fix: remove terrorpin ai code
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@@ -174,7 +174,6 @@ incsrc msu.asm
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incsrc dungeonmap.asm
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incsrc hextodec.asm
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incsrc multiworld.asm
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incsrc terrorpin.asm
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incsrc textrenderer.asm
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warnpc $A58000
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@@ -12,8 +12,7 @@ db #$00 ;408103 : 200103 ; Randomize Sprites.
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db #$00 ;408104 : 200104 ; make Agahnim balls deflect back
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.enable_mimic_override
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db #$00 ;408105 : 200105 ; toggle mimic code between new and old
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.enable_terrorpin_ai_fix
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db #$00 ;408106 : 200106 ; toggle to turn on terrorpin ai "fix"
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; free byte ;408106 : 200106
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.center_boss_drops
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db #$00 ;368107
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.killable_theives_id ; must be set to C4 to make thieves killable...
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@@ -17,7 +17,7 @@ lorom
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!RANDOM_SPRITE_FLAG = "$368103"
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!AGAHNIM_FUN_BALLS = "$368104"
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!ENABLE_MIMIC_OVERRIDE = "$368105"
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;!ENABLE_TERRORPIN_AI_FIX = "$368106" # moved to baserom already
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; free byte
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!CENTER_BOSS_DROP_FLAG = "$368107"
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!KILLABLE_THIEVES_ID = "$368108"
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!ENEMY_FALLING_STAY_ALIVE = "$368109"
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@@ -2552,12 +2552,6 @@ org $828818
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org $82A463
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JSL OnMenuLoad
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;================================================================================
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; Terrorpin AI fix
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;--------------------------------------------------------------------------------
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org $1EB2B1 ; sprite_terrorpin.asm(57) : AND.b #$03 : STA $0DE0, X ; 5 bytes
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JSL FixTerrorpin ; 4 bytes
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NOP ; 1 byte
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;--------------------------------------------------------------------------------
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; Text Renderer
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;--------------------------------------------------------------------------------
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@@ -2721,10 +2721,6 @@ org $B0EE30 ; PC 0x18636C
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RemoteItems:
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db #$00 ; $00 = off; $01 = on (default: off)
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org $B0EE31 ; PC 0x18637D
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Enable_TerrorPin_AI_Fix:
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db #$00
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;Shop slot count as check
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org $B0EE40 ;
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EnableShopItemCount:
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@@ -1,19 +0,0 @@
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;================================================================================
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; Terrorpin AI Fixes
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;================================================================================
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FixTerrorpin:
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{
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PHA ;save A so that checking the option doesn't smoke A
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LDA.b Enable_TerrorPin_AI_Fix : BNE .new ; check if option is on
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PLA ;restore A
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; do the old code that smokes A
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AND.b #$03 : STA $0DE0, X
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RTL
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.new
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PLA ; Restore A
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PHA ; save A so the orignal code doesn't kill it
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AND.b #$03 : STA $0DE0, X ; restore what we overwrote
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PLA ; restore A so the AND/BNE in the original code actually does something
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RTL
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}
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