Fix time savers not applying with boot to debug warp#6151
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serprex merged 1 commit intoHarbourMasters:developfrom Jan 18, 2026
Merged
Fix time savers not applying with boot to debug warp#6151serprex merged 1 commit intoHarbourMasters:developfrom
serprex merged 1 commit intoHarbourMasters:developfrom
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garrettjoecox
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This is not the correct fix, this will cause all "OnLoadGame" hooks to fire every time the scene changes.
We probably instead need to manually invoke GameInteractor_ExecuteOnLoadGame within the boot sequence somewhere
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I'm busy most of today working on 2ship stuff but tomorrow I can try getting this working if you haven't already |
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@serprex I think this alone should do the trick diff --git i/soh/src/overlays/gamestates/ovl_select/z_select.c w/soh/src/overlays/gamestates/ovl_select/z_select.c
index 7f15d3971..47c546608 100644
--- i/soh/src/overlays/gamestates/ovl_select/z_select.c
+++ w/soh/src/overlays/gamestates/ovl_select/z_select.c
@@ -13,6 +13,7 @@
#include "soh/Enhancements/randomizer/randomizer_grotto.h"
#include "soh/OTRGlobals.h"
#include "soh/ResourceManagerHelpers.h"
+#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
void Select_SwitchBetterWarpMode(SelectContext* this, u8 isBetterWarpMode);
void Sram_InitDebugSave(void);
@@ -32,6 +33,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
gSaveContext.magic = 0;
gSaveContext.magicCapacity = 0;
gSaveContext.magicLevel = gSaveContext.magic;
+ GameInteractor_ExecuteOnLoadGame(gSaveContext.fileNum);
}
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED; |
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