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boot sequence logic
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@ -121,7 +121,6 @@ extern "C" void CustomLogoTitle_Draw(TitleContext* titleContext, uint8_t logoToD
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}
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extern "C" void CustomLogoTitle_Main(TitleContext* titleContext) {
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static uint8_t logosDrawn = 0;
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static uint8_t logoToDraw = LOGO_TO_DRAW_LUS;
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if (CVarGetInteger(CVAR_ENHANCEMENT("BootSequence"), BOOTSEQUENCE_DEFAULT) == BOOTSEQUENCE_AUTHENTIC) {
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logoToDraw = LOGO_TO_DRAW_N64;
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@ -141,7 +140,25 @@ extern "C" void CustomLogoTitle_Main(TitleContext* titleContext) {
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gSaveContext.gameMode = 1;
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titleContext->state.running = false;
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// default boot sequence is lus -> n64 -> opening
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if (CVarGetInteger(CVAR_ENHANCEMENT("BootSequence"), BOOTSEQUENCE_DEFAULT) == BOOTSEQUENCE_DEFAULT) {
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// if we're drawing the n64 logo in the default boot sequence
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if (logoToDraw == LOGO_TO_DRAW_N64) {
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// go to the opening next
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SET_NEXT_GAMESTATE(&titleContext->state, Opening_Init, OpeningContext);
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// make sure to draw the lus logo on reset
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logoToDraw = LOGO_TO_DRAW_LUS;
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} else { // we're drawing the lus logo
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// go to the title again
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SET_NEXT_GAMESTATE(&titleContext->state, Title_Init, TitleContext);
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// draw the n64 logo this time
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logoToDraw = LOGO_TO_DRAW_N64;
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}
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} else { // we're doing the authentic boot sequence, just n64 -> opening
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SET_NEXT_GAMESTATE(&titleContext->state, Opening_Init, OpeningContext);
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}
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}
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GameInteractor_ExecuteOnZTitleUpdate(titleContext);
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