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Everything since v1.3 (this release also carries v1.3.1, which had no release of its own).
New
Hardware and performance
- The core clock on request (
make uvm2 UVM2_SYS_MHZ=300): raises the core voltage and clock before anything calibrates, and keeps the bus, PSRAM and SD at their measured speeds. On one console Star Wars went from ~22–25 ms to ~12 ms of core time a frame, enough for the 50 Hz pace. Opt-in until a second console agrees. - The console's reset button (builds with
-DUVM2_RESET_BUTTON): held 1–3 s the game starts again; held 3 s, back to the UVMC2's menu without the console's logo. Off by default — on the UVMC2 the watch misfired and briefly stopped the controllers being read. - Closing gaps as live knobs (
MT_CLOSE,MT_CLOSE_LONG,MT_CLOSE_BLANK): the gap that lets a lit stroke finish before the beam blanks, tunable over SWD or at build time. Defaults unchanged.
Drawing and 3D
- Shapes that come apart where they are shot and reassemble (
vpyfx_disintegrate,vpyfx_assemble). - Punctuation in the vector font — comma, question mark, hyphen, colon, quotes, slash, brackets and the Spanish openers — and UTF-8 text, accented letters folded to the bare capital as the Vectrex wrote them.
- Entity extras and sort bias (
vpyent_set_extra,vpyent_set_sort_bias): lines drawn in an entity's place in the depth order, so a figure standing on a platform no longer loses its legs. - vpy3d pools given back (
vpy3d_pool_mark/vpy3d_pool_release): a game's levels no longer all live in the pools at once.
Diagnostics
- A HUD you can read on the tube: the figures hold still for a second (means over the window, worst frame for dropped and clamped), the core clock is shown as
M, and a game can add two lines of its own (uvm2_hud_game).
Simulator
- The full drawing contract in the simulator: gapped strokes, the shift-register text sweep, analog axes and the sample cursor (
v_directGapped,v_directSweepSR,v_setAnalog,v_samplePos) now link, so ports that use them run in the IDE's simulator.
Fixes
- Up on the stick reached only two thirds of its travel in every analog game: each half of an axis is now scaled on its own.
- A 3D build that does not fit the pools is left empty and counted instead of reading outside them (a crash on the host).
- The frame filler's last gap could wrap with a remainder of 7 or 8 cycles.
- The jump's ramp was computed twice per move.
Demos
- playroom — a small game through the whole SDK: a wireframe figure walks a hub to four rooms (crates, jelly, shapes, a flyer over terrain), earns pieces and opens a finale.
- fx_demo — a cube, an octahedron and a pyramid that break from the hit outwards and assemble edge by edge.
The SDK is at uvmc2-sdk v1.3.2 (7698696).