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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