Applied labels and byte designators
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@@ -2,7 +2,7 @@
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; Floodgate Softlock Fix
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;--------------------------------------------------------------------------------
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FloodGateAndMasterSwordFollowerReset:
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JSL.l MasterSwordFollowerClear
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JSL MasterSwordFollowerClear
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FloodGateReset:
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LDA.l PersistentFloodgate : BNE +
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LDA.l OverworldEventDataWRAM+$3B : AND.b #$DF : STA.l OverworldEventDataWRAM+$3B ; reset water outside floodgate
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@@ -15,13 +15,13 @@ FloodGateReset:
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FloodGateResetInner:
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LDA.l Bugfix_SwampWaterLevel : BEQ .done
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LDA DRMode : BEQ .check_room_35; Only do the check for room 37 if on door rando
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LDA.l DRMode : BEQ .check_room_35; Only do the check for room 37 if on door rando
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LDA.l SwampDrain1HasItem : BEQ .flipper_check
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LDA.l $7F666F : AND.b #$80 : BEQ .drain_room_37 ; Check if key in room 37 has been collected.
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.flipper_check
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LDA FlippersEquipment : AND.b #$01 : BNE .check_room_35 ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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LDA.l FlippersEquipment : AND.b #$01 : BNE .check_room_35 ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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.drain_room_37
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LDA RoomDataWRAM[$37].low : AND.b #$7F : STA RoomDataWRAM[$37].low ; clear water room 37 - 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 37 - outer room you shouldn't be able to softlock except in major glitches
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.check_room_35
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LDA.l SwampDrain2HasItem : BEQ .done
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LDA.l $7F666B : AND.b #$80 : BNE .done ; Check if key in room 35 has been collected.
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