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Releases: TomHarte/VectorDream

2026-09-03

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@TomHarte TomHarte released this 03 Sep 12:53
ec4cb77

This release:

  • adds automatic sequenced corners, albeit only one of them yet listed, to create a track;
  • gauges for 'RPM' and 'Fuel', though the latter is unused; and
  • switches the logic behind braking to be a bit more gamey.

2026-08-31

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@TomHarte TomHarte released this 01 Sep 00:26
309cdf1

This release starts to make some sort of serious attempt at the driving side of things, so:

  • the brake acts more like a brake than an opposite accelerator;
  • degree of steering is a function of speed; and
  • corners cause you to move towards the outside of the track.

It also improves the story as to input: QAOP, joystick and cursor keys all now work equally well. Temporary curvature control has relocated to ZX.

There's been a substantial memory reorganisation underneath, switching to separate code and video pages while still reserving the other half of the SAM's memory map for span buffers. But that should be invisible.

2026-08-25

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@TomHarte TomHarte released this 26 Aug 02:13
3a903db

While playing around a bit more with the mechanisms for objects, this build experimentally adds some static opponent cars into the middle of the road, to experiment with potential frame-rate implications as much as anything else.

2026-08-19

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@TomHarte TomHarte released this 19 Aug 18:18
b32d91c

This release:

  • uses an object list, allowing arbitrarily many objects to be placed in a scene; and
  • establishes an 'interesting' object, a roadside arrow, which is used twice with another big rectangle as the third item.

As I write this I realise they're all on the right side of the road but that's an arbitrary choice, not an engine limitation.

2026-08-17

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@TomHarte TomHarte released this 17 Aug 18:02
cc4c5f5

This release fixes a compatibility mistake with the 256kb SAM Coupé. Which is the one I owned.

2026-08-16

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@TomHarte TomHarte released this 17 Aug 02:01
fe9ac0a

This release introduces a first trackside object, albeit that it's a fairly uninteresting black rectangle. A large one though!

2026-08-06

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@TomHarte TomHarte released this 06 Aug 02:19

This release introduces user-controlled curvature (via Q/W) and substantially speeds up road positioning calculations, improving the frame rate.

2026-08-07

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@TomHarte TomHarte released this 06 Aug 22:27

This release runs at a speed independent of the frame rate, remaining consistent across frame-rate fluctuations (and indeed if you have an accelerated SAM).

2026-08-05

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@TomHarte TomHarte released this 05 Aug 12:30

This version obeys the joystick for basic acceleration/deceleration and left/right movement. But it's doing one multiply per line of the floor which substantially decreases the frame rate for now.

2026-08-03

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@TomHarte TomHarte released this 03 Aug 12:19

With no user input, this version just shows a perfectly straight and perfectly centred road. It does however doing full generic span differencing and hitting 'a decent frame rate'.