Files
alttpr-baserom/stats.asm
2021-07-04 05:21:48 -04:00

554 lines
18 KiB
NASM

;================================================================================
; Stat Tracking
;================================================================================
; $7EF420 - $7EF468 - Stat Tracking
;--------------------------------------------------------------------------------
; $7EF420 - bonk counter
;--------------------------------------------------------------------------------
; $7EF421 yyyyyaaa
; y - y item counter
; a - a item counter
;--------------------------------------------------------------------------------
; $7EF422 ssshhccc
; s - sword counter
; h - shield counter
; c - crystal counter
;--------------------------------------------------------------------------------
; $7EF423 - item counter
;--------------------------------------------------------------------------------
; $7EF424 mmkkkkkk
; m - mail counter
; k - small keys
;--------------------------------------------------------------------------------
; $7EF425w[2] 1111 2222 3333 4444
; 1 - lvl 1 sword bosses
; 2 - lvl 2 sword bosses
; 3 - lvl 3 sword bosses
; 4 - lvl 4 sword bosses
;--------------------------------------------------------------------------------
; $7EF427 kkkkcccc
; k - big keys
; c - big chests
;--------------------------------------------------------------------------------
; $7EF428 mmmmcccc
; k - maps
; c - compases
;--------------------------------------------------------------------------------
; $7EF429 bbbb--pp
; b - heart containers
; p - pendant upgrades
;--------------------------------------------------------------------------------
; $7EF42A b-sccccc
; b - bomb acquired
; s - silver arrow bow acquired
; c - chests before gtower big key
;--------------------------------------------------------------------------------
; $7EF42Bw[2] - rupees spent
;--------------------------------------------------------------------------------
; $7EF42D - s&q counter
;--------------------------------------------------------------------------------
; $7EF42Ew[2] - loop frame counter (low)
;--------------------------------------------------------------------------------
; $7EF430w[2] - loop frame counter (high)
;--------------------------------------------------------------------------------
; $7EF432 - locations before boots
;--------------------------------------------------------------------------------
; $7EF433 - locations before mirror
;--------------------------------------------------------------------------------
; $7EF434 - hhhhdddd - item locations checked
; h - hyrule castle
; d - palace of darkness
;--------------------------------------------------------------------------------
; $7EF435 - dddhhhaa - item locations checked
; d - desert palace
; h - tower of hera
; a - agahnim's tower
;--------------------------------------------------------------------------------
; $7EF436 - gggggeee - item locations checked
; g - ganon's tower
; e - eastern palace
;--------------------------------------------------------------------------------
; $7EF437 - sssstttt - item locations checked
; s - skull woods
; t - thieves town
;--------------------------------------------------------------------------------
; $7EF438 - iiiimmmm - item locations checked
; i - ice palace
; m - misery mire
;--------------------------------------------------------------------------------
; $7EF439 - ttttssss - item locations checked
; t - turtle rock
; s - swamp palace
;--------------------------------------------------------------------------------
; $7EF43A - times mirrored outdoors
;--------------------------------------------------------------------------------
; $7EF43B - times mirrored in dungeons
;--------------------------------------------------------------------------------
; $7EF43Cw[2] - screen transition counter
;--------------------------------------------------------------------------------
; $7EF43Ew[2] - nmi frame counter (low)
;--------------------------------------------------------------------------------
; $7EF440w[2] - nmi frame counter (high)
