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https://github.com/HackerN64/ultrasm64-2.git
synced 2026-01-21 10:38:08 -08:00
haha funny bowser message
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@@ -207,8 +207,6 @@ void draw_crash_screen(OSThread *thread) {
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cause = 17;
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}
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osWritebackDCacheAll();
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// disable reading AA coverage to prevent text being illegible
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#if defined(VERSION_US) || defined(VERSION_SH) || defined(VERSION_CN)
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@@ -226,14 +224,13 @@ void draw_crash_screen(OSThread *thread) {
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osViSetSpecialFeatures(OS_VI_DITHER_FILTER_OFF);
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osViSetSpecialFeatures(OS_VI_GAMMA_OFF); // automatically re-enabled from vi mode change
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crash_screen_draw_rect(25, 20, 270, 25);
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osWritebackDCacheAll();
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crash_screen_print(30, 25, "THREAD:%d (%s)", thread->id, gCauseDesc[cause]);
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crash_screen_print(30, 35, "PC:%08XH SR:%08XH VA:%08XH", tc->pc, tc->sr, tc->badvaddr);
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n64_printf("=================== CRASH ===================\n");
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n64_printf("THREAD: %d (%s)\n", thread->id, gCauseDesc[cause]);
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n64_printf("PC: %08XH SR: %08XH VA: %08XH\n\n", tc->pc, tc->sr, tc->badvaddr);
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crash_screen_sleep(2000);
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crash_screen_draw_rect(25, 45, 270, 185);
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crash_screen_print(30, 50, "AT:%08XH V0:%08XH V1:%08XH", (u32) tc->at, (u32) tc->v0,
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(u32) tc->v1);
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@@ -294,7 +291,8 @@ void draw_crash_screen(OSThread *thread) {
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n64_printf("\n");
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n64_printf("==============================================\n");
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osViBlack(FALSE);
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osViSwapBuffer(gCrashScreen.framebuffer);
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crash_screen_sleep(2500);
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play_music(SEQ_PLAYER_LEVEL, SEQ_LEVEL_BOSS_KOOPA, 0);
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}
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OSThread *get_crashed_thread(void) {
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@@ -322,22 +320,19 @@ void thread2_crash_screen(UNUSED void *arg) {
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thread = get_crashed_thread();
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} while (thread == NULL);
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if (thread->id == 5 || thread->id == 6) { // only care about this if game or rumble crashes
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gCrashScreen.thread.priority = 15;
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sound_reset(0);
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play_music(SEQ_PLAYER_LEVEL, SEQ_EVENT_KOOPA_MESSAGE, 0);
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crash_screen_sleep(2000);
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play_sound(SOUND_MENU_BOWSER_LAUGH, gGlobalSoundSource);
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audio_signal_game_loop_tick();
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}
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crash_screen_draw_bg();
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osWritebackDCacheAll();
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draw_crash_screen(thread);
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if (thread->id == 5) {
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gCrashScreen.thread.priority = 15;
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stop_sounds_in_continuous_banks();
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stop_background_music(get_current_background_music());
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audio_signal_game_loop_tick();
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crash_screen_sleep(200);
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play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource);
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audio_signal_game_loop_tick();
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play_music(SEQ_PLAYER_LEVEL, SEQ_LEVEL_WATER, 0);
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crash_screen_sleep(200);
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}
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for (;;) {
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}
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}
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