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oracle-of-secrets/Docs/Sprites/Enemies/Octorok.md
scawful aede7551a3 Add new sprite documentation for Minecart, Pedestal, Portal, and Switch Track
- 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.
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2025-10-03 01:52:48 -04:00

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# Octorok
## Overview
The Octorok sprite (`!SPRID = $08`) is a complex enemy implementation that supports both land-based and water-based variations. It features dynamic behavior, including transformation between forms, distinct movement patterns, and projectile attacks.
## Sprite Properties
* **`!SPRID`**: `$08` (Vanilla sprite ID for Octorok)
* **`!NbrTiles`**: `05`
* **`!Harmless`**: `00`
* **`!HVelocity`**: `00`
* **`!Health`**: `00` (Health is likely set dynamically or is vanilla)
* **`!Damage`**: `00` (Damage is likely from projectiles)
* **`!DeathAnimation`**: `00`
* **`!ImperviousAll`**: `00`
* **`!SmallShadow`**: `00`
* **`!Shadow`**: `00` (Shadow is drawn conditionally in `_Long`)
* **`!Palette`**: `00`
* **`!Hitbox`**: `00`
* **`!Persist`**: `00`
* **`!Statis`**: `00`
* **`!CollisionLayer`**: `00`
* **`!CanFall`**: `00`
* **`!DeflectArrow`**: `00`
* **`!WaterSprite`**: `00`
* **`!Blockable`**: `00`
* **`!Prize`**: `00`
* **`!Sound`**: `00`
* **`!Interaction`**: `00`
* **`!Statue`**: `00`
* **`!DeflectProjectiles`**: `00`
* **`!ImperviousArrow`**: `00`
* **`!ImpervSwordHammer`**: `00`
* **`!Boss`**: `00`
## Main Structure (`Sprite_Octorok_Long`)
This routine acts as a dispatcher, determining whether to execute Land Octorok or Water Octorok logic based on `SprSubtype`.
```asm
Sprite_Octorok_Long:
{
PHB : PHK : PLB
JSR Sprite_Octorok_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
LDA.w SprSubtype, X : BEQ +
JSL Sprite_DrawWaterRipple
JSR Sprite_WaterOctorok_Main
JMP ++
+
JSL Sprite_DrawShadow
JSR Sprite_Octorok_Main
++
.SpriteIsNotActive
PLB
RTL
}
```
## Initialization (`Sprite_Octorok_Prep`)
This routine is currently empty, indicating that initial setup is minimal or handled by vanilla routines.
## Land Octorok Main Logic (`Sprite_Octorok_Main`)
This routine handles the behavior of a land-based Octorok, including movement and potential transformation into a Water Octorok.
* **Movement**: Calls `Sprite_Octorok_Move` for general movement.
* **Transformation**: Checks the tile type the Octorok is on. If it's a water tile, the Octorok transforms into a Water Octorok by setting `SprSubtype, X` to `01`.
* **Directional States**: Uses a jump table to manage animations for moving in different directions (Down, Up, Left, Right).
```asm
Sprite_Octorok_Main:
{
JSR Sprite_Octorok_Move
; TILETYPE 08
LDA.l $7FF9C2,X : CMP.b #$08 : BEQ .water_tile
; TILETYPE 09
CMP.b #$09 : BNE .not_water_tile
.water_tile
LDA.b #$01 : STA.w SprSubtype, X
STZ.w SprAction, X
STZ.w SprMiscG, X
RTS
.not_water_tile
LDA.w SprAction, X
JSL JumpTableLocal
dw Octorok_MoveDown
dw Octorok_MoveUp
dw Octorok_MoveLeft
dw Octorok_MoveRight
Octorok_MoveDown:
{
%PlayAnimation(0,1,10)
RTS
}
Octorok_MoveUp:
{
%StartOnFrame(2)
%PlayAnimation(2,3,10)
RTS
}
Octorok_MoveLeft:
{
%StartOnFrame(4)
%PlayAnimation(4,5,10)
RTS
}
Octorok_MoveRight:
{
%StartOnFrame(6)
%PlayAnimation(6,7,10)
RTS
}
}
```
## Octorok Movement (`Sprite_Octorok_Move`)
This shared routine handles the Octorok's general movement, damage reactions, and tile collision.
