441 lines
15 KiB
NASM
441 lines
15 KiB
NASM
;================================================================================
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; Stat Tracking
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;================================================================================
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; $7EF420 - $7EF466 - Stat Tracking
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;--------------------------------------------------------------------------------
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; $7EF420 - bonk counter
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;--------------------------------------------------------------------------------
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; $7EF421 yyyyyaaa
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; y - y item counter
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; a - a item counter
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;--------------------------------------------------------------------------------
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; $7EF422 ssshhccc
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; s - sword counter
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; h - shield counter
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; c - crystal counter
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;--------------------------------------------------------------------------------
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; $7EF423 - item counter
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;--------------------------------------------------------------------------------
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; $7EF424 mmkkkkkk
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; m - mail counter
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; k - small keys
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;--------------------------------------------------------------------------------
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; $7EF425w[2] 1111 2222 3333 4444
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; 1 - lvl 1 sword bosses
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; 2 - lvl 2 sword bosses
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; 3 - lvl 3 sword bosses
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; 4 - lvl 4 sword bosses
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;--------------------------------------------------------------------------------
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; $7EF427 kkkkcccc
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; k - big keys
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; c - big chests
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;--------------------------------------------------------------------------------
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; $7EF428 mmmmcccc
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; k - maps
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; c - compases
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;--------------------------------------------------------------------------------
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; $7EF429 bbbb--pp
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; b - heart containers
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; p - pendant upgrades
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;--------------------------------------------------------------------------------
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; $7EF42A b-sccccc
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; b - bomb acquired
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; s - silver arrow bow acquired
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; c - chests before gtower big key
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;--------------------------------------------------------------------------------
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; $7EF42Bw[2] - rupees spent
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;--------------------------------------------------------------------------------
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; $7EF42D - s&q counter
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;--------------------------------------------------------------------------------
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; $7EF42Ew[2] - loop frame counter (low)
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;--------------------------------------------------------------------------------
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; $7EF430w[2] - loop frame counter (high)
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;--------------------------------------------------------------------------------
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; $7EF432 - locations before boots
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;--------------------------------------------------------------------------------
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; $7EF433 - locations before mirror
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;--------------------------------------------------------------------------------
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; $7EF434 - hhhhdddd - item locations checked
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; h - hyrule castle
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; d - palace of darkness
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;--------------------------------------------------------------------------------
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; $7EF435 - dddhhhaa - item locations checked
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; d - desert palace
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; h - tower of hera
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; a - agahnim's tower
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;--------------------------------------------------------------------------------
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; $7EF436 - gggggeee - item locations checked
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; g - ganon's tower
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; e - eastern palace
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;--------------------------------------------------------------------------------
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; $7EF437 - sssstttt - item locations checked
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; s - skull woods
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; t - thieves town
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;--------------------------------------------------------------------------------
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; $7EF438 - iiiimmmm - item locations checked
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; i - ice palace
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; m - misery mire
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;--------------------------------------------------------------------------------
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; $7EF439 - ttttssss - item locations checked
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; t - turtle rock
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; s - swamp palace
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;--------------------------------------------------------------------------------
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; $7EF43A - times mirrored outdoors
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;--------------------------------------------------------------------------------
