamically : BMI .no_space
JSL Sprite_SetSpawnedCoordinates
JSL Sprite_TransmuteToBomb ; Transform into a bomb
.no_space
+
RTS
}
Puffstool_Spores:
{
%StartOnFrame(8)
%PlayAnimation(8,11,10)
JSL Sprite_MoveXyz
JSL Sprite_CheckDamageToPlayerSameLayer
LDA.w SprTimerC, X : BNE + ; If timer C is not 0
JSL ForcePrizeDrop_long ; Force prize drop
STZ.w SprState, X ; Clear sprite state (despawn?)
+
RTS
}
}
2.4. Puffstool_SpawnSpores
This routine is responsible for spawning spore projectiles. It plays a sound effect and then spawns multiple spore sprites, setting their initial properties like speed, altitude, and timers.
Puffstool_SpawnSpores:
{
LDA.b #$0C ; SFX2.0C
JSL $0DBB7C ; SpriteSFX_QueueSFX2WithPan
LDA.b #$03 : STA.b $0D ; Number of spores to spawn
.nth_child
LDA.b #$B1 ; Spore sprite ID (assuming $B1 is the spore sprite ID)
JSL Sprite_SpawnDynamically : BMI .no_space
JSL Sprite_SetSpawnedCoordinates
PHX
LDX.b $0D
LDA.w .speed_x, X : STA.w SprXSpeed, Y
LDA.w .speed_y, X : STA.w SprYSpeed, Y
LDA.b #$20 : STA.w $0F80, Y ; Altitude
LDA.b #$FF : STA.w $0E80, Y ; Gravity
LDA.b #$40 : STA.w SprTimerC, Y
LDA.b #$01 : STA.w SprSubtype, Y
LDA.b #$02 : STA.w SprAction, Y
PLX
.no_space
DEC.b $0D
BPL .nth_child
RTS
.speed_x
db 11, -11, -11, 11
.speed_y
db 0, 11, 0, -11
}
2.5. Sprite_Puffstool_Draw (Drawing Routine)
This routine is responsible for rendering Puffstool's graphics. It uses the %DrawSprite() macro, which reads from a set of data tables to handle its multi-tile appearance and animation.
Sprite_Puffstool_Draw:
{
%DrawSprite()
.start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E, $0F, $10, $11, $12
.nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0
.x_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0
dw 0
dw 0
dw 0
dw 0
dw 4
.y_offsets
dw -8, 0
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0, -8
dw 0
dw 0
dw 0
dw 0
dw 4
.chr
db $C0, $D0
db $D2, $C2
db $D4, $C4
db $D2, $C2
db $D0, $C0
db $D2, $C2
db $D4, $C4
db $D6
db $EA
db $C8
db $E8
db $F7
.properties
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $33, $33
db $73, $73
db $73, $73
db $3D
db $33
db $33
db $33
db $33
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02
db $02
db $02
db $02
db $00
}
3. Key Behaviors and Implementation Details
- Dynamic Health: Puffstool's health is determined at spawn time based on Link's current sword level, allowing for dynamic difficulty scaling.
- State Management: Puffstool uses
SprAction, Xand%SpriteJumpTableto manage itsPuffstool_Walking,Puffstool_Stunned, andPuffstool_Sporesstates. - Movement Patterns: In its walking state, Puffstool moves with random direction changes (
Sprite_SelectNewDirection) and interacts with the environment (Sprite_MoveXyz,Sprite_BounceFromTileCollision). - Stunned State and Counter-Attack: When damaged, Puffstool enters a
Puffstool_Stunnedstate. After a timer, it either spawns multiple spores (Puffstool_SpawnSpores) or, with a random chance, transforms into a bomb (Sprite_TransmuteToBomb). This provides a unique counter-attack mechanism. - Spore Attack: Puffstool can spawn multiple spore projectiles (
Puffstool_SpawnSpores) that have their own movement and interaction logic. These spores are spawned with initial speed, altitude, and gravity. - Bomb Spawning/Transformation: A unique behavior where Puffstool can transform into a bomb (
Sprite_TransmuteToBomb) when stunned, adding an element of surprise and danger. - Interaction with Thrown Objects: The use of
ThrownSprite_TileAndSpriteInteraction_longsuggests Puffstool can be lifted and thrown by Link, or interacts with other thrown objects. - Custom OAM Drawing: Puffstool uses the
%DrawSprite()macro with detailed OAM data tables to render its multi-tile appearance and animations across its different states. SprTimerA,SprTimerF,SprTimerCUsage: These timers control the duration of the stunned state, the delay before spawning spores/bombs, and the lifespan of the spawned spores.