Mario Kart 64
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crash_screen_enhancement.h
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1#ifndef CRASH_SCREEN_ENHANCEMENT_H
2#define CRASH_SCREEN_ENHANCEMENT_H
3
4#include <ultra64.h>
5#include <macros.h>
6
8
9// Add this to the top of main.c or crash_screen.c
10//#define CRASH_SCREEN_ENHANCEMENT
11
12
13
19// void display_and_vsync(void) {
20// profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
21// osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
22// exec_display_list(&gGfxPool->spTask);
23// profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
24// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
25// osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
26// profiler_log_thread5_time(THREAD5_END);
27// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
28// crash_screen_set_framebuffer((uintptr_t *) gPhysicalFramebuffers[sRenderedFramebuffer]);
29
30// crash_screen_draw((u16 *) gPhysicalFramebuffers[sRenderedFramebuffer], &gGameLoopThread);
31// Add this line ^
32
33// if (++sRenderedFramebuffer == 3) {
34// sRenderedFramebuffer = 0;
35// }
36// if (++sRenderingFramebuffer == 3) {
37// sRenderingFramebuffer = 0;
38// }
39// gGlobalTimer++;
40// }
41
42#endif // CRASH_SCREEN_ENHANCEMENT_H
s16 gCourseMaxZ
Definition code_800029B0.c:92
void crash_screen_draw(OSThread *thread)
Definition crash_screen_enhancement.c:163
Definition os_thread.h:51