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Fix intro sound
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@@ -136,13 +136,11 @@ s16 intro_level_select(void) { //! this function runs and crashes on save+quit e
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print_text_fmt_int(40, 60, "%2d", gCurrLevelNum);
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print_text(80, 60, sLevelSelectStageNames[gCurrLevelNum - 1]); // print stage name
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#define QUIT_LEVEL_SELECT_COMBO (Z_TRIG | START_BUTTON | L_CBUTTONS | R_CBUTTONS)
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// start being pressed signals the stage to be started. that is, unless...
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if (gPlayer1Controller->buttonPressed & START_BUTTON) {
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// ... the level select quit combo is being pressed, which uses START. If this
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// is the case, quit the menu instead.
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if (gPlayer1Controller->buttonDown == QUIT_LEVEL_SELECT_COMBO) {
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if (gPlayer1Controller->buttonDown == (Z_TRIG | START_BUTTON | L_CBUTTONS | R_CBUTTONS)) {
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gDebugLevelSelect = FALSE;
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return LEVEL_RESTART_GAME;
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}
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@@ -230,6 +228,8 @@ s32 intro_game_over(void) {
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#endif
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}
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#endif
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/**
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* Plays the casual "It's a me mario" when the game stars.
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*/
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@@ -239,8 +239,6 @@ s32 intro_play_its_a_me_mario(void) {
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return (LEVEL_NONE + 1);
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}
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#endif
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/**
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* Update intro functions to handle title screen actions.
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* Returns a level ID after their criteria is met.
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@@ -249,12 +247,11 @@ s32 lvl_intro_update(s16 arg, UNUSED s32 unusedArg) {
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s32 retVar = LEVEL_NONE;
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switch (arg) {
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#ifdef KEEP_MARIO_HEAD
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case LVL_INTRO_PLAY_ITS_A_ME_MARIO: retVar = intro_play_its_a_me_mario(); break;
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#ifdef KEEP_MARIO_HEAD
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case LVL_INTRO_REGULAR: retVar = intro_regular(); break;
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case LVL_INTRO_GAME_OVER: retVar = intro_game_over(); break;
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#else
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case LVL_INTRO_PLAY_ITS_A_ME_MARIO: // fall through
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case LVL_INTRO_REGULAR: // fall through
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case LVL_INTRO_GAME_OVER: retVar = (LEVEL_FILE_SELECT + gDebugLevelSelect); break;
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#endif
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