fix: decouple VBlank ISR and main loop to prevent IRQ stack overflow
- Make handle_vblank strictly increment frame counter (frame++) - Move heavy frame logic (background updates, OAM updates, palette animations, and console stats) to update_frame() on the main thread synchronized with swiWaitForVBlank() - Eliminate 256-byte ARM9 IRQ stack (sp_irq) overflow caused by bg_update and iprintf that was corrupting DTCM stack and causing data aborts - Preserve all playfield entities on game over with top-screen defeat summary and smooth background deceleration Co-authored-by: Antigravity <antigravity@google.com>
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@@ -23,6 +23,7 @@ struct BackgroundContext {
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bool hard_mode = false;
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bool is_cursed = false;
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bool game_over = false;
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uint8_t game_over_fade = 0;
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Scene scene = Scene::Menu;
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};
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@@ -42,6 +42,7 @@ void invalidate_hud(RenderAssets &assets);
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void draw_game(const GameState &state, const RenderAssets &assets);
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void draw_stats(const GameState &state, RenderAssets &assets, bool internals, bool musicEnabled, uint8_t frame);
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void draw_menu(const GameState &state, RenderAssets &assets, bool musicEnabled);
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void draw_game_over_screen(const GameState &state);
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void blink_apples(const GameState &state, u16 *gfx_apple);
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// Called every VBlank: owns OAM slots [0, BARRIER_OAM_SLOTS) and animates barrier palette entries
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void draw_barriers(const GameState &state, const RenderAssets &assets, uint8_t frame);
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@@ -15,6 +15,13 @@ enum class Scene {
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constexpr int MENU_ITEM_COUNT = 3;
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enum class GameOverReason : uint8_t {
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None = 0,
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SelfCollision,
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BarrierCollision,
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RottenAppleDepleted,
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};
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enum class BarrierPhase : uint8_t {
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Inactive, // Slot free
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Warning, // Flashing announcement, harmless
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@@ -47,6 +54,7 @@ struct GameState {
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volatile uint16_t applesEaten = 0;
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bool gameOver = false;
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GameOverReason gameOverReason = GameOverReason::None;
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bool paused = false;
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bool hardMode = false;
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