remove the code related to pyramid fairy sword handling
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@@ -390,9 +390,9 @@ dl $080116, $070116; <- E97E
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;--------------------------------------------------------------------------------
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;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066
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;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068
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org $06C926 ; <- 34926 - sprite_ponds.asm : 945
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JMP.l GetFairySword
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NOP #12
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;org $06C926 ; <- 34926 - sprite_ponds.asm : 945
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;JMP.l GetFairySword
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;NOP #12
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org $06C936 ; <- 34936 - sprite_ponds.asm : 952
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PyramidFairy_BRANCH_IOTA:
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org $06C948 ; <- 34948 - sprite_ponds.asm : 961
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@@ -3,16 +3,16 @@
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;================================================================================
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;$03348E: smith sword check (to see if uprade-able)
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;================================================================================
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GetFairySword:
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CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
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CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
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CMP #$04 : !BLT + : JMP.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
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JSL ItemCheck_FairySword : BEQ + : JMP.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
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JSL ItemSet_FairySword ; mark as got
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LDA FairySword : STA $0DC0, X ; whichever sword
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LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
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JMP.l PyramidFairy_BRANCH_GAMMA
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;GetFairySword:
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; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
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; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
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; CMP #$04 : !BLT + : JMP.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
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; JSL ItemCheck_FairySword : BEQ + : JMP.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
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; JSL ItemSet_FairySword ; mark as got
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; LDA FairySword : STA $0DC0, X ; whichever sword
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; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
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;
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;JMP.l PyramidFairy_BRANCH_GAMMA
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;================================================================================
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;GetSmithSword:
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; JSL ItemCheck_SmithSword : BEQ + : JMP.l Smithy_AlreadyGotSword : + ; check if we're not already done
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@@ -167,4 +167,4 @@ RTL
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RTL
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.medallion_type
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db #$0F, #$10, #$11
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;================================================================================
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;================================================================================
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