Files
alttpr-baserom/stats.asm
2022-01-20 11:16:31 -05:00

366 lines
10 KiB
NASM

;================================================================================
; Stat Tracking
;================================================================================
; $7EF420 - $7EF468 - Stat Tracking
;
; See sram.asm for adresses and documentation of stat values
;--------------------------------------------------------------------------------
IncrementBonkCounter:
LDA StatsLocked : BNE +
LDA BonkCounter : INC
CMP.b #100 : BEQ + ; decimal 100
STA BonkCounter
+
RTL
;--------------------------------------------------------------------------------
StatSaveCounter:
PHA
LDA StatsLocked : BNE +
LDA $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
LDA SaveQuitCounter : INC
CMP.b #100 : BEQ + ; decimal 100
STA SaveQuitCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementSaveCounter:
PHA
LDA StatsLocked : BNE +
LDA SaveQuitCounter : DEC : STA SaveQuitCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
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 BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA BowEquipment : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD #$02 : STA BowEquipment ; 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 StatsLocked : BNE +
REP #$20 ; set 16-bit accumulator
LDA ScreenTransitions : INC
CMP.w #999 : BEQ + ; decimal 999
STA ScreenTransitions
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IncrementFlute:
LDA StatsLocked : BNE +
LDA FluteCounter : INC : STA FluteCounter
+
JSL.l StatTransitionCounter ; also increment transition counter
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeys:
STA CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA StatsLocked : BNE +
JSL AddInventory_incrementKeyLong
+
JSL.l UpdateKeys
PHY : LDY.b #24 : JSL.l FullInventoryExternal : PLY
JSL.l HUD_RebuildLong
PLX
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary:
STA CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA StatsLocked : 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 CurrentSmallKeys ; 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 DungeonCollectedKeys, X : INC : STA DungeonCollectedKeys, 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 StatsLocked : BNE +
JSL AddInventory_incrementBossSwordLong
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDeathCounter:
PHA
LDA StatsLocked : BNE +
LDA CurrentHealth : BNE + ; link is still alive, skip
LDA DeathCounter : INC : STA DeathCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementFairyRevivalCounter:
STA BottleContents, X ; thing we wrote over
PHA
LDA StatsLocked : BNE +
LDA FaerieRevivalCounter : INC : STA FaerieRevivalCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementChestTurnCounter:
PHA
LDA StatsLocked : BNE +
LDA ChestTurnCounter : INC : STA ChestTurnCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementChestCounter:
LDA.b #$01 : STA $02E9 ; thing we wrote over
PHA
LDA StatsLocked : BNE +
LDA ChestsOpened : INC : STA ChestsOpened
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementChestCounter:
PHA
LDA StatsLocked : BNE +
LDA ChestsOpened : DEC : STA ChestsOpened
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementItemCounter:
PHA
LDA StatsLocked : BNE +
LDA TotalItemCounter : DEC : STA TotalItemCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementBigChestCounter:
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA StatsLocked : BNE +
%BottomHalf(BigKeysBigChests)
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDamageTakenCounter_Eight:
STA.l CurrentHealth
PHA : PHP
LDA StatsLocked : BNE +
REP #$21
LDA.l DamageCounter
ADC.w #$0008
BCC ++
LDA.w #$FFFF
++ STA.l DamageCounter
+ PLP
PLA
RTL
IncrementDamageTakenCounter_Arb:
PHP
LDA StatsLocked : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
ADC.l DamageCounter
BCC ++
LDA.w #$FFFF
++ STA.l DamageCounter
+ PLP
LDA.l CurrentHealth
RTL
IncrementMagicUseCounter:
STA.l CurrentMagic
IncrementMagicUseCounterByrna:
PHA : PHP
LDA StatsLocked : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
ADC.l MagicCounter
BCC ++
LDA.w #$FFFF
++ STA.l MagicCounter
+ PLP : PLA
RTL
IncrementMagicUseCounterOne:
LDA StatsLocked : BNE +
REP #$20
LDA.l MagicCounter
INC
BEQ ++
STA.l MagicCounter
++ SEP #$20
+ LDA.l CurrentMagic
RTL
;--------------------------------------------------------------------------------
IncrementOWMirror:
PHA
LDA #$08 : STA $021B ; fail race game
LDA StatsLocked : BNE +
LDA CurrentWorld : BEQ + ; only do this for DW->LW
LDA OverworldMirrors : INC : STA OverworldMirrors
+
PLA
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IncrementUWMirror:
PHA
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
LDA StatsLocked : BNE +
LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
LDA UnderworldMirrors : INC : STA UnderworldMirrors
JSL.l StatTransitionCounter
+
PLA
JSL.l Dungeon_SaveRoomData ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA CurrentRupees
RTL
.subtractRupees
PHA : PHP
LDA StatsLocked : AND.w #$00FF : BNE +
LDA RupeesSpent : INC
CMP.w #9999 : BEQ + ; decimal 9999
STA RupeesSpent
+
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
;--------------------------------------------------------------------------------
!BOSS_KILLS = "$7F5037"
!NONCHEST_COUNTER = "$7F503E"
!LAG_TIME = "$7F5038"
!RUPEES_COLLECTED = "$7F503C"
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA StatsLocked : BNE .ramPostOnly
INC : STA StatsLocked
JSL.l AddInventory_incrementBossSwordLong
LDA HighestMail : INC : STA HighestMail ; add green mail to mail count
LDA ScreenTransitions : DEC : STA ScreenTransitions ; remove extra transition from exiting gtower via duck
.ramPostOnly
LDA SwordBossKills : LSR #4 : !ADD SwordBossKills : STA !BOSS_KILLS
LDA SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD !BOSS_KILLS : AND #$0F : STA !BOSS_KILLS
LDA NMIFrames : !SUB LoopFrames : STA !LAG_TIME
LDA NMIFrames+1 : SBC LoopFrames+1 : STA !LAG_TIME+1
LDA NMIFrames+2 : SBC LoopFrames+2 : STA !LAG_TIME+2
LDA NMIFrames+3 : SBC LoopFrames+3 : STA !LAG_TIME+3
LDA RupeesSpent : !ADD DisplayRupees : STA !RUPEES_COLLECTED
LDA RupeesSpent+1 : ADC DisplayRupees+1 : STA !RUPEES_COLLECTED+1
LDA TotalItemCounter : !SUB ChestsOpened : STA !NONCHEST_COUNTER
.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
;================================================================================