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CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470
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@@ -256,10 +256,7 @@ function YellowIntro.new(game, onDone)
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local ok, canvas = pcall(love.graphics.newCanvas, 256, 256)
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self.bgCanvas = ok and canvas or nil
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-- Yellow boots exactly like Red up to the attract movie: the copyright
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-- card and the GAME FREAK shooting-star splash play first. Reuse
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-- IntroMovie's phases 1-2 and take over where its Gengar fight (phase
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-- 3) would begin; a skip press during the pre-roll skips everything.
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-- intro.asm:311 copyright card, splash.asm:29 shooting star
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local IntroMovie = require("src.ui.IntroMovie")
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local pre = IntroMovie.new(game, nil)
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local baseStart = pre.startPhase
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@@ -644,8 +641,8 @@ end
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-- Both scene-loop exits (scene 17 running out, and the A/B/START skip) land
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-- on .go_to_title_screen, which calls YellowIntro_BlankPalettes and then
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-- spends EXIT_FRAMES DelayFrame calls clearing the tilemap and the OAM
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-- buffers before the title screen is built (#523). The pre-roll's own skip
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-- is IntroMovie's path, not this one, and still finishes immediately.
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-- buffers before the title screen is built (#523). A press during the
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-- pre-roll splash starts the scenes instead of reaching here.
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function YellowIntro:exitToTitle()
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if self.finished or self.exiting then return end
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self.exiting = true
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