- 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.
3.4 KiB
Eon Zora Elder
Overview
The Eon Zora Elder is an NPC (Non-Player Character) sprite primarily characterized by its animation-driven states. Its main function is to visually convey different moods or actions through distinct animations, such as idle, surprised, or holding a rod.
Sprite Properties
Explicit sprite properties (!SPRID, !NbrTiles, etc.) are not defined within this file. It is assumed that these properties are either inherited from a vanilla sprite ID or defined in a separate configuration file, as this file focuses on the sprite's behavior and drawing.
Main Logic & State Machine (Sprite_EonZoraElder_Main)
The Eon Zora Elder's core behavior is managed by a simple state machine that primarily controls its animations:
EonZoraElder_Idle: Plays an idle animation (%PlayAnimation(0,1,10)).EonZoraElder_Surprised: Plays a surprised animation (%PlayAnimation(2,3,10)).EonZoraElder_WithRod: Plays an animation depicting the elder holding a rod (%PlayAnimation(4,4,10)).
Sprite_EonZoraElder_Main:
{
LDA.w SprAction, X
JSL JumpTableLocal
dw EonZoraElder_Idle
dw EonZoraElder_Surprised
dw EonZoraElder_WithRod
EonZoraElder_Idle:
%PlayAnimation(0,1,10)
RTS
EonZoraElder_Surprised:
%PlayAnimation(2,3,10)
RTS
EonZoraElder_WithRod:
%PlayAnimation(4,4,10)
RTS
}
Drawing (Sprite_EonZoraElder_Draw)
The drawing routine handles OAM allocation and animation. It explicitly uses REP #$20 and SEP #$20 for 16-bit coordinate calculations, ensuring accurate sprite rendering.
Sprite_EonZoraElder_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
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
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : 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, $02, $04, $06
.nbr_of_tiles
db 1, 1, 1, 2
.x_offsets
dw 0, 8
dw 0, 8
dw 0, 8
dw 0, 8, -4
.y_offsets
dw 0, 0
dw 0, 0
dw 0, 0
dw 0, 0, 0
.chr
db $46, $47
db $49, $4A
db $66, $67
db $69, $6A, $6C
.properties
db $39, $39
db $39, $39
db $39, $39
db $39, $39, $39
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02, $02
}
Design Patterns
- Animation-Driven States: The sprite's states are primarily used to control which animation is currently playing, allowing for visual feedback to the player (e.g., idle, surprised, holding a rod).
- 16-bit OAM Calculations: Demonstrates explicit use of
REP #$20andSEP #$20for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering.