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use elf id if set otherwise use dol id
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@ -164,6 +164,7 @@ void SConfig::ResetRunningGameMetadata()
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{
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std::lock_guard<std::recursive_mutex> lock(m_metadata_lock);
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SetRunningGameMetadata("00000000", "", 0, 0, DiscIO::Region::Unknown);
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SetElfDolID("");
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}
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void SConfig::SetRunningGameMetadata(const DiscIO::Volume& volume,
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@ -88,8 +88,12 @@ void HiresTexture::Update()
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const std::string& game_id_elf_dol = SConfig::GetInstance().GetGameIDElfDol();
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OSD::AddMessage(fmt::format("Game ID '{}' used to load textures", game_id), 10000);
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OSD::AddMessage(fmt::format("ELF/DOL Game ID '{}'", game_id_elf_dol), 10000);
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// If there is an elf/dol id, use that. Otherwise, fallback to the game id.
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const std::set<std::string> texture_directories =
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GetTextureDirectoriesWithGameId(File::GetUserPath(D_HIRESTEXTURES_IDX), game_id);
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GetTextureDirectoriesWithGameId(File::GetUserPath(D_HIRESTEXTURES_IDX), game_id_elf_dol.length() > 0 ? game_id_elf_dol : game_id);
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constexpr auto extensions = std::to_array<std::string_view>({".png", ".dds"});
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for (const auto& texture_directory : texture_directories)
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