* **Damage & Collision**: Handles damage flash (`Sprite_DamageFlash_Long`), movement (`Sprite_Move`), and checks for damage to/from Link.
* **Directional Logic**: Sets the sprite's action based on its direction (`SprMiscC, X`).
* **Tile Collision**: Detects tile collisions and changes the Octorok's direction accordingly.
* **Barrage Logic**: Contains logic related to a potential projectile barrage (`octorok_used_barrage`).
```asm
Sprite_Octorok_Move:
{
JSL Sprite_DamageFlash_Long
JSL Sprite_Move
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
; Set the SprAction based on the direction
LDA.w SprMiscC, X : AND.b #$03 : TAY
LDA.w .direction, Y : STA.w SprAction, X
LDA.w SprMiscF, X : AND.b #$01 : BNE .octorok_used_barrage
LDA.w SprMiscC, X : AND.b #$02 : ASL A : STA.b $00
INC.w SprDelay, X
LDA.w SprDelay, X
LSR A
LSR A
LSR A
AND.b #$03
ORA.b $00
STA.w SprGfx, X
LDA.w SprTimerA, X : BNE .wait
INC.w SprMiscF,X
LDY.w SprType,X
LDA.w .timer-8,Y : STA.w SprTimerA,X
RTS
.wait
LDY.w SprMiscC, X
LDA.w .speed_x, Y : STA.w SprXSpeed, X
LDA.w .speed_y, Y : STA.w SprYSpeed, X
JSL Sprite_CheckTileCollision
LDA.w $0E70, X : BEQ .no_collision
LDA.w SprMiscC,X : EOR.b #$01 : STA.w SprMiscC,X
BRA .exit
.no_collision
RTS
.octorok_used_barrage
STZ.w SprXSpeed, X : STZ.w SprYSpeed,X
LDA.w SprTimerA, X : BNE Octorock_ShootEmUp
INC.w SprMiscF, X
LDA.w SprMiscC, X
PHA
JSL GetRandomInt : AND.b #$3F : ADC.b #$30 : STA.w SprTimerA, X
AND.b #$03 : STA.w SprMiscC, X
PLA
CMP.w SprMiscC, X : BEQ .exit
EOR.w SprMiscC, X : BNE .exit
LDA.b #$08 : STA.w SprTimerB,X
.exit
RTS
.direction
db 3, 2, 0, 1
.speed_x
db 24, -24, 0, 0
.speed_y
db 0, 0, 24, -24
.timer
db 60, 128, 160, 128
}
```
## Octorok Projectile Logic (`Octorock_ShootEmUp`)
This routine determines the Octorok's shooting behavior, allowing for both single-shot and four-way attacks.
```asm
Octorock_ShootEmUp:
{
; Use SprMiscD as a flag to shoot 4 ways for awhile before going back to single shot
LDA.w SprMiscD, X : BEQ .continue
LDA.w SprTimerD, X : BNE .four_ways
LDA.b #$01 : STA.w SprMiscD, X
.continue
JSL GetRandomInt : AND.b #$1F : BNE .single_shot
.four_ways
LDA.b #$01 : STA.w SprMiscD, X
LDA.b #$20 : STA.w SprTimerD, X
JSR Octorok_Shoot4Ways
RTS
.single_shot
JSR Octorok_ShootSingle
RTS
}
```
## Water Octorok Main Logic (`Sprite_WaterOctorok_Main`)
This routine governs the behavior of a water-based Octorok, including its attack patterns and states.
* **Attack**: Calls `Sprite_WaterOctorok_Attack`.
* **Facing Directions**: Uses a jump table to manage animations for facing different directions (Down, Up, Left, Right) and a hidden state.
