Continue labeling and documentation in ram.asm, main rando block
Deleted several unused modules and some commented code Reorganized some routines to clean up modules Moved some memory into mirrored WRAM Refactored NMI hook aux routine Removed old fake flipper fix
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@@ -5,21 +5,21 @@ FloodGateAndMasterSwordFollowerReset:
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JSL.l MasterSwordFollowerClear
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FloodGateReset:
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LDA.l PersistentFloodgate : BNE +
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LDA OverworldEventDataWRAM+$3B : AND.b #$DF : STA OverworldEventDataWRAM+$3B ; reset water outside floodgate
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LDA OverworldEventDataWRAM+$7B : AND.b #$DF : STA OverworldEventDataWRAM+$7B ; reset water outside swamp palace
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LDA RoomDataWRAM[$010B].low : AND.b #$7F : STA RoomDataWRAM[$010B].low ; clear water inside floodgate
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LDA RoomDataWRAM[$28].high : AND.b #$FE : STA RoomDataWRAM[$28].high ; clear water front room (room 40)
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LDA.l OverworldEventDataWRAM+$3B : AND.b #$DF : STA.l OverworldEventDataWRAM+$3B ; reset water outside floodgate
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LDA.l OverworldEventDataWRAM+$7B : AND.b #$DF : STA.l OverworldEventDataWRAM+$7B ; reset water outside swamp palace
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LDA.l RoomDataWRAM[$010B].low : AND.b #$7F : STA.l RoomDataWRAM[$010B].low ; clear water inside floodgate
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LDA.l RoomDataWRAM[$28].high : AND.b #$FE : STA.l RoomDataWRAM[$28].high ; clear water front room (room 40)
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+
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FloodGateResetInner:
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LDA.l Bugfix_SwampWaterLevel : BEQ +++
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LDA RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
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LDA FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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LDA.l RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
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LDA.l FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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+
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LDA RoomDataWRAM[$37].low : AND.b #$7F : STA RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
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LDA.l RoomDataWRAM[$37].low : AND.b #$7F : STA.l RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
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++
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LDA RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
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LDA.l RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
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; no need to check for flippers on the inner room, as you can't get to the west door no matter what, without flippers.
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LDA RoomDataWRAM[$35].low : AND.b #$7F : STA RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
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LDA.l RoomDataWRAM[$35].low : AND.b #$7F : STA.l RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
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+++
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RTL
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;================================================================================
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