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	Experiment with removing the D-Pad.
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					 5 changed files with 11 additions and 1285 deletions
				
			
		
										
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							|  | @ -92,9 +92,6 @@ typedef enum { | |||
|         "\t.popsection\n");                   \ | ||||
|     extern u8 identifier[] | ||||
| 
 | ||||
| void draw_dpad(PlayState* play); | ||||
| void draw_dpad_icons(PlayState* play); | ||||
| 
 | ||||
| void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state); | ||||
| 
 | ||||
| void set_camera_skipped(bool skipped); | ||||
|  |  | |||
|  | @ -487,10 +487,8 @@ RECOMP_PATCH void Interface_Draw(PlayState* play) { | |||
| 
 | ||||
|         Magic_DrawMeter(play); | ||||
|          | ||||
|         // @recomp Draw the D-Pad and its item icons as well as the autosave icon if the game is unpaused.
 | ||||
|         // @recomp Draw the autosave icon if the game is unpaused.
 | ||||
|         if (pauseCtx->state != PAUSE_STATE_MAIN) { | ||||
|             draw_dpad(play); | ||||
|             draw_dpad_icons(play); | ||||
|             draw_autosave_icon(play); | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
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