- 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>
36 lines
1.1 KiB
C
36 lines
1.1 KiB
C
#ifndef GAME_BG_H
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#define GAME_BG_H
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#include <nds.h>
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#include "game_state.h"
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struct BackgroundContext {
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int bg_main_id = -1;
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int bg_sub_id = -1;
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// Fixed-point (8.8) scroll accumulators for smooth 60fps drift
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uint16_t scroll_main_x_fp = 0;
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uint16_t scroll_main_y_fp = 0;
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uint16_t scroll_sub_x_fp = 0;
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uint16_t scroll_sub_y_fp = 0;
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// Animation frame counter & timers
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uint8_t anim_phase = 0;
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uint16_t anim_phase_fp = 0; // Fixed-point (8.8) phase accumulator
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uint8_t pulse_timer = 0; // Triggered when an apple is eaten
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// Cached state to optimize updates
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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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void bg_setup(BackgroundContext &bg_ctx, int top_console_bg_id, int bottom_console_bg_id);
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void bg_update(BackgroundContext &bg_ctx, const GameState &state, uint8_t frame);
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void bg_trigger_pulse(BackgroundContext &bg_ctx);
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void bg_set_scene(BackgroundContext &bg_ctx, Scene scene, bool hard_mode);
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#endif // GAME_BG_H
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