Mario Kart 64
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crash_screen_enhancement.h
Go to the documentation of this file.
1
#include <
ultra64.h
>
2
#include <
macros.h
>
3
4
void
crash_screen_draw
(
OSThread
*
thread
);
5
6
// Add this to the top of main.c or crash_screen.c
7
//#define CRASH_SCREEN_ENHANCEMENT
8
9
10
16
// void display_and_vsync(void) {
17
// profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
18
// osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
19
// exec_display_list(&gGfxPool->spTask);
20
// profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
21
// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
22
// osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
23
// profiler_log_thread5_time(THREAD5_END);
24
// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
25
// crash_screen_set_framebuffer((uintptr_t *) gPhysicalFramebuffers[sRenderedFramebuffer]);
26
27
// crash_screen_draw((u16 *) gPhysicalFramebuffers[sRenderedFramebuffer], &gGameLoopThread);
28
// Add this line ^
29
30
// if (++sRenderedFramebuffer == 3) {
31
// sRenderedFramebuffer = 0;
32
// }
33
// if (++sRenderingFramebuffer == 3) {
34
// sRenderingFramebuffer = 0;
35
// }
36
// gGlobalTimer++;
37
// }
D_8015F6E8
s16 D_8015F6E8
Definition
code_800029B0.c:86
crash_screen_draw
void crash_screen_draw(OSThread *thread)
Definition
crash_screen_enhancement.c:164
macros.h
OSThread_s
Definition
os_thread.h:51
ultra64.h
src
debug
crash_screen_enhancement.h
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