Files
snakePlus/source/game_bg.cpp
T
phillipandAntigravity 496de1a31f 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>
2026-10-04 00:21:09 +02:00

591 lines
23 KiB
C++

#include "game_bg.h"
#include "game_logic.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdint>
#include <cstring>
namespace {
// Helper functions to pack 4bpp pixels into 16-bit halfwords
constexpr uint16_t row_left(uint8_t p0, uint8_t p1, uint8_t p2, uint8_t p3) {
return static_cast<uint16_t>((static_cast<uint16_t>(p0 & 0x0FU)) |
(static_cast<uint16_t>(p1 & 0x0FU) << 4U) |
(static_cast<uint16_t>(p2 & 0x0FU) << 8U) |
(static_cast<uint16_t>(p3 & 0x0FU) << 12U));
}
constexpr uint16_t row_right(uint8_t p4, uint8_t p5, uint8_t p6, uint8_t p7) {
return static_cast<uint16_t>((static_cast<uint16_t>(p4 & 0x0FU)) |
(static_cast<uint16_t>(p5 & 0x0FU) << 4U) |
(static_cast<uint16_t>(p6 & 0x0FU) << 8U) |
(static_cast<uint16_t>(p7 & 0x0FU) << 12U));
}
constexpr uint16_t make_rgb15(uint32_t r, uint32_t g, uint32_t b) {
return static_cast<uint16_t>((r & 31U) | ((g & 31U) << 5U) |
((b & 31U) << 10U));
}
// 16 tiles, each tile is 8 rows * 2 halfwords = 16 halfwords (32 bytes per tile)
constexpr size_t TILE_COUNT = 16;
constexpr size_t WORDS_PER_TILE = 16;
uint16_t bg_tiles[TILE_COUNT * WORDS_PER_TILE];
void generate_bg_tiles() {
std::memset(bg_tiles, 0, sizeof(bg_tiles));
auto set_row = [](size_t tile_idx, size_t row_idx, uint16_t left,
uint16_t right) {
bg_tiles[tile_idx * WORDS_PER_TILE + row_idx * 2] = left;
bg_tiles[tile_idx * WORDS_PER_TILE + row_idx * 2 + 1] = right;
};
// Tile 0: Empty transparent tile (all 0)
// Tile 1: Grid intersection dot at (0,0) (color 2)
set_row(1, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
// Tile 2: Grid intersection with faint guide ticks
set_row(2, 0, row_left(3, 1, 0, 0), row_right(0, 0, 0, 0));
set_row(2, 1, row_left(1, 0, 0, 0), row_right(0, 0, 0, 0));
// Tile 3: Twinkling star / micro node (dim)
set_row(3, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(3, 3, row_left(0, 0, 0, 4), row_right(0, 0, 0, 0));
// Tile 4: Twinkling star / medium cross
set_row(4, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(4, 3, row_left(0, 0, 0, 0), row_right(4, 0, 0, 0));
set_row(4, 4, row_left(0, 0, 0, 4), row_right(5, 4, 0, 0));
set_row(4, 5, row_left(0, 0, 0, 0), row_right(4, 0, 0, 0));
// Tile 5: Twinkling star / bright diamond flare
set_row(5, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(5, 2, row_left(0, 0, 0, 0), row_right(5, 0, 0, 0));
set_row(5, 3, row_left(0, 0, 0, 5), row_right(6, 5, 0, 0));
set_row(5, 4, row_left(0, 0, 5, 6), row_right(7, 6, 5, 0));
set_row(5, 5, row_left(0, 0, 0, 5), row_right(6, 5, 0, 0));
set_row(5, 6, row_left(0, 0, 0, 0), row_right(5, 0, 0, 0));
// Tile 6: Circuit horizontal line
