Mario Kart 64
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crash_screen_enhancement.h
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1#include <ultra64.h>
2#include <macros.h>
3
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// }
s16 D_8015F6E8
Definition code_800029B0.c:86
void crash_screen_draw(OSThread *thread)
Definition crash_screen_enhancement.c:164
Definition os_thread.h:51