mirror of
https://github.com/RocketRobz/SuperAllStarPhotoStudio.git
synced 2025-06-18 17:15:35 -04:00
Add Outside & Inside of Peach's Castle
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parent
b68948a0bb
commit
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BIN
assets/gfx_charprevbg/bg_peachCastle.png
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BIN
assets/gfx_charprevbg/bg_peachCastle.png
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assets/gfx_charprevbg/bg_peachCastle.t3s
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assets/gfx_charprevbg/bg_peachCastle.t3s
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@ -0,0 +1 @@
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-f rgba -z auto "bg_peachCastle.png"
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BIN
assets/gfx_charprevbg/bg_peachCastleOutside.png
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assets/gfx_charprevbg/bg_peachCastleOutside.png
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assets/gfx_charprevbg/bg_peachCastleOutside.t3s
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assets/gfx_charprevbg/bg_peachCastleOutside.t3s
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-f rgba -z auto "bg_peachCastleOutside.png"
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@ -26,6 +26,7 @@ private:
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const char* ss2Title(void) const;
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const char* ss2Title(void) const;
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const char* ss3Title(void) const;
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const char* ss3Title(void) const;
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const char* ss4Title(void) const;
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const char* ss4Title(void) const;
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int getBgNum(void) const;
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void drawMsg(void) const;
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void drawMsg(void) const;
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void loadChrImage(void);
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void loadChrImage(void);
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10
include/smBgNames.h
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include/smBgNames.h
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@ -0,0 +1,10 @@
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const char* smBgNames[] = {
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"Outside Peach's Castle",
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"Inside Peach's Castle",
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"",
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};
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int smBgNums[] = {
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49,
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50,
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};
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@ -281,6 +281,12 @@ void GFX::loadBgSprite(void) {
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case 48:
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case 48:
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bgPath = "romfs:/gfx/bg_carringtonInstitute.t3x";
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bgPath = "romfs:/gfx/bg_carringtonInstitute.t3x";
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break;
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break;
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case 49:
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bgPath = "romfs:/gfx/bg_peachCastleOutside.t3x";
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break;
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case 50:
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bgPath = "romfs:/gfx/bg_peachCastle.t3x";
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break;
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}
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}
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FILE* bgFile = fopen(bgPath, "rb");
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FILE* bgFile = fopen(bgPath, "rb");
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fread((void*)bgSpriteMem[0], 1, 0x200000, bgFile);
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fread((void*)bgSpriteMem[0], 1, 0x200000, bgFile);
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@ -19,6 +19,7 @@
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#include "import_ss3bgnames.h"
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#include "import_ss3bgnames.h"
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#include "import_ss4bgnames.h"
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#include "import_ss4bgnames.h"
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#include "pdarkBgNames.h"
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#include "pdarkBgNames.h"
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#include "smBgNames.h"
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#include <unistd.h>
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#include <unistd.h>
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@ -43,7 +44,9 @@ void PhotoStudio::getList() {
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void PhotoStudio::getMaxChars() {
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void PhotoStudio::getMaxChars() {
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if (subScreenMode == 1) {
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if (subScreenMode == 1) {
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// Locations
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// Locations
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if (photo_highlightedGame == 5) {
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if (photo_highlightedGame == 6) {
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import_totalCharacters = 1;
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} else if (photo_highlightedGame == 5) {
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import_totalCharacters = 0;
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import_totalCharacters = 0;
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} else if (photo_highlightedGame == 4) {
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} else if (photo_highlightedGame == 4) {
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import_totalCharacters = 0;
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import_totalCharacters = 0;
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@ -299,6 +302,24 @@ const char* PhotoStudio::ss4Title(void) const {
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}
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}
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}
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}
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int PhotoStudio::getBgNum(void) const {
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switch (photo_highlightedGame) {
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case 0:
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return import_ss1BgNums[bgList_cursorPosition];
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case 1:
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return import_ss2BgNums[bgList_cursorPosition];
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case 2:
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return import_ss3BgNums[bgList_cursorPosition];
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case 3:
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return import_ss4BgNums[bgList_cursorPosition];