set_row(6, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(6, 4, row_left(1, 1, 1, 1), row_right(1, 1, 1, 1));
// Tile 7: Circuit vertical line
set_row(7, 0, row_left(2, 0, 0, 0), row_right(1, 0, 0, 0));
for (size_t r = 1; r < 8; ++r) {
set_row(7, r, row_left(0, 0, 0, 0), row_right(1, 0, 0, 0));
}
// Tile 8: Circuit corner (top to right)
set_row(8, 0, row_left(2, 0, 0, 0), row_right(1, 0, 0, 0));
for (size_t r = 1; r < 4; ++r) {
set_row(8, r, row_left(0, 0, 0, 0), row_right(1, 0, 0, 0));
}
set_row(8, 4, row_left(0, 0, 0, 0), row_right(5, 1, 1, 1));
// Tile 9: Circuit corner (left to down)
set_row(9, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(9, 4, row_left(1, 1, 1, 1), row_right(5, 0, 0, 0));
for (size_t r = 5; r < 8; ++r) {
set_row(9, r, row_left(0, 0, 0, 0), row_right(1, 0, 0, 0));
}
// Tile 10: Circuit T-junction
set_row(10, 0, row_left(2, 0, 0, 0), row_right(0, 0, 0, 0));
set_row(10, 4, row_left(1, 1, 1, 1), row_right(5, 1, 1, 1));
for (size_t r = 5; r < 8; ++r) {
set_row(10, r, row_left(0, 0, 0, 0), row_right(1, 0, 0, 0));
}
// Tile 11: Top-Left tech bracket
set_row(11, 0, row_left(9, 8, 8, 8), row_right(8, 8, 8, 0));
for (size_t r = 1; r < 7; ++r) {
set_row(11, r, row_left(8, 0, 0, 0), row_right(0, 0, 0, 0));
}
// Tile 12: Top-Right tech bracket
set_row(12, 0, row_left(0, 8, 8, 8), row_right(8, 8, 8, 9));
for (size_t r = 1; r < 7; ++r) {
set_row(12, r, row_left(0, 0, 0, 0), row_right(0, 0, 0, 8));
}
// Tile 13: Bottom-Left tech bracket
for (size_t r = 1; r < 7; ++r) {
set_row(13, r, row_left(8, 0, 0, 0), row_right(0, 0, 0, 0));
}
set_row(13, 7, row_left(9, 8, 8, 8), row_right(8, 8, 8, 0));
// Tile 14: Bottom-Right tech bracket
for (size_t r = 1; r < 7; ++r) {
set_row(14, r, row_left(0, 0, 0, 0), row_right(0, 0, 0, 8));
}
set_row(14, 7, row_left(0, 8, 8, 8), row_right(8, 8, 8, 9));
// Tile 15: Tech border line (dashed)
set_row(15, 0, row_left(8, 8, 0, 8), row_right(8, 0, 8, 8));
set_row(15, 2, row_left(0, 1, 1, 0), row_right(0, 1, 1, 0));
}
// 32x32 = 1024 map entries for Sub Screen (Playfield) and Main Screen (HUD/Menu)
uint16_t sub_map[1024];
uint16_t main_map[1024];
constexpr uint16_t map_entry(uint16_t tile, uint16_t pal = 1) {
return static_cast<uint16_t>((tile & 0x03FFU) |
((pal & 0x0FU) << 12U));
}
void generate_sub_map() {
for (size_t y = 0; y < 32; ++y) {
for (size_t x = 0; x < 32; ++x) {
const size_t idx = y * 32 + x;
// Default to crisp grid intersection dot
uint16_t tile = 1;
// Major coordinate marks every 4 cells
if ((x % 4 == 0) && (y % 4 == 0)) {
tile = 2;
}
sub_map[idx] = map_entry(tile);
}
}
// Curated celestial constellations & circuit clusters
struct NodePlacement {
uint8_t x, y, tile;
};
const NodePlacement nodes[] = {
// Sparkling stars
{3, 2, 4}, {7, 5, 5}, {14, 3, 3}, {19, 6, 4}, {27, 2, 5},
{5, 9, 3}, {11, 12, 5}, {22, 10, 4}, {29, 14, 3}, {2, 17, 4},
