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stats.asm
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;================================================================================
; Stat Tracking
;================================================================================
; $7EF420 - $7EF441 - 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
;--------------------------------------------------------------------------------
; $7EF452 - unused
;--------------------------------------------------------------------------------
; $7EF454w[2] - challenge timer (low)
;--------------------------------------------------------------------------------
; $7EF456w[2] - challenge timer (high)
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!LOCK_STATS = "$7EF443"
;--------------------------------------------------------------------------------
!BONK_COUNTER = "$7EF420"
!BONK_REPEAT = "$7F503F"
!LOOP_FRAMES_LOW = "$7EF42E"
StatBonkCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA !LOOP_FRAMES_LOW : !SUB !BONK_REPEAT : CMP #30 : !BLT +
LDA !LOOP_FRAMES_LOW : STA !BONK_REPEAT
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
BRA StatTransitionCounter
DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData
BRA StatTransitionCounter
DungeonExitTransition:
LDA.b #$0F : STA $10
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:
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementKeyLong
+
LDA $7EF36F ; thing we wrote over, read small key count
RTL
;--------------------------------------------------------------------------------
IncrementAgahnim2Sword:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over
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
;--------------------------------------------------------------------------------
!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
;--------------------------------------------------------------------------------
!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:
JSL.l Dungeon_LoadRoom ; thing we wrote over
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
RTL
;--------------------------------------------------------------------------------
; Notes:
; s&q counter
;================================================================================