Fixed issue with forced HP on Good Bee Bonk Location
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@@ -416,13 +416,13 @@ OWBonkGoodBeeDrop:
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LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
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LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
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+
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LDA.l OWBonkPrizeData+(42*6+4) : BEQ + ; multiworld item
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LDA.l OWBonkPrizeData+(42*6+3)
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LDA.l OWBonkPrizeTable[42].mw_player : BEQ + ; multiworld item
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LDA.l OWBonkPrizeTable[42].loot
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JMP .spawn_item
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+
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.determine_type ; S = Collected, FlagBitmask, X (row + 2)
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LDA.l OWBonkPrizeData+(42*6+3) ; A = item id
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LDA.l OWBonkPrizeTable[42].loot ; A = item id
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CMP.b #$B0 : BNE +
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LDA.b #$79 : JMP .sprite_transform ; transform to bees
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+ CMP.b #$42 : BNE +
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@@ -455,7 +455,7 @@ OWBonkGoodBeeDrop:
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+ CMP.b #$B2 : BNE +
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LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
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+ CMP.b #$B3 : BNE .spawn_item
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INX : INX : LDA.l OWBonkPrizeData+(42*6+5)
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INX : INX : LDA.l OWBonkPrizeTable[42].vert_offset
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CLC : ADC.b #$08 : PHA
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LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
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LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
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@@ -469,14 +469,14 @@ OWBonkGoodBeeDrop:
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LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
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REP #$20
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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SEP #$20
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BRA .return
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; spawn itemget item
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.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
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PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
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+ LDA.l OWBonkPrizeData+(42*6+4) : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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+ LDA.l OWBonkPrizeTable[42].mw_player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.b #$01 : STA !REDRAW
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@@ -494,10 +494,10 @@ OWBonkGoodBeeDrop:
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LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
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; sets OW event bitmask flag, uses free RAM
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LDA.l OWBonkPrizeData+(42*6+2) : STA.w $0ED0,Y
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LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y
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; determines the initial spawn point of item
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LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeData+(42*6+5) : STA.w $0D00,Y
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LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeTable[42].vert_offset : STA.w $0D00,Y
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LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
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LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
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@@ -506,7 +506,6 @@ OWBonkGoodBeeDrop:
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PLY
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LDA #$08 ; makes original good bee not spawn
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RTL
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nop #20
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}
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; Y = sprite slot index of bonk sprite
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@@ -591,7 +590,7 @@ OWBonkDrops:
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LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
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REP #$20
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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SEP #$20
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+ JMP .return
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