Files
alttpr-baserom/floodgatesoftlock.asm
aerinon 2a789b04e4 Merge remote-tracking branch 'baserom/master' into MergeDecompression
# Conflicts:
#	LTTP_RND_GeneralBugfixes.asm
#	bookofmudora.asm
#	build.bat
#	catfish.asm
#	compasses.asm
#	contrib.asm
#	darkworldspawn.asm
#	entrances.asm
#	events.asm
#	floodgatesoftlock.asm
#	flute.asm
#	framehook.asm
#	goalitem.asm
#	halfmagicbat.asm
#	heartpieces.asm
#	hooks.asm
#	inventory.asm
#	invertedmaps.asm
#	itemtext_lower.asm
#	lampmantlecone.asm
#	mantle.asm
#	msu.asm
#	music.asm
#	newhud.asm
#	newitems.asm
#	pendantcrystalhud.asm
#	ram.asm
#	rngfixes.asm
#	roomloading.asm
#	shopkeeper.asm
#	stats.asm
#	stats/credits.asm
#	stats/creditsnew.asm
#	stats/statConfig.asm
#	tables.asm
#	tablets.asm
#	utilities.asm
#	zoraking.asm
2023-08-23 13:02:39 -06:00

33 lines
1.9 KiB
NASM

;================================================================================
; Floodgate Softlock Fix
;--------------------------------------------------------------------------------
FloodGateAndMasterSwordFollowerReset:
JSL.l MasterSwordFollowerClear
FloodGateReset:
LDA.l PersistentFloodgate : BNE +
LDA.l OverworldEventDataWRAM+$3B : AND.b #$DF : STA.l OverworldEventDataWRAM+$3B ; reset water outside floodgate
LDA.l OverworldEventDataWRAM+$7B : AND.b #$DF : STA.l OverworldEventDataWRAM+$7B ; reset water outside swamp palace
LDA.l RoomDataWRAM[$010B].low : AND.b #$7F : STA.l RoomDataWRAM[$010B].low ; clear water inside floodgate
LDA.l RoomDataWRAM[$28].high : AND.b #$FE : STA.l RoomDataWRAM[$28].high ; clear water front room (room 40)
+
; note - official sram for getting keys under pots has changed for DR, see RoomPotData
FloodGateResetInner:
LDA.l Bugfix_SwampWaterLevel : BEQ .done
LDA DRMode : BEQ .check_room_35; Only do the check for room 37 if on door rando
LDA.l SwampDrain1HasItem : BEQ .flipper_check
LDA.l $7F666F : AND.b #$80 : BEQ .drain_room_37 ; Check if key in room 37 has been collected.
.flipper_check
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.
.drain_room_37
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
.check_room_35
LDA.l SwampDrain2HasItem : BEQ .done
LDA.l $7F666B : AND.b #$80 : BNE .done ; Check if key in room 35 has been collected.
; no need to check for flippers on the inner room, as you can't get to the west door no matter what, without flippers.
LDA.l RoomDataWRAM[$35].low : AND.b #$7F : STA.l RoomDataWRAM[$35].low ; clear water room 35 - inner room with the easy key flood softlock
.done
RTL
;================================================================================