```asm
Sprite_WaterOctorok_Main:
{
JSR Sprite_WaterOctorok_Attack
LDA.w SprAction, X
JSL JumpTableLocal
dw WaterOctorok_FaceDown
dw WaterOctorok_FaceUp
dw WaterOctorok_FaceLeft
dw WaterOctorok_FaceRight
dw WaterOctorok_FaceHidden
WaterOctorok_FaceDown:
{
%PlayAnimation(0,1,10)
RTS
}
WaterOctorok_FaceUp:
{
%StartOnFrame(2)
%PlayAnimation(2,3,10)
RTS
}
WaterOctorok_FaceLeft:
{
%StartOnFrame(4)
%PlayAnimation(4,5,10)
RTS
}
WaterOctorok_FaceRight:
{
%StartOnFrame(6)
%PlayAnimation(6,7,10)
RTS
}
WaterOctorok_FaceHidden:
{
%StartOnFrame(8)
%PlayAnimation(8,8,10)
RTS
}
}
```
## Water Octorok Attack Logic (`Sprite_WaterOctorok_Attack`)
This routine manages the Water Octorok's attack states, including hiding, emerging, attacking, and re-hiding.
* **States**: Uses `SprMiscG, X` as a state machine for `WaterOctorok_Hidden`, `WaterOctorok_PoppingUp`, `WaterOctorok_Attacking`, and `WaterOctorok_Hiding`.
* **`WaterOctorok_Hidden`**: Remains hidden until Link is within a certain distance, then transitions to `WaterOctorok_PoppingUp`.
* **`WaterOctorok_PoppingUp`**: Emerges from the water, faces Link, and then transitions to `WaterOctorok_Attacking`.
* **`WaterOctorok_Attacking`**: Shoots a single projectile (`Octorok_ShootSingle`) after a timer, then transitions to `WaterOctorok_Hiding`.
* **`WaterOctorok_Hiding`**: Hides back in the water and transitions to `WaterOctorok_Hidden`.
```asm
Sprite_WaterOctorok_Attack:
{
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageToPlayer
LDA.w SprMiscG, X
JSL JumpTableLocal
dw WaterOctorok_Hidden
dw WaterOctorok_PoppingUp
dw WaterOctorok_Attacking
dw WaterOctorok_Hiding
WaterOctorok_Hidden:
{
LDA.w SprTimerA, X : BEQ +
RTS
+
JSL GetDistance8bit_Long
CMP.b #$40 : BCC .not_close_enough ; LD < 64
INC.w SprMiscG, X
%SetTimerA($10)
.not_close_enough
RTS
}
WaterOctorok_PoppingUp:
{
JSL Sprite_CheckDamageFromPlayer
LDA.w SprTimerA, X : BNE +
INC.w SprMiscG, X
%SetTimerA($20)
JSL Sprite_DirectionToFacePlayer
; LDA.w SprMiscC, X : AND.b #$03 : TAY
; LDA.w Sprite_Octorok_Move_direction, Y : STA.w SprAction, X
+
RTS
}
WaterOctorok_Attacking:
{
JSL Sprite_CheckDamageFromPlayer
LDA.w SprTimerA, X : BNE +
INC.w SprMiscG, X
%SetTimerA($10)
RTS
+
JSR Octorok_ShootSingle
RTS
}
WaterOctorok_Hiding:
{
LDA.w SprTimerA, X : BNE +
LDA.b #$04 : STA.w SprAction, X
STZ.w SprMiscG, X
%SetTimerA($40)
+
RTS
}
}
```
## Projectile Spawning (`Octorok_ShootSingle`, `Octorok_Shoot4Ways`, `Octorok_SpawnRock`)
These routines handle the spawning and animation of Octorok projectiles.
* **`Octorok_ShootSingle`**: Manages the animation and timing for shooting a single rock projectile.
* **`Octorok_Shoot4Ways`**: Manages the animation, timing, and direction changes for shooting rock projectiles in four cardinal directions.
* **`Octorok_SpawnRock`**: Spawns a rock projectile (sprite ID `$0C`) with specific initial offsets and speeds based on the Octorok's current direction.