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; $7EF43B - times mirrored in dungeons
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;--------------------------------------------------------------------------------
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; $7EF43Cw[2] - screen transition counter
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;--------------------------------------------------------------------------------
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; $7EF43Ew[2] - nmi frame counter (low)
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;--------------------------------------------------------------------------------
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; $7EF440w[2] - nmi frame counter (high)
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;--------------------------------------------------------------------------------
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; $7EF442 - chest counter
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;--------------------------------------------------------------------------------
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; $7EF443 - lock stats
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;--------------------------------------------------------------------------------
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; $7EF444w[2] - item menu frame counter (low)
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;--------------------------------------------------------------------------------
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; $7EF446w[2] - item menu frame counter (high)
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;--------------------------------------------------------------------------------
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; $7EF448 - ---hhhhh
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; h - heart pieces
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;--------------------------------------------------------------------------------
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; $7EF449 - death counter
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;--------------------------------------------------------------------------------
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; $7EF44A - reserved
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;--------------------------------------------------------------------------------
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; $7EF44B - flute counter
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;--------------------------------------------------------------------------------
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; $7EF44Cl[3] - RTA-Timestamp (Start)
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;--------------------------------------------------------------------------------
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; $7EF44Fl[3] - RTA-Timestamp (End)
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;--------------------------------------------------------------------------------
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; $7EF452 - sssscccc
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; s - swordless bosses
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; c - capacity upgrades
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;--------------------------------------------------------------------------------
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; $7EF453 - fairy revival counter
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;--------------------------------------------------------------------------------
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; $7EF454w[2] - challenge timer (low)
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;--------------------------------------------------------------------------------
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; $7EF456w[2] - challenge timer (high)
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;--------------------------------------------------------------------------------
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; $7EF458w[2] - sword timestamp (low)
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;--------------------------------------------------------------------------------
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; $7EF45Aw[2] - sword timestamp (high)
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;--------------------------------------------------------------------------------
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; $7EF45Cw[2] - boots timestamp (low)
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;--------------------------------------------------------------------------------
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; $7EF45Ew[2] - boots timestamp (high)
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;--------------------------------------------------------------------------------
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; $7EF460w[2] - flute timestamp (low)
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;--------------------------------------------------------------------------------
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; $7EF462w[2] - flute timestamp (high)
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;--------------------------------------------------------------------------------
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; $7EF464w[2] - mirror timestamp (low)
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;--------------------------------------------------------------------------------
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; $7EF466w[2] - mirror timestamp (high)
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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!LOCK_STATS = "$7EF443"
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;--------------------------------------------------------------------------------
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!BONK_COUNTER = "$7EF420"
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!BONK_REPEAT = "$7F503F"
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!LOOP_FRAMES_LOW = "$7EF42E"
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StatBonkCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !LOOP_FRAMES_LOW : !SUB !BONK_REPEAT : CMP #30 : !BLT +
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LDA !LOOP_FRAMES_LOW : STA !BONK_REPEAT
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LDA !BONK_COUNTER : INC
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CMP.b #100 : BEQ + ; decimal 100
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STA !BONK_COUNTER
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+
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PLA
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JSL.l AddDashTremor ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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!SAVE_COUNTER = "$7EF42D"
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StatSaveCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
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LDA !SAVE_COUNTER : INC
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CMP.b #100 : BEQ + ; decimal 100
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STA !SAVE_COUNTER
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!SAVE_COUNTER = "$7EF42D"
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DecrementSaveCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !SAVE_COUNTER : DEC : STA !SAVE_COUNTER
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!TRANSITION_COUNTER = "$7EF43C"
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DungeonHoleWarpTransition:
