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

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@@ -47,6 +47,7 @@ bool check_collision_self(GameState &state) {
for (auto it = state.snake.begin() + 1; it != state.snake.end(); ++it) {
if ((*it)[0] == headpos[0] && (*it)[1] == headpos[1]) {
state.gameOver = true;
state.gameOverReason = GameOverReason::SelfCollision;
return true;
}
}
@@ -91,6 +92,7 @@ bool check_collision_apples_rotten(GameState &state) {
state.bad_apples.erase(it);
if (state.snakelength < 2) {
state.gameOver = true;
state.gameOverReason = GameOverReason::RottenAppleDepleted;
}
return true;
}
@@ -471,6 +473,7 @@ bool check_collision_barriers(GameState &state) {
const auto &head = state.snake.front();
if (is_barrier_cell(state, head[0], head[1], false)) {
state.gameOver = true;
state.gameOverReason = GameOverReason::BarrierCollision;
return true;
}
return false;