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
7
void
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
crash_screen_draw
void crash_screen_draw(OSThread *thread)
Definition
crash_screen_enhancement.c:163
macros.h
OSThread_s
Definition
os_thread.h:50
ultra64.h
src
debug
crash_screen_enhancement.h
Generated by
1.11.0