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japan: matched
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@@ -224,9 +224,8 @@ void Task_MultiplayerSinglePakResultsScreenInit(void)
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s->oamFlags = SPRITE_OAM_ORDER(4);
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s->graphics.size = 0;
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// Non match required for main rom, and collect rings roms
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// but not required for the japanese collect rings rom
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#if !defined(NON_MATCHING) && (!defined(JAPAN) || !COLLECT_RINGS_ROM)
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// Non match required for non japan main rom
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#if !defined(NON_MATCHING) && !defined(JAPAN)
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#if COLLECT_RINGS_ROM
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do
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#endif
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@@ -247,20 +246,11 @@ void Task_MultiplayerSinglePakResultsScreenInit(void)
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s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
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break;
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#endif
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case LANG_JAPANESE: {
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#if !defined(NON_MATCHING) && COLLECT_RINGS_ROM && defined(JAPAN)
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// Hack only required for the japanese collect rings rom build
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s32 temp;
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s->graphics.anim = temp = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
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s->graphics.anim = temp;
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#else
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case LANG_JAPANESE:
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s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
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#endif
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} break;
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break;
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#ifdef JAPAN
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case LANG_ENGLISH:
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s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_ROUND;
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break;
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#endif
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default:
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s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_ROUND;
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@@ -381,7 +371,7 @@ void sub_80823FC(void)
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switch (gMultiplayerLanguage) {
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case 0:
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background->unk1E = 0;
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#if COLLECT_RINGS_ROM && defined(JAPAN)
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#ifdef JAPAN
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background->unk20 = 0;
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#else
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background->unk20 = 4;
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@@ -79,10 +79,14 @@ void CreateMultiplayerTeamPlayScreen(void)
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lang = gLoadedSaveGame->language;
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if (lang > NUM_LANGUAGES) {
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#ifndef EUROPE
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lang = LANG_JAPANESE;
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#ifdef JAPAN
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lang = LANG_DEFAULT;
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#else
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#ifdef EUROPE
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lang = LANG_ENGLISH;
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#else
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lang = LANG_JAPANESE;
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#endif
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#endif
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}
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@@ -669,7 +669,11 @@ const struct UNK_080D95E8 sDifficultyMenuTitleText[NUM_LANGUAGES] = {
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const struct UNK_080D95E8 sDifficultyMenuControlsText[NUM_LANGUAGES] = {
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
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#ifdef JAPAN
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
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@@ -686,7 +690,11 @@ const struct UNK_080D95E8 sTimeLimitMenuTitleText[NUM_LANGUAGES] = {
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const struct UNK_080D95E8 sTimeLimitMenuControlsText[NUM_LANGUAGES] = {
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
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#ifdef JAPAN
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
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@@ -705,13 +713,21 @@ const struct UNK_080D95E8 sButtonConfigTitleAndControlsText[NUM_LANGUAGES][3] =
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},
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[LanguageIndex(LANG_GERMAN)] = {
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{ .unk0 = 981, .unk2 = 3, .unk4 = 38 },
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#ifdef JAPAN
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{ .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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{ .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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{ .unk0 = 981, .unk2 = 4, .unk4 = 17 },
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},
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[LanguageIndex(LANG_FRENCH)] = {
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{ .unk0 = 982, .unk2 = 3, .unk4 = 44 },
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{ .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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#ifdef JAPAN
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{ .unk0 = 982, .unk2 = 4, .unk4 = 23 },
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#else
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{ .unk0 = 982, .unk2 = 4, .unk4 = 17 },
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#endif
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},
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[LanguageIndex(LANG_SPANISH)] = {
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{ .unk0 = 983, .unk2 = 3, .unk4 = 40 },
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@@ -773,13 +789,21 @@ const struct UNK_080D95E8 sLanguageScreenTitles[NUM_LANGUAGES] = {
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const struct UNK_080D95E8 sLanguageScreenEditControlsText[NUM_LANGUAGES] = {
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
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#ifdef JAPAN
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
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};
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const struct UNK_080D95E8 sLanguageScreenNewControlsText[NUM_LANGUAGES] = {
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#ifdef JAPAN
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 953, .unk2 = 13, .unk4 = 28 },
