Files
goldeneye-pc-port/port/include/porttick.h
T
James Dansereau 4b38c2566e D478-D490: crash log, session start, performance, fidelity, regions
Crash-log snprintf (D478), start-mp folder (D479), shader pre-warm (D480),
render worker thread (#92 low-end 45 to 60 fps, D481), lighter first-launch
defaults (D482), sniper crouch/zoom fixes (D483-D485, #136), Rareware text
TMEM swap (D75), D173 residual, turret/explosion fidelity (D486, #126),
21-level Windows golden rebase with a two-tier gate, PAL and JP convert/build/
boot (D258) with PAL frame height (D487) and osTvType (D488).

Refs: D478 D479 D480 D481 D482 D483 D484 D485 D486 D75 D173 D258 D487 D488 #136 #126
2026-10-06 18:35:42 -04:00

23 lines
882 B
C

#ifndef PORT_PORTTICK_H
#define PORT_PORTTICK_H
#include <ultra64.h>
/* D486 (RULE-2, D13 class): some decomp code advances a counter once per
* rendered frame. The N64 rendered at 2 ticks per frame (more under load);
* the port renders 1 tick per frame at 60 fps (0 when uncapped), so those
* counters ran 2-3x faster in real time. portN64FrameStep() is true on every
* call at >= 2 ticks per frame (identical to the N64 path) and on every
* second tick below that, so a per-frame counter gated by it keeps the N64's
* 2-ticks-per-frame pace -- the same reference D427/D451 use for auto-fire.
* Stateless: it only looks at the tick counter crossing an even boundary. */
extern s32 g_ClockTimer;
extern s32 g_GlobalTimer;
static inline int portN64FrameStep(void)
{
return g_ClockTimer >= 2 || ((g_GlobalTimer >> 1) != ((g_GlobalTimer - g_ClockTimer) >> 1));
}
#endif