{8, 19, 5}, {16, 16, 3}, {25, 20, 5}, {13, 22, 4}, {20, 23, 3},
// Wraparound stars (rows 24..31)
{4, 26, 4}, {12, 28, 5}, {18, 25, 3}, {28, 27, 4}, {22, 30, 5},
// Circuit pathway 1
{10, 7, 8}, {11, 7, 6}, {12, 7, 9}, {12, 8, 7}, {12, 9, 10},
// Circuit pathway 2
{23, 15, 6}, {24, 15, 8}, {24, 16, 7}, {24, 17, 9}, {25, 17, 6},
};
for (const auto &n : nodes) {
sub_map[n.y * 32 + n.x] = map_entry(n.tile);
}
}
void generate_main_map() {
for (size_t y = 0; y < 32; ++y) {
for (size_t x = 0; x < 32; ++x) {
const size_t idx = y * 32 + x;
uint16_t tile = 0;
// Subtle ambient stars in upper area (rows 1..15)
if (y >= 1 && y <= 15) {
if ((x * 7 + y * 13) % 23 == 0) {
tile = 3;
} else if ((x * 11 + y * 17) % 37 == 0) {
tile = 4;
}
}
// Scrolling retro horizon / cyber grid in lower area (rows 16..22 and 24..30)
if ((y >= 16 && y <= 22) || (y >= 24 && y <= 30)) {
if (y % 2 == 0) {
tile = 6; // Horizontal grid line
} else if (x % 4 == 0) {
tile = 7; // Vertical perspective trace
} else {
tile = 1; // Subtle grid dot
}
}
main_map[idx] = map_entry(tile);
}
}
// High-tech terminal corner brackets (framing standard 32x24 screen)
main_map[0 * 32 + 0] = map_entry(11); // Top-Left
main_map[0 * 32 + 31] = map_entry(12); // Top-Right
main_map[23 * 32 + 0] = map_entry(13); // Bottom-Left
main_map[23 * 32 + 31] = map_entry(14); // Bottom-Right
// Top and bottom tech header lines
for (size_t x = 1; x < 31; ++x) {
main_map[0 * 32 + x] = map_entry(15);
main_map[23 * 32 + x] = map_entry(15);
}
}
// Sine table (32 entries, values 0..31 scaled)
const uint8_t SINE_32[32] = {
16, 19, 22, 25, 27, 29, 31, 31, 31, 29, 27, 25, 22, 19, 16, 12,
9, 6, 4, 2, 0, 0, 0, 2, 4, 6, 9, 12, 16, 19, 22, 25};
// Color interpolation helper
constexpr uint16_t lerp_color(uint16_t c1, uint16_t c2, uint8_t t,
uint8_t max_t = 31) {
const int r1 = c1 & 31;
const int g1 = (c1 >> 5U) & 31;
const int b1 = (c1 >> 10U) & 31;
const int r2 = c2 & 31;
const int g2 = (c2 >> 5U) & 31;
const int b2 = (c2 >> 10U) & 31;
const int r = r1 + ((r2 - r1) * static_cast<int>(t)) / static_cast<int>(max_t);
const int g = g1 + ((g2 - g1) * static_cast<int>(t)) / static_cast<int>(max_t);
const int b = b1 + ((b2 - b1) * static_cast<int>(t)) / static_cast<int>(max_t);
return make_rgb15(static_cast<uint32_t>(r), static_cast<uint32_t>(g),
static_cast<uint32_t>(b));
}
} // namespace
void bg_setup(BackgroundContext &bg_ctx, int top_console_bg_id,
int bottom_console_bg_id) {
// Initialize Background Layer 2 on Main Engine (Top Screen)
// mapBase 28 (offset 56KB), tileBase 1 (offset 16KB)
bg_ctx.bg_main_id = bgInit(2, BgType_Text4bpp, BgSize_T_256x256, 28, 1);
// Initialize Background Layer 2 on Sub Engine (Bottom Screen / Playfield)
bg_ctx.bg_sub_id = bgInitSub(2, BgType_Text4bpp, BgSize_T_256x256, 28, 1);