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LDA $01C31F, X
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BRA StatTransitionCounter
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DungeonHoleEntranceTransition:
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JSL EnableForceBlank
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LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
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LDA $A0 : BNE + ; skip unless ganon's room
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ + ; skip if we don't have silvers
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LDA $7EF340 : BEQ + ; skip if we have no bow
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CMP.b #$03 : !BGE + ; skip if the bow is already silver
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!ADD #$02 : STA $7EF340 ; increase bow to silver
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+
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BRA StatTransitionCounter
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DungeonStairsTransition:
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JSL Dungeon_SaveRoomQuadrantData
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BRA StatTransitionCounter
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DungeonExitTransition:
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LDA $7F50C7 : BEQ + ; ice physics
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JSL Player_HaltDashAttackLong
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LDA.b #$00 : STA $0301 ; stop item dashing
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+
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LDA.b #$0F : STA $10 ; stop running through the transition
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StatTransitionCounter:
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PHA : PHP
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LDA !LOCK_STATS : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA !TRANSITION_COUNTER : INC
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CMP.w #999 : BEQ + ; decimal 999
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STA !TRANSITION_COUNTER
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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!FLUTE_COUNTER = "$7EF44B"
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IncrementFlute:
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LDA !LOCK_STATS : BNE +
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LDA !FLUTE_COUNTER : INC : STA !FLUTE_COUNTER
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+
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JSL.l StatTransitionCounter ; also increment transition counter
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RTL
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;--------------------------------------------------------------------------------
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IncrementSmallKeys:
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STA $7EF36F ; thing we wrote over, write small key count
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PHX
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LDA !LOCK_STATS : BNE +
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JSL AddInventory_incrementKeyLong
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+
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JSL.l UpdateKeys
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PHY : LDY.b #24 : JSL.l FullInventoryExternal : PLY
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JSL.l HUD_RebuildLong
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PLX
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RTL
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;--------------------------------------------------------------------------------
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IncrementSmallKeysNoPrimary:
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STA $7EF36F ; thing we wrote over, write small key count
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PHX
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LDA !LOCK_STATS : BNE +
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JSL AddInventory_incrementKeyLong
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+
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JSL.l UpdateKeys
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JSL.l HUD_RebuildLong
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PLX
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RTL
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;--------------------------------------------------------------------------------
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DecrementSmallKeys:
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STA $7EF36F ; thing we wrote over, write small key count
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JSL.l UpdateKeys
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RTL
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;--------------------------------------------------------------------------------
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IncrementAgahnim2Sword:
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PHA
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LDA !LOCK_STATS : BNE +
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JSL AddInventory_incrementBossSwordLong
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!DEATH_COUNTER = "$7EF449"
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IncrementDeathCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA $7EF36D : BNE + ; link is still alive, skip
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LDA !DEATH_COUNTER : INC : STA !DEATH_COUNTER
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;JSL.l DecrementSaveCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!FAIRY_COUNTER = "$7EF453"
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IncrementFairyRevivalCounter:
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STA $7EF35C, X ; thing we wrote over
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !FAIRY_COUNTER : INC : STA !FAIRY_COUNTER
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!CHEST_COUNTER = "$7EF442"
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IncrementChestCounter:
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LDA.b #$01 : STA $02E9 ; thing we wrote over
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !CHEST_COUNTER : INC : STA !CHEST_COUNTER
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!CHEST_COUNTER = "$7EF442"
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DecrementChestCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !CHEST_COUNTER : DEC : STA !CHEST_COUNTER
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!ITEM_TOTAL = "$7EF423"
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DecrementItemCounter:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA !ITEM_TOTAL : DEC : STA !ITEM_TOTAL
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementBigChestCounter:
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JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
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PHA
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LDA !LOCK_STATS : BNE +
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%BottomHalf($7EF427)
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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!OW_MIRROR_COUNTER = "$7EF43A"
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IncrementOWMirror:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA $7EF3CA : BEQ + ; only do this for DW->LW
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LDA !OW_MIRROR_COUNTER : INC : STA !OW_MIRROR_COUNTER
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+
