Reverting Dark Bonk Rocks rain state sprite fix
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@@ -52,7 +52,8 @@ PreOverworld_LoadProperties_ChooseMusic:
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.endOfLightWorldChecks
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.endOfLightWorldChecks
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; if we are in the light world go ahead and set chosen selection
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; if we are in the light world go ahead and set chosen selection
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LDA $7EF3CA : BEQ .checkInverted+4
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;LDA $7EF3CA : BEQ .checkInverted+4
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JSL OWWorldCheck : BEQ .checkInverted+4
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LDX.b #$0F ; dark woods theme
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LDX.b #$0F ; dark woods theme
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@@ -68,7 +69,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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.checkInverted
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.checkInverted
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LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
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JSL OWWorldCheck : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
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; Does Link have a moon pearl?
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; Does Link have a moon pearl?
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LDA $7EF357 : BNE +
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LDA $7EF357 : BNE +
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@@ -32,8 +32,8 @@ org $06907f ; < 3107f - sprite_prep.asm:2170 (LDA $7EF3CA)
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lda $8a : and.b #$40
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lda $8a : and.b #$40
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; Dark Bonk Rocks Rain Sequence Guards (allowing Tile Swap on Dark Bonk Rocks)
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; Dark Bonk Rocks Rain Sequence Guards (allowing Tile Swap on Dark Bonk Rocks)
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org $09c957 ; <- 4c957
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;org $09c957 ; <- 4c957
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dw #$cb5f ; matches value on Central Bonk Rocks screen
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;dw #$cb5f ; matches value on Central Bonk Rocks screen
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;(replacing -> LDA $8A : AND.b #$40)
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;(replacing -> LDA $8A : AND.b #$40)
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org $00d8c4 ; < ? - Bank00.asm:4068 ()
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org $00d8c4 ; < ? - Bank00.asm:4068 ()
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