// Set Priorities:
// Main Engine: Console (Priority 0) in front of Background (Priority 3)
bgSetPriority(top_console_bg_id, 0);
bgSetPriority(bg_ctx.bg_main_id, 3);
// Sub Engine: Sprites (Priority 0) in front of Console (Priority 1) in front
// of Background (Priority 3)
bgSetPriority(bottom_console_bg_id, 1);
bgSetPriority(bg_ctx.bg_sub_id, 3);
// Generate graphics and maps
generate_bg_tiles();
generate_sub_map();
generate_main_map();
// DMA tiles to VRAM (tileBase 1)
dmaCopy(bg_tiles, bgGetGfxPtr(bg_ctx.bg_main_id), sizeof(bg_tiles));
dmaCopy(bg_tiles, bgGetGfxPtr(bg_ctx.bg_sub_id), sizeof(bg_tiles));
// DMA tilemaps to VRAM (mapBase 28)
dmaCopy(main_map, bgGetMapPtr(bg_ctx.bg_main_id), sizeof(main_map));
dmaCopy(sub_map, bgGetMapPtr(bg_ctx.bg_sub_id), sizeof(sub_map));
// Initialize scroll positions
bg_ctx.scroll_main_x_fp = 0;
bg_ctx.scroll_main_y_fp = 0;
bg_ctx.scroll_sub_x_fp = 0;
bg_ctx.scroll_sub_y_fp = 0;
// Latch initial background states
bgSetScroll(bg_ctx.bg_main_id, 0, 0);
bgSetScroll(bg_ctx.bg_sub_id, 0, 0);
bgUpdate();
}
void bg_trigger_pulse(BackgroundContext &bg_ctx) {
bg_ctx.pulse_timer = 16; // 16 frames of radiant energy pulse
}
void bg_set_scene(BackgroundContext &bg_ctx, Scene scene, bool hard_mode) {
bg_ctx.scene = scene;
bg_ctx.hard_mode = hard_mode;
if (scene == Scene::Menu) {
bg_ctx.anim_phase_fp = 0;
}
}
void bg_update(BackgroundContext &bg_ctx, const GameState &state,
uint8_t /*frame*/) {
const bool in_game = (state.scene == Scene::Playing);
const uint8_t intensity_31 = in_game ? calculate_intensity_31(state) : 0U;
// Animation phase with fractional accumulator: pulses faster at higher intensity
const uint16_t phase_step = static_cast<uint16_t>(
256U + ((static_cast<uint32_t>(intensity_31) * 280U) / 31U));
bg_ctx.anim_phase_fp =
static_cast<uint16_t>(bg_ctx.anim_phase_fp + phase_step);
bg_ctx.anim_phase = static_cast<uint8_t>((bg_ctx.anim_phase_fp >> 8U) & 31U);
if (bg_ctx.pulse_timer > 0) {
bg_ctx.pulse_timer--;
}
const bool cursed = (state.curseTicksRemaining > 0);
const bool hard = state.hardMode;
const bool over = state.gameOver;
if (over) {
if (bg_ctx.game_over_fade < 31) {
bg_ctx.game_over_fade++;
}
} else {
bg_ctx.game_over_fade = 0;
}
// 1. Hardware Scrolling Update
if (state.scene == Scene::Menu) {
// Menu: Majestic downward drift for the cyber-horizon feel
bg_ctx.scroll_main_y_fp =
static_cast<uint16_t>(bg_ctx.scroll_main_y_fp + 40U); // ~0.15 px/frame
bg_ctx.scroll_main_x_fp =
static_cast<uint16_t>(bg_ctx.scroll_main_x_fp + 16U); // ~0.06 px/frame
bg_ctx.scroll_sub_y_fp =
static_cast<uint16_t>(bg_ctx.scroll_sub_y_fp + 32U);
bg_ctx.scroll_sub_x_fp =
static_cast<uint16_t>(bg_ctx.scroll_sub_x_fp + 24U);
} else {
// In-Game Playfield:
if (cursed && !over) {
// High-speed warp and glitch jitter when cursed!
