Mario Kart 64
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crash_screen_enhancement.h
Go to the documentation of this file.
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#include <
ultra64.h
>
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#include <
macros.h
>
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void
crash_screen_draw
(
OSThread
*
thread
);
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// Add this to the top of main.c or crash_screen.c
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//#define CRASH_SCREEN_ENHANCEMENT
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// void display_and_vsync(void) {
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// profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
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// osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
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// exec_display_list(&gGfxPool->spTask);
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// profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
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// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
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// osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
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// profiler_log_thread5_time(THREAD5_END);
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// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
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// crash_screen_set_framebuffer((uintptr_t *) gPhysicalFramebuffers[sRenderedFramebuffer]);
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// crash_screen_draw((u16 *) gPhysicalFramebuffers[sRenderedFramebuffer], &gGameLoopThread);
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// Add this line ^
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// if (++sRenderedFramebuffer == 3) {
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// sRenderedFramebuffer = 0;
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// }
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// if (++sRenderingFramebuffer == 3) {
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// sRenderingFramebuffer = 0;
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// }
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// gGlobalTimer++;
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// }
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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