Add declarative cutscene items for save checks and marker-based modals
CUTSCENE_SAVE_DEVICE_CHECK and CUTSCENE_SAVE_LOAD_ALL_SLOTS wrap the existing device-lookup/slot-load calls and jump straight to a success/failure marker, and CUTSCENE_MODAL_OPTIONS_ONE/TWO do the same for one/two-option modals, removing the need for a hand-written goTo-only callback per use. Main menu's "Start Game" now runs a cutscene (mirroring the initial scene's save-check flow) that loads all slots before opening the load-game picker, retrying on error; the initial scene's own device check is migrated onto the same items. Backing out of the main menu now returns to the initial scene. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -38,6 +38,33 @@ msgstr "Quit Game"
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msgid "main_menu.quit_confirm"
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msgstr "Are you sure you want to quit?"
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msgid "main_menu.checking_save.title"
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msgstr "Checking for save data"
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msgid "main_menu.checking_save.message"
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msgstr "Please wait..."
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msgid "main_menu.no_device.title"
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msgstr "No Save Device Found"
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msgid "main_menu.no_device.message"
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msgstr "Could not find a save device, ensure it is connected and try again. You can continue, but progress will not be saved."
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msgid "main_menu.no_device.retry"
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msgstr "Try again"
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msgid "main_menu.no_device.continue"
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msgstr "Continue without saving"
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msgid "main_menu.save_load_error.title"
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msgstr "Error"
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msgid "main_menu.save_load_error.message"
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msgstr "Failed to load save data. Please try again."
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msgid "main_menu.save_load_error.retry"
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msgstr "Try Again"
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# Select Save Screen
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msgid "ui.select_save.title"
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