const int16_t jitter =
(bg_ctx.anim_phase % 4U == 0U) ? 0x0180 : -0x0100;
const uint16_t warp_intensity = static_cast<uint16_t>(
(static_cast<uint32_t>(intensity_31) * 0x00A0U) / 31U);
bg_ctx.scroll_sub_x_fp = static_cast<uint16_t>(
bg_ctx.scroll_sub_x_fp + 0x0120U + warp_intensity +
static_cast<uint16_t>(jitter));
bg_ctx.scroll_sub_y_fp = static_cast<uint16_t>(
bg_ctx.scroll_sub_y_fp + 0x00E0U + (warp_intensity >> 1U));
} else {
// Smooth ambient drift scaling gradually with intensity (decelerating gently if game over)
const uint16_t base_x = hard ? 24U : 16U;
const uint16_t base_y = hard ? 20U : 12U;
const uint16_t max_x = hard ? 76U : 56U;
const uint16_t max_y = hard ? 62U : 42U;
const uint16_t speed_x = static_cast<uint16_t>(
base_x + ((static_cast<uint32_t>(intensity_31) * (max_x - base_x)) / 31U));
const uint16_t speed_y = static_cast<uint16_t>(
base_y + ((static_cast<uint32_t>(intensity_31) * (max_y - base_y)) / 31U));
uint16_t sub_step_x = speed_x;
uint16_t sub_step_y = speed_y;
if (bg_ctx.game_over_fade > 0) {
const uint8_t fade = bg_ctx.game_over_fade;
sub_step_x = static_cast<uint16_t>(
speed_x + ((static_cast<int>(4U - speed_x) * fade) / 31));
sub_step_y = static_cast<uint16_t>(
speed_y - ((static_cast<int>(speed_y) * fade) / 31));
}
bg_ctx.scroll_sub_x_fp =
static_cast<uint16_t>(bg_ctx.scroll_sub_x_fp + sub_step_x);
bg_ctx.scroll_sub_y_fp =
static_cast<uint16_t>(bg_ctx.scroll_sub_y_fp + sub_step_y);
}
// Top screen HUD / horizon drift scaling with intensity (halting on game over)
uint16_t speed_main_y = static_cast<uint16_t>(
16U + ((static_cast<uint32_t>(intensity_31) * 24U) / 31U));
uint16_t speed_main_x = static_cast<uint16_t>(
8U + ((static_cast<uint32_t>(intensity_31) * 12U) / 31U));
if (bg_ctx.game_over_fade > 0) {
const uint8_t fade = bg_ctx.game_over_fade;
speed_main_y = static_cast<uint16_t>(
speed_main_y - ((static_cast<int>(speed_main_y) * fade) / 31));
speed_main_x = static_cast<uint16_t>(
speed_main_x - ((static_cast<int>(speed_main_x) * fade) / 31));
}
bg_ctx.scroll_main_y_fp =
static_cast<uint16_t>(bg_ctx.scroll_main_y_fp + speed_main_y);
bg_ctx.scroll_main_x_fp =
static_cast<uint16_t>(bg_ctx.scroll_main_x_fp + speed_main_x);
}
bgSetScroll(bg_ctx.bg_main_id, bg_ctx.scroll_main_x_fp >> 8U,
bg_ctx.scroll_main_y_fp >> 8U);
bgSetScroll(bg_ctx.bg_sub_id, bg_ctx.scroll_sub_x_fp >> 8U,
bg_ctx.scroll_sub_y_fp >> 8U);
bgUpdate();
// 2. Dynamic Palette Animation during VBlank
// Palette Bank 1 (indices 16..31) in BG_PALETTE and BG_PALETTE_SUB
const uint8_t sine_val = SINE_32[bg_ctx.anim_phase];
const uint8_t sine_val_opposite = SINE_32[(bg_ctx.anim_phase + 16U) & 31U];
