turn a bunch of addresses into fast rom bunch of consistency clean ups in hooks move zsnes to failures
361 lines
10 KiB
NASM
361 lines
10 KiB
NASM
;================================================================================
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; Stat Tracking
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;================================================================================
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; $7EF420 - $7EF468 - Stat Tracking
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;
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; See sram.asm for adresses and documentation of stat values
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;--------------------------------------------------------------------------------
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IncrementBonkCounter:
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LDA.l StatsLocked : BNE +
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LDA.l BonkCounter : INC
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CMP.b #100 : BEQ + ; decimal 100
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STA.l BonkCounter
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+
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RTL
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;--------------------------------------------------------------------------------
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StatSaveCounter:
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PHA
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LDA.l StatsLocked : BNE +
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LDA.b GameMode : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
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LDA.l SaveQuitCounter : INC
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CMP.b #100 : BEQ + ; decimal 100
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STA.l SaveQuitCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DecrementSaveCounter:
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l SaveQuitCounter : DEC : STA.l SaveQuitCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DungeonHoleWarpTransition:
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LDA.l $81C31F, 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.w EntranceIndex : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
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LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
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LDA.l BowEquipment : 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.l BowEquipment ; 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.l IceModifier : BEQ + ; ice physics
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JSL Player_HaltDashAttackLong
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LDA.b #$00 : STA.w UseY1 ; stop item dashing
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+
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LDA.b #$0F : STA.b GameMode ; stop running through the transition
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StatTransitionCounter:
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PHA : PHP
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LDA.l StatsLocked : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.l ScreenTransitions : INC
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CMP.w #999 : BEQ + ; decimal 999
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STA.l ScreenTransitions
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementFlute:
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LDA.l StatsLocked : BNE +
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LDA.l FluteCounter : INC : STA.l FluteCounter
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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.l CurrentSmallKeys ; thing we wrote over, write small key count
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PHX
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LDA.l StatsLocked : 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.l CurrentSmallKeys ; thing we wrote over, write small key count
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PHX
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LDA.l StatsLocked : BNE +
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JSL AddInventory_incrementKeyLong
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+
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JSL.l UpdateKeys
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LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
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PHP : REP #$20 ; set 16-bit accumulator
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LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
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PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
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JSR CountChestKey : PLY : BRA +
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++
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PLP
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+
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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.l CurrentSmallKeys ; 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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CountChestKeyLong: ; called from ItemDowngradeFix in itemdowngrade.asm
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JSR CountChestKey
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RTL
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;--------------------------------------------------------------------------------
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CountChestKey: ; called by neighbor functions
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PHA : PHX
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CPY.b #$24 : BEQ + ; small key for this dungeon - use DungeonID
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CPY.b #$A0 : !BLT .end ; Ignore most items
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CPY.b #$AE : !BGE .end ; Ignore reserved key and generic key
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TYA : AND.B #$0F : BNE ++ ; If this is an HC key, instead count it as a sewers key
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INC
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++ TAX : BRA .count ; use Key id instead of DungeonID (Keysanity)
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+ LDA.w DungeonID : LSR
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BNE +
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INC ; combines HC and Sewer counts
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+ TAX
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.count
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LDA.l DungeonCollectedKeys, X : INC : STA.l DungeonCollectedKeys, X
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.end
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PLX : PLA
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RTS
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;--------------------------------------------------------------------------------
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CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
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LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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CMP.b #115 : BNE + ; Desert Bonk Key
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LDA.l BonkKey_Desert : BRA ++
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+ : CMP.b #140 : BNE + ; GTower Bonk Key
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LDA.l BonkKey_GTower : BRA ++
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+ LDA.b #$24 ; default to small key
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++
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CMP.b #$24 : BNE +
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PHY
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TAY : JSR CountChestKey
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PLY
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+
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RTL
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;--------------------------------------------------------------------------------
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IncrementAgahnim2Sword:
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PHA
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LDA.l StatsLocked : 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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IncrementDeathCounter:
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l CurrentHealth : BNE + ; link is still alive, skip
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LDA.l DeathCounter : INC : STA.l DeathCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementFairyRevivalCounter:
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STA.l BottleContents, X ; thing we wrote over
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l FaerieRevivalCounter : INC : STA.l FaerieRevivalCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementChestTurnCounter:
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l ChestTurnCounter : INC : STA.l ChestTurnCounter
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementChestCounter:
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LDA.b #$01 : STA.w ItemReceiptMethod ; thing we wrote over
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l ChestsOpened : INC : STA.l ChestsOpened
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DecrementChestCounter:
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PHA