;--------------------------------------------------------------------------------
; $7EF442 - chest counter
;--------------------------------------------------------------------------------
; $7EF443 - lock stats
;--------------------------------------------------------------------------------
; $7EF444w[2] - item menu frame counter (low)
;--------------------------------------------------------------------------------
; $7EF446w[2] - item menu frame counter (high)
;--------------------------------------------------------------------------------
; $7EF448 - ---hhhhh
; h - heart pieces
;--------------------------------------------------------------------------------
; $7EF449 - death counter
;--------------------------------------------------------------------------------
; $7EF44A - reserved
;--------------------------------------------------------------------------------
; $7EF44B - flute counter
;--------------------------------------------------------------------------------
; $7EF44Cl[3] - RTA-Timestamp (Start)
;--------------------------------------------------------------------------------
; $7EF44Fl[3] - RTA-Timestamp (End)
;--------------------------------------------------------------------------------
; $7EF452 - sssscccc
; s - swordless bosses
; c - capacity upgrades
;--------------------------------------------------------------------------------
; $7EF453 - fairy revival counter
;--------------------------------------------------------------------------------
; $7EF454w[2] - challenge timer (low)
;--------------------------------------------------------------------------------
; $7EF456w[2] - challenge timer (high)
;--------------------------------------------------------------------------------
; $7EF458w[2] - sword timestamp (low)
;--------------------------------------------------------------------------------
; $7EF45Aw[2] - sword timestamp (high)
;--------------------------------------------------------------------------------
; $7EF45Cw[2] - boots timestamp (low)
;--------------------------------------------------------------------------------
; $7EF45Ew[2] - boots timestamp (high)
;--------------------------------------------------------------------------------
; $7EF460w[2] - flute timestamp (low)
;--------------------------------------------------------------------------------
; $7EF462w[2] - flute timestamp (high)
;--------------------------------------------------------------------------------
; $7EF464w[2] - mirror timestamp (low)
;--------------------------------------------------------------------------------
; $7EF466w[2] - mirror timestamp (high)
;--------------------------------------------------------------------------------
; $7EF468 - chest turn counter
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!LOCK_STATS = "$7EF443"
;--------------------------------------------------------------------------------
!BONK_COUNTER = "$7EF420"
StatBonkCounter:
PHA
JSL Ancilla_CheckIfAlreadyExistsLong : BCS +
LDA !LOCK_STATS : BNE +
LDA !BONK_COUNTER : INC
CMP.b #100 : BEQ + ; decimal 100
STA !BONK_COUNTER
+
PLA
JSL.l AddDashTremor ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
!SAVE_COUNTER = "$7EF42D"
StatSaveCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
LDA !SAVE_COUNTER : INC
CMP.b #100 : BEQ + ; decimal 100
STA !SAVE_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!SAVE_COUNTER = "$7EF42D"
DecrementSaveCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA !SAVE_COUNTER : DEC : STA !SAVE_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!TRANSITION_COUNTER = "$7EF43C"
DungeonHoleWarpTransition:
LDA $01C31F, X
BRA StatTransitionCounter
DungeonHoleEntranceTransition:
JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA $7EF340 : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD #$02 : STA $7EF340 ; increase bow to silver
+
BRA StatTransitionCounter
DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData
BRA StatTransitionCounter
DungeonExitTransition:
LDA $7F50C7 : BEQ + ; ice physics
JSL Player_HaltDashAttackLong
LDA.b #$00 : STA $0301 ; stop item dashing
+
LDA.b #$0F : STA $10 ; stop running through the transition
