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#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);
}
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