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#else
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 953, .unk2 = 13, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
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@@ -814,7 +838,11 @@ const struct UNK_080D95E8 sDeleteScreenAbsoluteConfirmTitleText[NUM_LANGUAGES] =
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const struct UNK_080D95E8 sDeleteScreenControlsText[NUM_LANGUAGES] = {
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
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#ifdef JAPAN
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
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@@ -857,7 +885,11 @@ const struct UNK_080D95E8 sPlayerDataMenuTitleText[NUM_LANGUAGES] = {
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const struct UNK_080D95E8 sPlayerDataMenuControlsText[NUM_LANGUAGES] = {
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[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
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[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
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#ifdef JAPAN
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
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#else
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[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
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#endif
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[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
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[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
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@@ -1196,7 +1228,11 @@ void CreateTimeAttackLevelSelectScreen(bool16 isBossView, s16 selectedCharacter,
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timeRecordsScreen->view = TIME_RECORDS_SCREEN_VIEW_TIME_ATTACK;
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if (timeRecordsScreen->language > NUM_LANGUAGES - 1) {
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#ifdef JAPAN
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timeRecordsScreen->language = LanguageIndex(LANG_JAPANESE);
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#else
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timeRecordsScreen->language = LanguageIndex(LANG_ENGLISH);
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#endif
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}
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memcpy(timeRecordsScreen->timeRecords, &gLoadedSaveGame->timeRecords, sizeof(struct TimeRecords));
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@@ -1224,7 +1260,11 @@ void CreateNewProfileScreen(void)
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languageScreen->creatingNewProfile = TRUE;
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if ((u8)languageScreen->menuCursor >= NUM_LANGUAGES) {
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#ifdef JAPAN
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languageScreen->menuCursor = LanguageIndex(LANG_JAPANESE);
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#else
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languageScreen->menuCursor = LanguageIndex(LANG_ENGLISH);
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#endif
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}
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ResetProfileScreensVram();
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@@ -1258,7 +1298,11 @@ void CreateNewProfileNameScreen(s16 mode)
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}
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if (profileNameScreen->language > NUM_LANGUAGES - 1) {
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#ifdef JAPAN
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profileNameScreen->language = LanguageIndex(LANG_JAPANESE);
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#else
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profileNameScreen->language = LanguageIndex(LANG_ENGLISH);
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#endif
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}
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for (i = 0; i < MAX_PLAYER_NAME_LENGTH; i++) {
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@@ -1318,7 +1362,11 @@ static void ReadProfileData(struct OptionsScreen *optionsScreen)
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}
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if (optionsScreen->language > NUM_LANGUAGES - 1) {
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#ifdef JAPAN
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optionsScreen->language = LanguageIndex(LANG_JAPANESE);
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#else
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optionsScreen->language = LanguageIndex(LANG_ENGLISH);
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#endif
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}
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if (optionsScreen->soundTestUnlocked > 1) {
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@@ -195,7 +195,11 @@ static void GenerateNewSaveGame(struct SaveGame *gameState)
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gameState->unlockedCharacters = CHARACTER_BIT(CHARACTER_SONIC);
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gameState->difficultyLevel = 0;
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gameState->timeLimitDisabled = 0;
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#ifdef JAPAN
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gameState->language = LANG_JAPANESE;
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#else
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gameState->language = LANG_ENGLISH;
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#endif
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gameState->playerName[0] = PLAYER_NAME_END_CHAR;
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buttonConfig = &gameState->buttonConfig;
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@@ -244,7 +248,11 @@ static void InitSaveGameSectorData(struct SaveSectorData *save)
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save->header.version = 0;
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save->unk8 = 0;
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save->playerName[0] = PLAYER_NAME_END_CHAR;
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#ifdef JAPAN
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save->language = LANG_JAPANESE;
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#else
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save->language = LANG_ENGLISH;
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#endif
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save->unlocks = 0;
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save->completions = 0;
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save->gamePlayOptions = 0;
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@@ -560,7 +560,11 @@ static void InitTitleScreenUI(TitleScreen *titleScreen)
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// Copyright screen
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s->graphics.anim = SA2_ANIM_TITLE_COPYRIGHT;
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#ifdef JAPAN
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s->variant = SA2_ANIM_VARIANT_COPYRIGHT_2002;
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#else
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s->variant = SA2_ANIM_VARIANT_COPYRIGHT_2003;
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#endif
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s->prevVariant = -1;
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#if PLATFORM_GBA
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s->x = 0;
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