#include "global.h" #include "overlays/gamestates/ovl_title/z_title.h" void TitleSetup_GameStateResetContext(void) { XREG(2) = 0; XREG(10) = 26; XREG(11) = 20; XREG(12) = 14; XREG(13) = 0; XREG(31) = 0; R_MAGIC_CONSUME_TIMER_GIANT = 80; XREG(43) = 0xFC54; XREG(44) = 215; XREG(45) = 218; XREG(68) = 97; XREG(69) = 147; XREG(70) = 40; XREG(73) = 30; XREG(74) = 66; XREG(75) = 30; XREG(76) = 28; XREG(77) = 60; XREG(78) = 47; XREG(79) = 98; XREG(87) = 0; XREG(88) = 86; XREG(89) = 600; XREG(90) = 450; XREG(91) = 0; XREG(94) = 0; XREG(95) = 0; YREG(32) = 0x50; YREG(33) = 0x3C; YREG(34) = 0xDC; YREG(35) = 0x3C; YREG(36) = 0x50; YREG(37) = 0xA0; YREG(38) = 0xDC; YREG(39) = 0xA0; YREG(40) = 0x8E; YREG(41) = 0x6C; YREG(42) = 0xCC; YREG(43) = 0xB1; } void TitleSetup_InitImpl(GameState* gameState) { func_80185908(); SaveContext_Init(); TitleSetup_GameStateResetContext(); gameState->running = 0; setNextGamestate :; // This label is probably a leftover of a debug ifdef, it's essential to not have gameState->running reordered! SET_NEXT_GAMESTATE(gameState, Title_Init, TitleContext); } void TitleSetup_Destroy(GameState* gameState) { ; } void TitleSetup_Init(GameState* gameState) { gameState->destroy = TitleSetup_Destroy; TitleSetup_InitImpl(gameState); }