// Base theme definitions
uint16_t col_faint = 0;
uint16_t col_subtle = 0;
uint16_t col_primary = 0;
uint16_t col_star_dim = 0;
uint16_t col_star_med = 0;
uint16_t col_star_bright = 0;
uint16_t col_star_flare = 0;
uint16_t col_frame = 0;
uint16_t col_frame_accent = 0;
if (cursed && !over) {
// Radioactive neon purple / violet storm
const bool strobe = (bg_ctx.anim_phase % 6U < 3U);
col_faint = make_rgb15(8, 1, 10);
col_subtle = make_rgb15(14, 2, 18);
col_primary = strobe ? make_rgb15(24, 4, 30) : make_rgb15(18, 2, 24);
col_star_dim = make_rgb15(10, 0, 14);
col_star_med = make_rgb15(18, 0, 24);
col_star_bright = make_rgb15(26, 4, 30);
col_star_flare = make_rgb15(31, 16, 31);
col_frame = make_rgb15(18, 2, 22);
col_frame_accent = make_rgb15(28, 6, 31);
} else if (hard) {
// Fiery amber / crimson cyber grid interpolating towards volcanic hyper-crimson (toned darker for high item contrast)
const uint16_t c_faint_0 = make_rgb15(3, 1, 1);
const uint16_t c_subtle_0 = make_rgb15(6, 2, 1);
const uint16_t c_primary_0 = make_rgb15(12, 4, 2);
const uint16_t c_star_dim_0 = make_rgb15(6, 2, 1);
const uint16_t c_star_med_0 = make_rgb15(11, 4, 2);
const uint16_t c_star_bright_0 = make_rgb15(20, 9, 3);
const uint16_t c_star_flare_0 = make_rgb15(28, 18, 6);
const uint16_t c_frame_0 = make_rgb15(9, 3, 1);
const uint16_t c_frame_accent_0 = make_rgb15(18, 6, 2);
const uint16_t c_faint_max = make_rgb15(5, 2, 1);
const uint16_t c_subtle_max = make_rgb15(9, 3, 2);
const uint16_t c_primary_max = make_rgb15(18, 6, 2);
const uint16_t c_star_dim_max = make_rgb15(9, 3, 1);
const uint16_t c_star_med_max = make_rgb15(16, 6, 2);
const uint16_t c_star_bright_max = make_rgb15(26, 12, 4);
const uint16_t c_star_flare_max = make_rgb15(31, 26, 10);
const uint16_t c_frame_max = make_rgb15(15, 5, 2);
const uint16_t c_frame_accent_max = make_rgb15(25, 10, 3);
col_faint = lerp_color(c_faint_0, c_faint_max, intensity_31);
col_subtle = lerp_color(c_subtle_0, c_subtle_max, intensity_31);
col_primary = lerp_color(c_primary_0, c_primary_max, intensity_31);
col_star_dim = lerp_color(c_star_dim_0, c_star_dim_max, intensity_31);
col_star_med = lerp_color(c_star_med_0, c_star_med_max, intensity_31);
col_star_bright = lerp_color(c_star_bright_0, c_star_bright_max, intensity_31);
col_star_flare = lerp_color(c_star_flare_0, c_star_flare_max, intensity_31);
col_frame = lerp_color(c_frame_0, c_frame_max, intensity_31);
col_frame_accent = lerp_color(c_frame_accent_0, c_frame_accent_max, intensity_31);
} else {
// Neon Cyan / Teal interpolating towards high-energy electric plasma cyan
const uint16_t c_faint_0 = make_rgb15(1, 4, 7);