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case 5:
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return pdarkBgNums[bgList_cursorPosition];
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case 6:
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return smBgNums[bgList_cursorPosition];
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}
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return 0;
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}
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void PhotoStudio::drawMsg(void) const {
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void PhotoStudio::drawMsg(void) const {
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GFX::DrawSprite(sprites_msg_idx, 0, 8, 1, 1);
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GFX::DrawSprite(sprites_msg_idx, 0, 8, 1, 1);
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GFX::DrawSprite(sprites_msg_idx, 160, 8, -1, 1);
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GFX::DrawSprite(sprites_msg_idx, 160, 8, -1, 1);
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@ -515,6 +536,9 @@ void PhotoStudio::Draw(void) const {
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// Game name
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// Game name
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switch (photo_highlightedGame) {
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switch (photo_highlightedGame) {
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case 6:
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Gui::DrawStringCentered(0, 8, 0.50, WHITE, "Super Mario series");
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break;
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case 5:
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case 5:
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Gui::DrawStringCentered(0, 8, 0.50, WHITE, "Perfect Dark");
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Gui::DrawStringCentered(0, 8, 0.50, WHITE, "Perfect Dark");
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break;
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break;
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@ -547,7 +571,11 @@ void PhotoStudio::Draw(void) const {
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if (!displayNothing) {
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if (!displayNothing) {
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int i2 = 48;
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int i2 = 48;
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for (int i = import_bgShownFirst; i < import_bgShownFirst+3; i++) {
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for (int i = import_bgShownFirst; i < import_bgShownFirst+3; i++) {
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if (photo_highlightedGame == 5) {
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if (photo_highlightedGame == 6) {
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if (i >= 2) break;
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GFX::DrawSprite(sprites_item_button_idx, 16, i2-20);
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Gui::DrawString(32, i2, 0.65, WHITE, smBgNames[i]);
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} else if (photo_highlightedGame == 5) {
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if (i >= 1) break;
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if (i >= 1) break;
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GFX::DrawSprite(sprites_item_button_idx, 16, i2-20);
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GFX::DrawSprite(sprites_item_button_idx, 16, i2-20);
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Gui::DrawString(32, i2, 0.65, WHITE, pdarkBgNames[i]);
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Gui::DrawString(32, i2, 0.65, WHITE, pdarkBgNames[i]);
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@ -802,23 +830,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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if (bgList_cursorPositionOnScreen < 0) {
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if (bgList_cursorPositionOnScreen < 0) {
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bgList_cursorPositionOnScreen = 0;
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bgList_cursorPositionOnScreen = 0;
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}
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}
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switch (photo_highlightedGame) {
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studioBg = getBgNum();
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case 0:
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studioBg = import_ss1BgNums[bgList_cursorPosition];
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break;
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case 1:
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studioBg = import_ss2BgNums[bgList_cursorPosition];
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break;
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case 2:
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studioBg = import_ss3BgNums[bgList_cursorPosition];
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break;
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case 3:
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studioBg = import_ss4BgNums[bgList_cursorPosition];
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break;
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case 5:
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studioBg = pdarkBgNums[bgList_cursorPosition];
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break;
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}
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displayStudioBg = false;
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displayStudioBg = false;
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gspWaitForVBlank();
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gspWaitForVBlank();
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GFX::reloadBgSprite();
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GFX::reloadBgSprite();
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@ -842,23 +854,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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if (bgList_cursorPositionOnScreen > 2) {
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if (bgList_cursorPositionOnScreen > 2) {
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bgList_cursorPositionOnScreen = 2;
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bgList_cursorPositionOnScreen = 2;
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}
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}
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switch (photo_highlightedGame) {
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studioBg = getBgNum();
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case 0:
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studioBg = import_ss1BgNums[bgList_cursorPosition];
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break;
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case 1:
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studioBg = import_ss2BgNums[bgList_cursorPosition];
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break;
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case 2:
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studioBg = import_ss3BgNums[bgList_cursorPosition];
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break;
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case 3:
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studioBg = import_ss4BgNums[bgList_cursorPosition];
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break;
