some games blit outside framebuffer area, this is faster than
doing range checks.
u32 tInc, tMsk;
GPUPacket PacketBuffer;
-u16 GPU_FrameBuffer[FRAME_BUFFER_SIZE/2] __attribute__((aligned(16))); // FRAME_BUFFER_SIZE is defined in bytes
+// FRAME_BUFFER_SIZE is defined in bytes; 512K is guard memory for out of range reads
+u16 GPU_FrameBuffer[(FRAME_BUFFER_SIZE+512*1024)/2] __attribute__((aligned(16)));
u32 GPU_GP1;
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