StatTransitionCounter:
PHA : PHP
LDA !LOCK_STATS : BNE +
REP #$20 ; set 16-bit accumulator
LDA !TRANSITION_COUNTER : INC
CMP.w #999 : BEQ + ; decimal 999
STA !TRANSITION_COUNTER
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
!FLUTE_COUNTER = "$7EF44B"
IncrementFlute:
LDA !LOCK_STATS : BNE +
LDA !FLUTE_COUNTER : INC : STA !FLUTE_COUNTER
+
JSL.l StatTransitionCounter ; also increment transition counter
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeys:
STA $7EF36F ; thing we wrote over, write small key count
PHX
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementKeyLong
+
JSL.l UpdateKeys
PHY : LDY.b #24 : JSL.l FullInventoryExternal : PLY
JSL.l HUD_RebuildLong
PLX
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary:
STA $7EF36F ; thing we wrote over, write small key count
PHX
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementKeyLong
+
JSL.l UpdateKeys
LDA $1B : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator
LDA $048E : CMP.w #$0087 : BNE ++ ; hera basement
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
JSR CountChestKey : PLY : BRA +
++
PLP
+
JSL.l HUD_RebuildLong
PLX
RTL
;--------------------------------------------------------------------------------
DecrementSmallKeys:
STA $7EF36F ; thing we wrote over, write small key count
JSL.l UpdateKeys
RTL
;--------------------------------------------------------------------------------
CountChestKeyLong: ; called from ItemDowngradeFix in itemdowngrade.asm
JSR CountChestKey
RTL
;--------------------------------------------------------------------------------
CountChestKey: ; called by neighbor functions
PHA : PHX
CPY #$24 : BEQ + ; small key for this dungeon - use $040C
CPY #$A0 : !BLT .end ; Ignore most items
CPY #$AE : !BGE .end ; Ignore reserved key and generic key
TYA : AND.B #$0F : BNE ++ ; If this is an HC key, instead count it as a sewers key
INC
++ TAX : BRA .count ; use Key id instead of $040C (Keysanity)
+ LDA $040C : LSR
BNE +
INC ; combines HC and Sewer counts
+ TAX
.count
LDA $7EF4E0, X : INC : STA $7EF4E0, X
.end
PLX : PLA
RTS
;--------------------------------------------------------------------------------
CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.L BonkKey_Desert : BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.L BonkKey_GTower : BRA ++
+ LDA.B #$24 ; default to small key
++
CMP #$24 : BNE +
PHY
TAY : JSR CountChestKey
PLY
+
RTL
;--------------------------------------------------------------------------------
IncrementAgahnim2Sword:
PHA
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementBossSwordLong
+
PLA
RTL
;--------------------------------------------------------------------------------
!DEATH_COUNTER = "$7EF449"
IncrementDeathCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA $7EF36D : BNE + ; link is still alive, skip
LDA !DEATH_COUNTER : INC : STA !DEATH_COUNTER
;JSL.l DecrementSaveCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
!FAIRY_COUNTER = "$7EF453"
IncrementFairyRevivalCounter:
STA $7EF35C, X ; thing we wrote over
PHA
LDA !LOCK_STATS : BNE +
LDA !FAIRY_COUNTER : INC : STA !FAIRY_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!CHESTTURN_COUNTER = "$7EF468"
IncrementChestTurnCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA !CHESTTURN_COUNTER : INC : STA !CHESTTURN_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!CHEST_COUNTER = "$7EF442"
IncrementChestCounter:
LDA.b #$01 : STA $02E9 ; thing we wrote over
PHA
LDA !LOCK_STATS : BNE +
LDA !CHEST_COUNTER : INC : STA !CHEST_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!CHEST_COUNTER = "$7EF442"
DecrementChestCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA !CHEST_COUNTER : DEC : STA !CHEST_COUNTER
+
PLA
RTL
;--------------------------------------------------------------------------------
!ITEM_TOTAL = "$7EF423"
DecrementItemCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA !ITEM_TOTAL : DEC : STA !ITEM_TOTAL
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementBigChestCounter:
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA !LOCK_STATS : BNE +
%BottomHalf($7EF427)
+
PLA
