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GCN pal / jpn support, some debug work (#2375)
* d_save debug cleanup / d_s_menu debug * gameinfo / kankyo struct debug fixes * pal building ok * jp building ok * some tests with jp * some more pal/jp tests
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@@ -1209,6 +1209,18 @@ void dMenu_Fmap_c::spot_map_proc() {
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{
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mpDraw2DBack->stageMapMove(mpStick, 1, true);
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} else if (dMw_Z_TRIGGER() && mpDraw2DTop->isWarpAccept()) {
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#if VERSION >= VERSION_GCN_JPN
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//! JPN version added a check to make sure if Arbiter's Grounds is cleared that
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//! the Mirror Chamber Statue has been spun before allowing portal warping from the map screen.
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if (dComIfGs_isEventBit(dSv_event_flag_c::saveBitLabels[265]) && !dComIfGs_isEventBit(dSv_event_flag_c::saveBitLabels[361])) {
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mpDraw2DTop->createExplain(mpTalkHeap, mpStick);
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mpDraw2DTop->getScrnExplainPtr()->openExplain(0x8B4, 0, 0, 0xff, true);
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mPrevProcessAlt = mProcess;
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setProcess(PROC_PORTAL_WARP_FORBID);
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Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
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} else
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#endif
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if (mpDraw2DTop->checkPlayerWarpAccept()) {
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mIsWarpMap = true;
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setProcess(PROC_ZOOM_SPOT_TO_REGION);
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