Remove some old comments
-; In order to get rid of the cutscene where the player warps down to Hyrule 3, we set the HYRULE_3_WARP_CUTSCENE event bit on starting a new game.
+; In order to get rid of the cutscene where the player warps down to Hyrule 3, we set the HYRULE_3_WARP_CUTSCENE event bit in the custom function for initializing a new game.
; But then that results in the warp appearing even before the player should unlock it.
; So we replace a couple places that check that event bit to instead call a custom function that returns whether the warp should be unlocked or not.
.open "files/rels/d_a_warpdm20.rel" ; Hyrule warp object
-; This is a rel, so overwrite the relocation addresses instead of the actual code.
.org 0x634
bl check_hyrule_warp_unlocked
.org 0xB50
; We replace where he calls dComIfGs_checkGetItem__FUc with a custom function that checks the appropriate treasure chest open flag.
; We only make this change for Phanton Ganon 2 (in the maze) not Phantom Ganon 3 (when you kill him with Light Arrows).
.open "files/rels/d_a_fganon.rel" ; Phantom Ganon
-; This is a rel, so overwrite the relocation addresses instead of the actual code.
.org 0x4D4C ; In standby__FP12fganon_class
bl check_ganons_tower_chest_opened
.close
nop
nop
.org 0x8B8
- ; Then we go up a bit to the start of the function, and replace the function call to _savegpr_28 with a call to our custom function, getting around the need to add a new relocation.
bl convert_progressive_item_id_for_shop_item
.close