RTL
;--------------------------------------------------------------------------------
!DAMAGE_COUNTER = $7EF46A
!MAGIC_COUNTER = $7EF46C
IncrementDamageTakenCounter_Eight:
STA.l $7EF36D
PHA : PHP
LDA !LOCK_STATS : BNE +
REP #$21
LDA.l !DAMAGE_COUNTER
ADC.w #$0008
BCC ++
LDA.w #$FFFF
++ STA.l !DAMAGE_COUNTER
+ PLP
PLA
RTL
IncrementDamageTakenCounter_Arb:
PHP
LDA !LOCK_STATS : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
ADC.l !DAMAGE_COUNTER
BCC ++
LDA.w #$FFFF
++ STA.l !DAMAGE_COUNTER
+ PLP
LDA.l $7EF36D
RTL
IncrementMagicUseCounter:
STA.l $7EF36E
IncrementMagicUseCounterByrna:
PHA : PHP
LDA !LOCK_STATS : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
ADC.l !MAGIC_COUNTER
BCC ++
LDA.w #$FFFF
++ STA.l !MAGIC_COUNTER
+ PLP : PLA
RTL
IncrementMagicUseCounterOne:
LDA !LOCK_STATS : BNE +
REP #$20
LDA.l !MAGIC_COUNTER
INC
BEQ ++
STA.l !MAGIC_COUNTER
++ SEP #$20
+ LDA.l $7EF36E
RTL
;--------------------------------------------------------------------------------
!OW_MIRROR_COUNTER = "$7EF43A"
IncrementOWMirror:
PHA
LDA !LOCK_STATS : BNE +
LDA $7EF3CA : BEQ + ; only do this for DW->LW
LDA !OW_MIRROR_COUNTER : INC : STA !OW_MIRROR_COUNTER
+
PLA
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
!UW_MIRROR_COUNTER = "$7EF43B"
IncrementUWMirror:
PHA
LDA !LOCK_STATS : BNE +
LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
LDA !UW_MIRROR_COUNTER : INC : STA !UW_MIRROR_COUNTER
JSL.l StatTransitionCounter
+
PLA
JSL.l Dungeon_SaveRoomData ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
!SPENT_RUPEES = "$7EF42B"
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA $7EF360
RTL
.subtractRupees
PHA : PHP
LDA !LOCK_STATS : AND.w #$00FF : BNE +
LDA !SPENT_RUPEES : INC
CMP.w #9999 : BEQ + ; decimal 9999
STA !SPENT_RUPEES
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IndoorTileTransitionCounter:
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
IndoorSubtileTransitionCounter:
LDA.b #$01 : STA !REDRAW ; set redraw flag for items
STZ $0646 ; stuff we wrote over
STZ $0642
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
!CHEST_COUNTER = "$7EF442"
!MAIL_COUNTER = "$7EF424" ; mmkkkkkk
!BOSS_KILLS = "$7F5037"
!SWORD_KILLS_1 = "$7EF425"
!SWORD_KILLS_2 = "$7EF426"
!GTOWER_PRE_BIG_KEY = "$7EF42A" ; ---ccccc
!NONCHEST_COUNTER = "$7F503E"
!SAVE_COUNTER = "$7EF42D"
!TRANSITION_COUNTER = "$7EF43C"
!NMI_COUNTER = "$7EF43E"
!LOOP_COUNTER = "$7EF42E"
!LAG_TIME = "$7F5038"
!RUPEES_COLLECTED = "$7F503C"
!ITEM_TOTAL = "$7EF423"
!RTA_END = "$7EF44F"
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA !LOCK_STATS : BNE .ramPostOnly
INC : STA !LOCK_STATS
JSL.l AddInventory_incrementBossSwordLong
LDA !MAIL_COUNTER : !ADD #$40 : STA !MAIL_COUNTER ; add green mail to mail count
;LDA !GTOWER_PRE_BIG_KEY : DEC : AND #$1F : TAX
;LDA !GTOWER_PRE_BIG_KEY : AND #$E0 : STA !GTOWER_PRE_BIG_KEY
;TXA : ORA !GTOWER_PRE_BIG_KEY : STA !GTOWER_PRE_BIG_KEY
LDA !TRANSITION_COUNTER : DEC : STA !TRANSITION_COUNTER ; remove extra transition from exiting gtower via duck
.ramPostOnly
LDA !SWORD_KILLS_1 : LSR #4 : !ADD !SWORD_KILLS_1 : STA !BOSS_KILLS
LDA !SWORD_KILLS_2 : LSR #4 : !ADD !SWORD_KILLS_2 : !ADD !BOSS_KILLS : AND #$0F : STA !BOSS_KILLS
LDA !NMI_COUNTER : !SUB !LOOP_COUNTER : STA !LAG_TIME
LDA !NMI_COUNTER+1 : SBC !LOOP_COUNTER+1 : STA !LAG_TIME+1
LDA !NMI_COUNTER+2 : SBC !LOOP_COUNTER+2 : STA !LAG_TIME+2
LDA !NMI_COUNTER+3 : SBC !LOOP_COUNTER+3 : STA !LAG_TIME+3
LDA !SPENT_RUPEES : !ADD $7EF362 : STA !RUPEES_COLLECTED
LDA !SPENT_RUPEES+1 : ADC $7EF363 : STA !RUPEES_COLLECTED+1
LDA !ITEM_TOTAL : !SUB !CHEST_COUNTER : STA !NONCHEST_COUNTER
;LDA $FFFFFF
;JSL.l Clock_IsSupported
;BRA +
; REP #$20 ; set 16-bit accumulator
;
; LDA $00 : PHA
; LDA $02 : PHA
;
; JSL.l Clock_QuickStamp
; LDA $00 : STA !RTA_END
; LDA $02 : STA !RTA_END+2
;
; PLA : STA $02
; PLA : STA $00
;+
.done
PLP : PLX : PLA
LDA.b #$19 : STA $10 ; thing we wrote over, load triforce room
STZ $11
STZ $B0
RTL
;--------------------------------------------------------------------------------
; Notes:
; s&q counter
;================================================================================