Mario Kart 64
Loading...
Searching...
No Matches
crash_screen_enhancement.h
Go to the documentation of this file.
1#ifndef CRASH_SCREEN_ENHANCEMENT_H
2#define CRASH_SCREEN_ENHANCEMENT_H
3
4#include <ultra64.h>
5#include <macros.h>
6
7void crash_screen_draw(OSThread* thread);
8
9// Add this to the top of main.c or crash_screen.c
10// #define CRASH_SCREEN_ENHANCEMENT
11
17// void display_and_vsync(void) {
18// profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
19// osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
20// exec_display_list(&gGfxPool->spTask);
21// profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
22// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
23// osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
24// profiler_log_thread5_time(THREAD5_END);
25// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
26// crash_screen_set_framebuffer((uintptr_t *) gPhysicalFramebuffers[sRenderedFramebuffer]);
27
28// crash_screen_draw((u16 *) gPhysicalFramebuffers[sRenderedFramebuffer], &gGameLoopThread);
29// Add this line ^
30
31// if (++sRenderedFramebuffer == 3) {
32// sRenderedFramebuffer = 0;
33// }
34// if (++sRenderingFramebuffer == 3) {
35// sRenderingFramebuffer = 0;
36// }
37// gGlobalTimer++;
38// }
39
40#endif // CRASH_SCREEN_ENHANCEMENT_H
void crash_screen_draw(OSThread *thread)
Definition crash_screen_enhancement.c:163
Definition os_thread.h:50