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Windows build fixes
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@@ -226,13 +226,13 @@ void NativeInit(int argc, const char *argv[],
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#ifdef IOS
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user_data_path += "/";
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#elif defined(__APPLE__)
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char program_path[4090];
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uint32_t program_path_size = sizeof(program_path);
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_NSGetExecutablePath(program_path,&program_path_size);
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*(strrchr(program_path, '/')+1) = '\0';
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char assets_path[4096];
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sprintf(assets_path,"%sassets/",program_path);
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VFSRegister("", new DirectoryAssetReader(assets_path));
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char program_path[4090];
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uint32_t program_path_size = sizeof(program_path);
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_NSGetExecutablePath(program_path,&program_path_size);
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*(strrchr(program_path, '/')+1) = '\0';
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char assets_path[4096];
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sprintf(assets_path,"%sassets/",program_path);
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VFSRegister("", new DirectoryAssetReader(assets_path));
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#endif
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// We want this to be FIRST.
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@@ -383,20 +383,12 @@ void NativeInit(int argc, const char *argv[],
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if (!boot_filename.empty() && stateToLoad != NULL)
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SaveState::Load(stateToLoad);
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g_gameInfoCache.Init();
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screenManager = new ScreenManager();
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if (boot_filename.empty()) {
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#if (defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64))) || defined(ARMEABI) || defined(ARMEABI_V7A) || (defined(MACOSX) && defined(_M_IX64))
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if (Atrac3plus_Decoder::CanAutoInstall()) {
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Atrac3plus_Decoder::DoAutoInstall();
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}
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#endif
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}
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if (skipLogo) {
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screenManager->switchScreen(new EmuScreen(boot_filename));
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} else {
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