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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@@ -65,6 +65,7 @@ bool handle_input_frame(InputContext &ctx) {
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if ((ctx.state->paused || ctx.state->gameOver) && (keys != 0U) && ((keys & KEY_B) != 0U)) {
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ctx.state->scene = Scene::Menu;
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ctx.state->paused = false;
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ctx.state->gameOver = false;
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setBackdropColor(RGB15(2, 2, 6));
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setBackdropColorSub(RGB15(2, 2, 6));
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draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
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@@ -182,6 +183,8 @@ bool handle_input_frame(InputContext &ctx) {
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} else {
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ctx.init_game();
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}
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} else if (ctx.state->gameOver && (keys != 0U) && ((keys & KEY_A) != 0U)) {
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ctx.init_game();
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}
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return true;
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