Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).
Split ScreenLogo and ScreenTitleMenu. In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2). Added codes at TitleMenu to change Theme and Announcer.
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@@ -418,7 +418,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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}
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return;
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}
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustOptions(GameI.controller) )
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
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{
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m_soundOptionsChange.Play();
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UpdateOptionsDisplays();
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@@ -496,7 +496,7 @@ void ScreenSelectMusic::AdjustOptions()
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/* If beginner's steps were chosen, and this is the first stage,
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* turn off failure completely--always give a second try. */
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if(dc == DIFFICULTY_BEGINNER &&
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!PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */
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PREFSMAN->m_iCoinMode!=COIN_EVENT && /* stage index is meaningless in event mode */
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GAMESTATE->m_iCurrentStageIndex == 0)
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ft = SongOptions::FAIL_OFF;
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// Redundant. -Chris
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