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>
This commit is contained in:
1 parent
91908d1f15
commit
496de1a31f
10 files changed
+171
-81
No files matched your search
@@ -15,6 +15,13 @@ enum class Scene {
|
||||
|
||||
constexpr int MENU_ITEM_COUNT = 3;
|
||||
|
||||
enum class GameOverReason : uint8_t {
|
||||
None = 0,
|
||||
SelfCollision,
|
||||
BarrierCollision,
|
||||
RottenAppleDepleted,
|
||||
};
|
||||
|
||||
enum class BarrierPhase : uint8_t {
|
||||
Inactive, // Slot free
|
||||
Warning, // Flashing announcement, harmless
|
||||
@@ -47,6 +54,7 @@ struct GameState {
|
||||
volatile uint16_t applesEaten = 0;
|
||||
|
||||
bool gameOver = false;
|
||||
GameOverReason gameOverReason = GameOverReason::None;
|
||||
bool paused = false;
|
||||
bool hardMode = false;
|
||||
|
||||
|
||||
Reference in new issue
Block a user