- 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.
7.1 KiB
7.1 KiB
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 Keese01- Fire Keese02- Vampire Bat
Sprite Properties
!SPRID:$11(Vanilla sprite ID for Keese/Vampire Bat)!NbrTiles:08!Harmless:00!HVelocity:00!Health:00(Dynamically set in_Prepbased 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_Prepbased 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.
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.
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 toKeese_FlyAround.Keese_FlyAround: The Keese flies around, plays an animation, checks for collisions with Link and tiles, and can initiate an attack. It usesGetRandomIntfor varied movement andSprite_ProjectSpeedTowardsPlayerto move towards Link.
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): UtilizesSprite_Twinrova_FireAttack.
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.
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
SprSubtypeto 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
_Preproutine 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
GetRandomIntto 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 #$20andSEP #$20for precise 16-bit OAM coordinate calculations, which is crucial for accurate sprite rendering.