Fix for lamp check in escape if entering from dark world. Also fixes the torch going out bug.
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@@ -110,8 +110,6 @@ org $9bece4
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Palette_SpriteAux1:
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org $8DFA53
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jsl LampCheckOverride
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org $828046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile)
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jsl OnFileLoadOverride
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org $87A93F ; < 3A93F - Bank07.asm 6548 (LDA $8A : AND.b #$40 - Mirror checks)
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@@ -1,27 +1,3 @@
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;================================================================================
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; Lamp Mantle & Light Cone Fix
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;--------------------------------------------------------------------------------
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; Output: 0 for darkness, 1 for lamp cone
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;--------------------------------------------------------------------------------
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LampCheckOverride:
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LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
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CMP.b #$FF : BNE + : INC : RTL : +
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LDA LampEquipment : BNE .done ; skip if we already have lantern
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LDA CurrentWorld : BNE +
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.lightWorld
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LDA $040C : CMP.b #$04 : !BGE ++ ; check if we're in HC
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LDA LampConeSewers : BRA .done
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++
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LDA LampConeLightWorld : BRA .done
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+
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.darkWorld
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LDA LampConeDarkWorld
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.done
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;BNE + : STZ $1D : + ; remember to turn cone off after a torch
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RTL
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GtBossHeartCheckOverride:
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lda $a0 : cmp #$1c : beq ++
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cmp #$6c : beq ++
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@@ -9,15 +9,12 @@ LampCheck:
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LDA LampEquipment : BNE .done ; skip if we already have lantern
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LDA CurrentWorld : BNE +
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.lightWorld
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LDA $040C : BNE ++ ; check if we're in sewers
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LDA $040C : CMP.b #$FF : BEQ +
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CMP.b #$04 : BCS + ; check if we're in HC
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LDA LampConeSewers : BRA .done
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++
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+ LDA CurrentWorld : BNE +
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LDA LampConeLightWorld : BRA .done
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+
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.darkWorld
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LDA LampConeDarkWorld
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+ LDA LampConeDarkWorld
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.done
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;BNE + : STZ $1D : + ; remember to turn cone off after a torch
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RTL
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