- 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.
6.7 KiB
Switch Track
Overview
The Switch Track sprite (!SPRID = Sprite_SwitchTrack) is an interactive object designed to function as a rotating segment of a minecart track. Its visual appearance and implied path change dynamically based on its SprAction (which represents its mode of rotation) and the on/off state of a corresponding switch, stored in SwitchRam.
Sprite Properties
!SPRID:Sprite_SwitchTrack(Custom symbol, likely a remapped vanilla ID)!NbrTiles:02!Harmless:00!HVelocity:00!Health:01!Damage:00!DeathAnimation:00!ImperviousAll:00!SmallShadow:00!Shadow:00!Palette:00!Hitbox:00!Persist:01(Continues to live off-screen)!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_RotatingTrack_Long)
This routine handles the Switch Track's drawing and dispatches to its main logic if the sprite is active.
Sprite_RotatingTrack_Long:
{
PHB : PHK : PLB
JSR Sprite_RotatingTrack_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_RotatingTrack_Main
.SpriteIsNotActive
PLB
RTL
}
Initialization (Sprite_RotatingTrack_Prep)
This routine initializes the Switch Track upon spawning. It sets SprDefl, X to $80. It then calculates the tile attributes of the tile directly above the switch track and sets SprAction, X based on the SPRTILE value (normalized by subtracting $D0). This SprAction, X likely determines the initial mode or orientation of the track.
Sprite_RotatingTrack_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprDefl, X
; Setup Minecart position to look for tile IDs
; We use AND #$F8 to clamp to a 8x8 grid.
; Subtract 8 from the Y position to get the tile right above instead.
LDA.w SprY, X : AND #$F8 : SEC : SBC.b #$08 : STA.b $00
LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02
LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
LDA.w SPRTILE : SEC : SBC.b #$D0 : STA.w SprAction, X
PLB
RTL
}
Constants
SwitchRam = $0230: A WRAM address that stores the state (on/off) of each individual switch, indexed by itsSprSubtype. This allows for multiple independent switch tracks.
Main Logic & State Machine (Sprite_RotatingTrack_Main)
This routine manages the visual state of the Switch Track based on its SprAction (mode of rotation) and the corresponding switch state in SwitchRam.
- Modes: The
SprAction, Xdetermines the mode of rotation, with four defined modes:0= TopLeft -> TopRight1= BottomLeft -> TopLeft2= TopRight -> BottomRight3= BottomRight -> BottomLeft
- State-Based Animation: For each mode, the
SprFrame, X(animation frame) is set based on the on/off state of the switch (SwitchRam, Y). This visually changes the track's orientation.
Sprite_RotatingTrack_Main:
{
; Get the subtype of the track so that we can get its on/off state.
LDA.w SprSubtype, X : TAY
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw TopLeftToTopRight
dw BottomLeftToTopLeft
dw TopRightToBottomRight
dw BottomRightToBottomLeft
; 00 = TopLeft -> TopRight
TopLeftToTopRight:
{
LDA.w SwitchRam, Y : BNE .part2
LDA.b #$00 : STA.w SprFrame, X
RTS
.part2
LDA.b #$01 : STA.w SprFrame, X
RTS
}
; 01 = BottomLeft -> TopLeft
BottomLeftToTopLeft:
{
LDA.w SwitchRam, Y : BNE .part2_c
LDA.b #$03 : STA.w SprFrame, X
RTS
.part2_c
LDA.b #$00 : STA.w SprFrame, X
RTS
}
; 02 = TopRight -> BottomRight
TopRightToBottomRight:
{
LDA.w SwitchRam, Y : BNE .part2_a
LDA.b #$01 : STA.w SprFrame, X
RTS
.part2_a
LDA.b #$02 : STA.w SprFrame, X
RTS
}
; 03 = BottomRight -> BottomLeft
BottomRightToBottomLeft:
{
LDA.w SwitchRam, Y : BEQ .part2_b
LDA.b #$03 : STA.w SprFrame, X
RTS
.part2_b
LDA.b #$02 : STA.w SprFrame, X
RTS
}
}
Drawing (Sprite_RotatingTrack_Draw)
This routine handles OAM allocation and animation for the Switch Track. It explicitly uses REP #$20 and SEP #$20 for 16-bit coordinate calculations, ensuring accurate sprite rendering.
Sprite_RotatingTrack_Draw:
{
JSL Sprite_PrepOamCoord
LDA.b #$04 : JSL OAM_AllocateFromRegionB
LDA $0DC0, X : CLC : ADC $0D90, 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 : 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 (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.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
.nbr_of_tiles
db 0, 0, 0, 0
.chr
db $44
db $44
db $44
db $44
.properties
db $3D
db $7D
db $FD
db $BD
}
Design Patterns
- Interactive Puzzle Element: The Switch Track is a key puzzle element that changes its orientation based on an external switch (likely the
mineswitchsprite), directly influencing the path of minecarts. - State-Based Animation: The track's animation frame (
SprFrame, X) is directly controlled by the on/off state of a corresponding switch inSwitchRam, providing clear visual feedback to the player about its current configuration. - Subtype-Driven State: The
SprSubtypeis used to index intoSwitchRam, allowing each individual Switch Track to maintain its own independent state. This enables complex puzzle designs with multiple, distinct switch tracks. - 16-bit OAM Calculations: Demonstrates explicit use of
REP #$20andSEP #$20for precise 16-bit OAM coordinate calculations, crucial for accurate sprite rendering.