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#ifndef CRASH_SCREEN_ENHANCEMENT_H
#define CRASH_SCREEN_ENHANCEMENT_H
#include <libultraship.h>
#include <macros.h>
void crash_screen_draw(OSThread* thread);
// Add this to the top of main.c or crash_screen.c
// #define CRASH_SCREEN_ENHANCEMENT
/**
* Example of how to force crash screen to run.
* Make sure to include the header crash_screen_enhancement.h in main.h
*/
// void display_and_vsync(void) {
// profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
// osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
// exec_display_list(&gGfxPool->spTask);
// profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
// osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
// profiler_log_thread5_time(THREAD5_END);
// osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
// crash_screen_set_framebuffer((uintptr_t *) gPhysicalFramebuffers[sRenderedFramebuffer]);
// crash_screen_draw((u16 *) gPhysicalFramebuffers[sRenderedFramebuffer], &gGameLoopThread);
// Add this line ^
// if (++sRenderedFramebuffer == 3) {
// sRenderedFramebuffer = 0;
// }
// if (++sRenderingFramebuffer == 3) {
// sRenderingFramebuffer = 0;
// }
// gGlobalTimer++;
// }
#endif // CRASH_SCREEN_ENHANCEMENT_H
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