const uint16_t c_subtle_0 = make_rgb15(2, 9, 14);
const uint16_t c_primary_0 = make_rgb15(4, 16, 22);
const uint16_t c_star_dim_0 = make_rgb15(2, 6, 12);
const uint16_t c_star_med_0 = make_rgb15(5, 14, 22);
const uint16_t c_star_bright_0 = make_rgb15(10, 24, 30);
const uint16_t c_star_flare_0 = make_rgb15(22, 30, 31);
const uint16_t c_frame_0 = make_rgb15(3, 12, 18);
const uint16_t c_frame_accent_0 = make_rgb15(6, 22, 28);
const uint16_t c_faint_max = make_rgb15(2, 7, 12);
const uint16_t c_subtle_max = make_rgb15(4, 15, 24);
const uint16_t c_primary_max = make_rgb15(8, 25, 31);
const uint16_t c_star_dim_max = make_rgb15(4, 12, 22);
const uint16_t c_star_med_max = make_rgb15(10, 22, 30);
const uint16_t c_star_bright_max = make_rgb15(18, 29, 31);
const uint16_t c_star_flare_max = make_rgb15(31, 31, 31);
const uint16_t c_frame_max = make_rgb15(6, 20, 28);
const uint16_t c_frame_accent_max = make_rgb15(12, 30, 31);
col_faint = lerp_color(c_faint_0, c_faint_max, intensity_31);
col_subtle = lerp_color(c_subtle_0, c_subtle_max, intensity_31);
col_primary = lerp_color(c_primary_0, c_primary_max, intensity_31);
col_star_dim = lerp_color(c_star_dim_0, c_star_dim_max, intensity_31);
col_star_med = lerp_color(c_star_med_0, c_star_med_max, intensity_31);
col_star_bright = lerp_color(c_star_bright_0, c_star_bright_max, intensity_31);
col_star_flare = lerp_color(c_star_flare_0, c_star_flare_max, intensity_31);
col_frame = lerp_color(c_frame_0, c_frame_max, intensity_31);
col_frame_accent = lerp_color(c_frame_accent_0, c_frame_accent_max, intensity_31);
}
// Smoothly blend toward somber dark charcoal / muted red tone if game over
if (bg_ctx.game_over_fade > 0) {
const uint8_t fade = bg_ctx.game_over_fade;
col_faint = lerp_color(col_faint, make_rgb15(3, 2, 2), fade);
col_subtle = lerp_color(col_subtle, make_rgb15(6, 3, 3), fade);
col_primary = lerp_color(col_primary, make_rgb15(10, 4, 4), fade);
col_star_dim = lerp_color(col_star_dim, make_rgb15(5, 2, 2), fade);
col_star_med = lerp_color(col_star_med, make_rgb15(8, 3, 3), fade);
col_star_bright = lerp_color(col_star_bright, make_rgb15(12, 4, 4), fade);
col_star_flare = lerp_color(col_star_flare, make_rgb15(16, 6, 6), fade);
col_frame = lerp_color(col_frame, make_rgb15(8, 3, 3), fade);
col_frame_accent = lerp_color(col_frame_accent, make_rgb15(12, 4, 4), fade);
}
// Deep space backdrop color dynamically illuminates with intensity
if (in_game) {
uint16_t bg_sub_target = 0;
uint16_t bg_main_target = 0;
if (hard) {
bg_sub_target = lerp_color(make_rgb15(3, 1, 1), make_rgb15(6, 2, 2), intensity_31);
bg_main_target = lerp_color(make_rgb15(2, 1, 1), make_rgb15(5, 1, 2), intensity_31);
