From c9fdf8a48011719d0f8eb18cdfb241e23dcba4f1 Mon Sep 17 00:00:00 2001 From: aMannus Date: Wed, 13 Jul 2022 00:55:01 +0200 Subject: [PATCH] Fix Rando Water Temple Softlock (#665) We use 3DS logic to generate item placement, but didn't have this specific door in Water Temple unlocked from the beginning like 3DS does. This meant that if people took specific paths through the temple, they could softlock themselves by missing a key. --- soh/src/code/z_sram.c | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/soh/src/code/z_sram.c b/soh/src/code/z_sram.c index 10daad055..c88fc9ba1 100644 --- a/soh/src/code/z_sram.c +++ b/soh/src/code/z_sram.c @@ -826,6 +826,11 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) { // Go away ruto (water temple first cutscene) gSaveContext.sceneFlags[05].swch |= (1 << 0x10); + // Opens locked Water Temple door to prevent softlocks + // West door on the middle level that leads to the water raising thing + // Happens in 3DS rando and N64 rando as well + gSaveContext.sceneFlags[05].swch |= (1 << 0x15); + // Skip intro cutscene when bombing mud wall in Dodongo's cavern // this also makes the lower jaw render, and the eyes react to explosives Flags_SetEventChkInf(0xB0);