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PLA
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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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!UW_MIRROR_COUNTER = "$7EF43B"
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IncrementUWMirror:
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PHA
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LDA !LOCK_STATS : BNE +
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LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
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LDA !UW_MIRROR_COUNTER : INC : STA !UW_MIRROR_COUNTER
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JSL.l StatTransitionCounter
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+
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PLA
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JSL.l Dungeon_SaveRoomData ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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!SPENT_RUPEES = "$7EF42B"
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IncrementSpentRupees:
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DEC A : BPL .subtractRupees
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LDA.w #$0000 : STA $7EF360
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RTL
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.subtractRupees
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PHA : PHP
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LDA !LOCK_STATS : AND.w #$00FF : BNE +
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LDA !SPENT_RUPEES : INC
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CMP.w #9999 : BEQ + ; decimal 9999
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STA !SPENT_RUPEES
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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IndoorTileTransitionCounter:
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JSL.l Dungeon_LoadRoom ; thing we wrote over
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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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!REDRAW = "$7F5000"
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IndoorSubtileTransitionCounter:
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LDA.b #$01 : STA !REDRAW ; set redraw flag for items
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STZ $0646 ; stuff we wrote over
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STZ $0642
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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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!CHEST_COUNTER = "$7EF442"
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!MAIL_COUNTER = "$7EF424" ; mmkkkkkk
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!BOSS_KILLS = "$7F5037"
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!SWORD_KILLS_1 = "$7EF425"
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!SWORD_KILLS_2 = "$7EF426"
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!GTOWER_PRE_BIG_KEY = "$7EF42A" ; ---ccccc
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!NONCHEST_COUNTER = "$7F503E"
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!SAVE_COUNTER = "$7EF42D"
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!TRANSITION_COUNTER = "$7EF43C"
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!NMI_COUNTER = "$7EF43E"
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!LOOP_COUNTER = "$7EF42E"
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!LAG_TIME = "$7F5038"
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!RUPEES_COLLECTED = "$7F503C"
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!ITEM_TOTAL = "$7EF423"
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!RTA_END = "$7EF44F"
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StatsFinalPrep:
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PHA : PHX : PHP
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SEP #$30 ; set 8-bit accumulator and index registers
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LDA !LOCK_STATS : BNE .ramPostOnly
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INC : STA !LOCK_STATS
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JSL.l AddInventory_incrementBossSwordLong
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LDA !MAIL_COUNTER : !ADD #$40 : STA !MAIL_COUNTER ; add green mail to mail count
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;LDA !GTOWER_PRE_BIG_KEY : DEC : AND #$1F : TAX
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;LDA !GTOWER_PRE_BIG_KEY : AND #$E0 : STA !GTOWER_PRE_BIG_KEY
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;TXA : ORA !GTOWER_PRE_BIG_KEY : STA !GTOWER_PRE_BIG_KEY
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LDA !TRANSITION_COUNTER : DEC : STA !TRANSITION_COUNTER ; remove extra transition from exiting gtower via duck
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.ramPostOnly
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LDA !SWORD_KILLS_1 : LSR #4 : !ADD !SWORD_KILLS_1 : STA !BOSS_KILLS
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LDA !SWORD_KILLS_2 : LSR #4 : !ADD !SWORD_KILLS_2 : !ADD !BOSS_KILLS : AND #$0F : STA !BOSS_KILLS
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LDA !NMI_COUNTER : !SUB !LOOP_COUNTER : STA !LAG_TIME
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LDA !NMI_COUNTER+1 : SBC !LOOP_COUNTER+1 : STA !LAG_TIME+1
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LDA !NMI_COUNTER+2 : SBC !LOOP_COUNTER+2 : STA !LAG_TIME+2
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LDA !NMI_COUNTER+3 : SBC !LOOP_COUNTER+3 : STA !LAG_TIME+3
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LDA !SPENT_RUPEES : !ADD $7EF362 : STA !RUPEES_COLLECTED
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LDA !SPENT_RUPEES+1 : ADC $7EF363 : STA !RUPEES_COLLECTED+1
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LDA !ITEM_TOTAL : !SUB !CHEST_COUNTER : STA !NONCHEST_COUNTER
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;LDA $FFFFFF
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;JSL.l Clock_IsSupported
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;BRA +
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; REP #$20 ; set 16-bit accumulator
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;
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; LDA $00 : PHA
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; LDA $02 : PHA
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;
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; JSL.l Clock_QuickStamp
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; LDA $00 : STA !RTA_END
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; LDA $02 : STA !RTA_END+2
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;
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; PLA : STA $02
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; PLA : STA $00
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;+
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.done
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PLP : PLX : PLA
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LDA.b #$19 : STA $10 ; thing we wrote over, load triforce room
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STZ $11
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STZ $B0
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RTL
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;--------------------------------------------------------------------------------
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; Notes:
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; s&q counter
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;================================================================================ |