} else {
bg_sub_target = lerp_color(make_rgb15(3, 4, 7), make_rgb15(5, 7, 12), intensity_31);
bg_main_target = lerp_color(make_rgb15(2, 3, 6), make_rgb15(3, 5, 10), intensity_31);
}
if (bg_ctx.game_over_fade > 0) {
BG_PALETTE_SUB[0] = lerp_color(bg_sub_target, make_rgb15(3, 2, 2), bg_ctx.game_over_fade);
BG_PALETTE[0] = lerp_color(bg_main_target, make_rgb15(2, 1, 1), bg_ctx.game_over_fade);
} else {
BG_PALETTE_SUB[0] = bg_sub_target;
BG_PALETTE[0] = bg_main_target;
}
} else {
BG_PALETTE_SUB[0] = make_rgb15(2, 2, 6);
BG_PALETTE[0] = make_rgb15(2, 2, 6);
}
// Animate twinkling stars using sine oscillations
const uint16_t anim_dim = lerp_color(col_star_dim, col_star_med, sine_val);
const uint16_t anim_med = lerp_color(col_star_med, col_star_bright, sine_val_opposite);
const uint16_t anim_bright = lerp_color(col_star_bright, col_star_flare, sine_val);
// Apple pickup wave pulse: flares bright energy through grid and stars with extra intensity
uint16_t pulse_add = 0;
if (bg_ctx.pulse_timer > 0) {
const uint8_t pulse_val = bg_ctx.pulse_timer;
const uint32_t boost = (static_cast<uint32_t>(intensity_31) * 3U) / 31U;
pulse_add = (pulse_val > 10U)
? make_rgb15(6U + boost, 12U + boost, 14U + boost)
: make_rgb15(2U + (boost >> 1U), 5U + (boost >> 1U), 6U + (boost >> 1U));
}
// Write Palette Bank 1 (indices 16..31) for both engines
// Sub Screen (Playfield):
BG_PALETTE_SUB[16] = 0; // Transparent (reveals backdrop color)
BG_PALETTE_SUB[17] = col_faint;
BG_PALETTE_SUB[18] = static_cast<uint16_t>(col_subtle + pulse_add);
BG_PALETTE_SUB[19] = static_cast<uint16_t>(col_primary + pulse_add);
BG_PALETTE_SUB[20] = anim_dim;
BG_PALETTE_SUB[21] = anim_med;
BG_PALETTE_SUB[22] = static_cast<uint16_t>(anim_bright + pulse_add);
BG_PALETTE_SUB[23] = col_star_flare;
BG_PALETTE_SUB[24] = col_frame;
BG_PALETTE_SUB[25] = col_frame_accent;
BG_PALETTE_SUB[26] = col_faint;
BG_PALETTE_SUB[27] = col_subtle;
BG_PALETTE_SUB[28] = col_primary;
BG_PALETTE_SUB[29] = anim_med;
BG_PALETTE_SUB[30] = col_frame_accent;
BG_PALETTE_SUB[31] = make_rgb15(31, 31, 31);
// Main Screen (Top Screen HUD & Menu):
BG_PALETTE[16] = 0; // Transparent
BG_PALETTE[17] = col_faint;
BG_PALETTE[18] = col_subtle;
BG_PALETTE[19] = col_primary;
BG_PALETTE[20] = anim_dim;
BG_PALETTE[21] = anim_med;
BG_PALETTE[22] = anim_bright;
BG_PALETTE[23] = col_star_flare;
BG_PALETTE[24] = col_frame;
BG_PALETTE[25] = col_frame_accent;
BG_PALETTE[26] = col_faint;
BG_PALETTE[27] = col_subtle;
BG_PALETTE[28] = col_primary;
BG_PALETTE[29] = anim_med;
BG_PALETTE[30] = col_frame_accent;
BG_PALETTE[31] = make_rgb15(31, 31, 31);
}