```asm
Octorok_ShootSingle:
{
LDA.w SprTimerA, X : CMP.b #$1C : BNE .bide_time
PHA
JSR Octorok_SpawnRock
PLA
.bide_time
LSR #3
TAY
LDA.w .mouth_anim_step, Y : STA.w SprMiscB, X
RTS
.mouth_anim_step
db $00, $02, $02, $02
db $01, $01, $01, $00
db $00, $00, $00, $00
db $02, $02, $02, $02
db $02, $01, $01, $00
}
Octorok_Shoot4Ways:
{
LDA.w SprTimerA, X
PHA
CMP.b #$80 : BCS .animate
AND.b #$0F : BNE .delay_turn
PHA
LDY.w SprMiscC, X
LDA.w .next_direction, Y : STA.w SprMiscC, X
PLA
.delay_turn
CMP.b #$08 : BNE .animate
JSR Octorok_SpawnRock
.animate
PLA
LSR #4
TAY
LDA.w .mouth_anim_step, Y : STA.w SprMiscB, X
RTS
.next_direction
db $02, $03, $01, $00
.mouth_anim_step
db $02, $02, $02, $02
db $02, $02, $02, $02
db $01, $00
}
Octorok_SpawnRock:
{
LDA.b #$07 : JSL SpriteSFX_QueueSFX2WithPan
LDA.b #$0C : JSL Sprite_SpawnDynamically : BMI .fired_a_blank
PHX
LDA.w SprMiscC,X
TAX
LDA.b $00 : CLC : ADC.w .offset_x_low,X : STA.w SprX,Y
LDA.b $01 : ADC.w .offset_x_high,X : STA.w SprXH,Y
LDA.b $02 : CLC : ADC.w .offset_y_low,X : STA.w SprY,Y
LDA.b $03 : ADC.w .offset_y_high,X : STA.w SprYH,Y
LDA.w SprMiscC,Y
TAX
LDA.w .rock_speed_x,X : STA.w SprXSpeed,Y
LDA.w .rock_speed_y,X : STA.w SprYSpeed,Y
PLX
.fired_a_blank
RTS
.offset_x_low
db 12, -12, 0, 0
.offset_x_high
db 0, -1, 0, 0
.offset_y_low
db 4, 4, 12, -12
.offset_y_high
db 0, 0, 0, -1
.rock_speed_x
db 44, -44, 0, 0
.rock_speed_y
db 0, 0, 44, -44
}
```
## Drawing (`Sprite_Octorok_Draw`)
The drawing routine handles OAM allocation, animation, and palette adjustments. It explicitly uses `REP #$20` and `SEP #$20` for 16-bit coordinate calculations.
```asm
Sprite_Octorok_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash : 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 : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : 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
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =========================================================
.start_index
db $00, $01, $02, $03, $04, $05, $06, $07, $08
.nbr_of_tiles
db 0, 0, 0, 0, 0, 0, 0, 0, 0
.chr
db $80
db $80
db $82
db $82
db $A0
db $A2
db $A0
db $A2
db $AA ; Water Octorok
.properties
db $0D
db $4D
db $0D
db $4D
db $0D
db $0D
db $4D
db $4D
db $3D ; Water Octorok
}
```
## Design Patterns
* **Subtype-based Behavior**: The Octorok utilizes `SprSubtype` to implement distinct behaviors for Land and Water Octoroks, including different main logic routines and conditional drawing (shadow vs. water ripple).
* **Dynamic Transformation**: A Land Octorok can dynamically transform into a Water Octorok if it moves onto a water tile, showcasing a unique environmental interaction.
* **Complex State Machines**: Both Land and Water Octoroks employ intricate state machines to manage their movement, attack patterns, and emerging/hiding behaviors, making them engaging enemies.
* **Projectile Attacks**: The Octorok can perform both single-shot and four-way projectile attacks, adding variety to its offensive capabilities.
* **16-bit OAM Calculations**: Demonstrates explicit use of `REP #$20` and `SEP #$20` for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering and positioning.