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case 5:
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studioBg = pdarkBgNums[bgList_cursorPosition];
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break;
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}
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displayStudioBg = false;
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displayStudioBg = false;
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gspWaitForVBlank();
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gspWaitForVBlank();
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GFX::reloadBgSprite();
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GFX::reloadBgSprite();
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@ -879,7 +875,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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sndHighlight();
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sndHighlight();
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photo_highlightedGame--;
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photo_highlightedGame--;
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if (photo_highlightedGame == 4) photo_highlightedGame--; // Skip Rocket Photo Shoot page for now
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if (photo_highlightedGame == 4) photo_highlightedGame--; // Skip Rocket Photo Shoot page for now
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if (photo_highlightedGame < 0) photo_highlightedGame = 5;
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if (photo_highlightedGame < 0) photo_highlightedGame = 6;
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getMaxChars();
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getMaxChars();
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}
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}
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@ -887,7 +883,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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sndHighlight();
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sndHighlight();
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photo_highlightedGame++;
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photo_highlightedGame++;
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if (photo_highlightedGame == 4) photo_highlightedGame++; // Skip Rocket Photo Shoot page for now
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if (photo_highlightedGame == 4) photo_highlightedGame++; // Skip Rocket Photo Shoot page for now
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if (photo_highlightedGame > 5) photo_highlightedGame = 0;
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if (photo_highlightedGame > 6) photo_highlightedGame = 0;
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getMaxChars();
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getMaxChars();
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}
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}
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@ -896,23 +892,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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bgList_cursorPositionOnScreen = 0;
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bgList_cursorPositionOnScreen = 0;
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import_bgShownFirst = 0;
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import_bgShownFirst = 0;
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getMaxChars();
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getMaxChars();
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switch (photo_highlightedGame) {
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studioBg = getBgNum();
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case 0:
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studioBg = import_ss1BgNums[bgList_cursorPosition];
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break;
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case 1:
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studioBg = import_ss2BgNums[bgList_cursorPosition];
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break;
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case 2:
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studioBg = import_ss3BgNums[bgList_cursorPosition];
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break;
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case 3:
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studioBg = import_ss4BgNums[bgList_cursorPosition];
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break;
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case 5:
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studioBg = pdarkBgNums[bgList_cursorPosition];
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break;
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}
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displayStudioBg = false;
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displayStudioBg = false;
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gspWaitForVBlank();
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gspWaitForVBlank();
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GFX::reloadBgSprite();
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GFX::reloadBgSprite();
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@ -981,24 +961,7 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
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subScreenMode = 1;
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subScreenMode = 1;
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getMaxChars();
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getMaxChars();
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previewCharacter = false;
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previewCharacter = false;
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int bgNum = 0;
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int bgNum = getBgNum();
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switch (photo_highlightedGame) {
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case 0:
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bgNum = import_ss1BgNums[bgList_cursorPosition];
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break;
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case 1:
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bgNum = import_ss2BgNums[bgList_cursorPosition];
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break;
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case 2:
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bgNum = import_ss3BgNums[bgList_cursorPosition];
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break;
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case 3:
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bgNum = import_ss4BgNums[bgList_cursorPosition];
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break;
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case 5:
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bgNum = pdarkBgNums[bgList_cursorPosition];
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break;
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}
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//if (studioBg != bgNum) {
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//if (studioBg != bgNum) {
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showScrollingBg = false;
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showScrollingBg = false;
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displayStudioBg = false;
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displayStudioBg = false;
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