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LDA.l StatsLocked : BNE +
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LDA.l ChestsOpened : DEC : STA.l ChestsOpened
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DecrementItemCounter:
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PHA
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LDA.l StatsLocked : BNE +
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REP #$20
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LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
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SEP #$20
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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.l StatsLocked : BNE +
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%BottomHalf(BigKeysBigChests)
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+
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PLA
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RTL
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;--------------------------------------------------------------------------------
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IncrementDamageTakenCounter_Eight:
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STA.l CurrentHealth
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PHA : PHP
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LDA.l StatsLocked : BNE +
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REP #$21
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LDA.l DamageCounter
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ADC.w #$0008
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BCC ++
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LDA.w #$FFFF
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++ STA.l DamageCounter
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+ PLP
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PLA
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RTL
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IncrementDamageTakenCounter_Arb:
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PHP
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LDA.l StatsLocked : BNE +
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REP #$21
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LDA.b Scrap00
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AND.w #$00FF
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ADC.l DamageCounter
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BCC ++
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LDA.w #$FFFF
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++ STA.l DamageCounter
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+ PLP
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LDA.l CurrentHealth
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RTL
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IncrementMagicUseCounter:
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STA.l CurrentMagic
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IncrementMagicUseCounterByrna:
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PHA : PHP
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LDA.l StatsLocked : BNE +
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REP #$21
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LDA.b Scrap00
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AND.w #$00FF
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ADC.l MagicCounter
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BCC ++
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LDA.w #$FFFF
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++ STA.l MagicCounter
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+ PLP : PLA
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RTL
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IncrementMagicUseCounterOne:
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LDA.l StatsLocked : BNE +
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REP #$20
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LDA.l MagicCounter
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INC
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BEQ ++
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STA.l MagicCounter
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++ SEP #$20
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+ LDA.l CurrentMagic
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RTL
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;--------------------------------------------------------------------------------
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IncrementOWMirror:
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PHA
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LDA.b #$08 : STA.w RaceGameFlag ; fail race game
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LDA.l StatsLocked : BNE +
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LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
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LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
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+
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PLA
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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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IncrementUWMirror:
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PHA
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LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
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LDA.l StatsLocked : BNE +
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LDA.w DungeonID : CMP.b #$FF : BEQ + ; skip if we're in a cave or house
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LDA.l UnderworldMirrors : INC : STA.l UnderworldMirrors
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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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IncrementSpentRupees:
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DEC A : BPL .subtractRupees
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LDA.w #$0000 : STA.l CurrentRupees
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RTL
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.subtractRupees
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PHA : PHP
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LDA.l StatsLocked : AND.w #$00FF : BNE +
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LDA.l RupeesSpent : INC
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CMP.w #9999 : BEQ + ; decimal 9999
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STA.l RupeesSpent
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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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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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IndoorSubtileTransitionCounter:
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LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
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STZ.w SomariaSwitchFlag ; stuff we wrote over
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STZ.w SpriteRoomTag
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JMP StatTransitionCounter
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;--------------------------------------------------------------------------------
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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.l StatsLocked : BNE .ramPostOnly
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INC : STA.l StatsLocked
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JSL.l AddInventory_incrementBossSwordLong
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LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
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LDA.l ScreenTransitions : DEC : STA.l ScreenTransitions ; remove extra transition from exiting gtower via duck
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.ramPostOnly
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LDA.l SwordBossKills : LSR #4 : !ADD SwordBossKills : STA.l BossKills
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LDA.l SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD BossKills : AND.b #$0F : STA.l BossKills
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LDA.l NMIFrames : !SUB LoopFrames : STA.l LagTime
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LDA.l NMIFrames+1 : SBC LoopFrames+1 : STA.l LagTime+1
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LDA.l NMIFrames+2 : SBC LoopFrames+2 : STA.l LagTime+2
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LDA.l NMIFrames+3 : SBC LoopFrames+3 : STA.l LagTime+3
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LDA.l RupeesSpent : !ADD DisplayRupees : STA.l RupeesCollected
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LDA.l RupeesSpent+1 : ADC DisplayRupees+1 : STA.l RupeesCollected+1
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REP #$20
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LDA.l TotalItemCounter : !SUB ChestsOpened : STA.l NonChestCounter
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.done
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PLP : PLX : PLA
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LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room
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STZ.b GameSubMode
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STZ.b SubSubModule
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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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;================================================================================
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