Fix for blocked entrance doors
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@@ -122,7 +122,7 @@ RainPrevention:
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PHA
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PHA
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LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
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LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
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LDA.l BlockSanctuaryDoorInRain : BEQ .done ;flagged
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LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
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LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
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LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
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LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
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LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
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@@ -100,6 +100,7 @@ CheckGanonVulnerability:
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.bosses_only
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.bosses_only
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JMP CheckForCrystalBossesDefeated
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JMP CheckForCrystalBossesDefeated
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; 0a = Check Item counter
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.completionist
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.completionist
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REP #$20
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REP #$20
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LDA.l TotalItemCounter : CMP.l MaxItemCounter
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LDA.l TotalItemCounter : CMP.l MaxItemCounter
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