- doom: each turn shrank the view vectors (cos = 1 - ROT/8, scale
~0.993, plus fixed-point truncation), so the level seemed to grow
and after ~10 turns a zero wall height was divided by: usage fault,
reboot. The view is renormalised to unit length after every turn;
the ray step and wall height are clamped
- doom: the L1 demon spawned inside a wall tile, so it could not be shot
and the portal never opened; it now mirrors the imp at (11,4)
- doom: the 60 s UI lock engaged mid-game, so the exit tap went to the
lock screen; the Doom tick now keeps the lock and auto-off timers
alive. The user button no longer also fires (joystick press does)
- doom: sprites keep a brightness floor at distance (L2 boss is still
hard to see; open)
- get mem (MEM_STATS builds): walk threads with k_thread_foreach_unlocked;
the stack scan under the thread-list spinlock held IRQs off long
enough to trip the BLE controller's radio-ISR latency assert