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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phillipandAntigravity committed 2026-10-04 00:21:09 +02:00
1 parent 91908d1f15
commit 496de1a31f
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+171 -81

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@@ -23,6 +23,7 @@ struct BackgroundContext {
bool hard_mode = false;
bool is_cursed = false;
bool game_over = false;
uint8_t game_over_fade = 0;
Scene scene = Scene::Menu;
};