Change addresses to labels and remove SRAM trace calls
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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 $7EF2BB : AND.b #$DF : STA $7EF2BB ; reset water outside floodgate
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LDA $7EF2FB : AND.b #$DF : STA $7EF2FB ; reset water outside swamp palace
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LDA $7EF216 : AND.b #$7F : STA $7EF216 ; clear water inside floodgate
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LDA $7EF051 : AND.b #$FE : STA $7EF051 ; clear water front room (room 40)
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LDA OverworldEventData+$3B : AND.b #$DF : STA OverworldEventData+$3B ; reset water outside floodgate
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LDA OverworldEventData+$7B : AND.b #$DF : STA OverworldEventData+$7B ; reset water outside swamp palace
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LDA RoomData[$010B].low : AND.b #$7F : STA RoomData[$010B].low ; clear water inside floodgate
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LDA RoomData[$28].high : AND.b #$FE : STA RoomData[$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 $7EF06F : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
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LDA $7EF356 : 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 RoomData[$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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+
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LDA $7EF06E : AND.b #$7F : STA $7EF06E ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
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LDA RoomData[$37].low : AND.b #$7F : STA RoomData[$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 $7EF06B : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
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LDA RoomData[$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 $7EF06A : AND.b #$7F : STA $7EF06A ; clear water room 53 - inner room with the easy key flood softlock
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LDA RoomData[$35].low : AND.b #$7F : STA RoomData[$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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