VCS Game Maker 0.53.17:PAL Support, Leaner DPC+ Builds, and AtariVox Saves2026-11-06
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.16...0.53.17
Here is a clear, structured summary of the updates in VCS Game Maker from versions 0.53.11 to 0.53.17 (spanning October 30 to November 6, 2026), based on the release history:
📺 Version 0.53.11 (Oct 31) --- PAL Support & Tooling
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- Full PAL Integration: PAL is now natively handled as a TV standard operating at 50 frames per second with proper PAL color mapping.
- Timing & Audio Adjustments: Aseprite frame imports now calculate timing at 50 FPS for PAL targets, while audio imports and DPC+ sound previews adapt to PAL's 312-line frame standard.
- Editor Enhancements:
- The mirror draw tool now fully supports playfield and background color bars.
- Pasting row colors now correctly includes and pastes the exact number of color rows.
- Web UI & Website Updates: Rewrote the Actions section, reordered feature sections to match the main app tabs, and restored the Apple Silicon download button.
💾 Version 0.53.12 (Nov 1) --- DPC+ Optimizations & AtariVox
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- Scene & Save System: Introduced new scene triggers, offset areas, and AtariVox save file support alongside assorted bug fixes and memory savings.
- Smart Variable Allocation: DPC+ user variables are now mapped into display memory dynamically only when letter allocations run out, prioritizing least-used variables first.
- Kernel & UI Polish:
- Score background color defaults to a fixed constant when no block changes it (using the standard kernel with text).
- Text cards now conditionally display AtariVox controls only when the AtariVox feature is toggled on.
🎵 Version 0.53.14 (Nov 4) --- DPC+ Sound & Memory Savings
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- Streamlined DPC+ Audio: DPC+ chip sound routines now rebuild waveforms and mix volume directly inside the ARM program stored as data. This freed up 196 bytes in bank 1, allowing projects previously exceeding limits by 14 to 130 bytes to compile successfully.
- Micro-Optimizations:
- Capped lives and health bar loops at a maximum of 8.
- Reduced bank-jump overhead for platformer rolling.
- Shared memory bytes between title and gameplay flags and narrowed the song name text field.
🎮 Version 0.53.15 (Nov 5) --- Title Screen & Performance
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- New Title Blocks: Added a new "Start title screen" logic block, and ensured title blocks correctly halt execution after hitting an "End title screen" block.
- Playfield Optimization: The ball's playfield collision check now skips redundant repeat reads on the standard kernel.
🔍 Version 0.53.16 (Nov 5) --- DPC+ Alignment & Sprite Rules
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- Sprite & Paddle Corrections:
- Fixed a bug where the DPC+ paddle was drawn 3 pixels off.
- Restored the optimization where idle sprites with no height share a single display line, subject to the rule that the zero-height sprite must sit within 5 lines of a sprite that does have a height.
- Playfield Conversion UI: In the "Convert playfield blocks" tool, the column input field is now hidden unless a DPC+ background specifically utilizes separate rows for its column groups.
⚙️ Version 0.53.17 (Nov 6) --- Coprocessor & Harmony Cart Fixes
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- Flexible DPC+ Layouts: DPC+ rows that do not map to a clean, whole number of lines can now compile correctly.
- Memory & Relocation: Relocation is now handled strictly by size, and the internal coprocessor program footprint has been reduced.
- Hardware & Scene Additions: Added a new Harmony cart fix option, a new area block, and explicit console button handling.
VCS Game Maker 0.53.162026-11-06
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.15...0.53.16
VCS Game Maker 0.53.152026-11-05
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.11...0.53.15
VCS Game Maker 0.53.112026-10-31
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.10...0.53.11
VCS Game Maker 0.53.10: Add per-table Undo/Redo to the Data tab, default background name, text-scroll dev var renames2026-10-30
What's Changed
* Add per-table Undo/Redo to the Data tab, default background name, text-scroll dev var renames by @AbstractPolygon in https://github.com/haroldo-ok/vcs-game-maker/pull/237
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/V0.47.4...0.53.10
Here is a player and creator-friendly summary of the updates in VCS Game Maker version 0.53.10:
🛠️ Data Tab & UI Enhancements
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- Per-Table Undo/Redo: Added dedicated Undo and Redo buttons to individual tables on the Data tab. This matches the workflow of the Sound FX and Music tabs, letting you revert or reapply edits to specific tables independently without affecting the rest of your project history.
- Smarter Background Naming: Newly created backgrounds now default to the clean name "Background" right out of the box, rather than using generic numbered placeholders.
⚙️ Developer & Codebase Improvements
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- Cleaned-Up Variable Names: Renamed internal text-scrolling variables for better code readability and maintenance:
- textScrollBase $\rightarrow$ textScrollStart
- textScrollFarEnd $\rightarrow$ textScrollEnd
- Verified Build Quality: Passed all linter checks, development builds, and regression tests with no leftover legacy variable references.
VCS Game Maker 0.53.92026-10-29
- The Sound tab turns recordings into DPC+ sounds: Import audio files (WAV, OGG, MP3...) fits each file to a waveform of 24 or 32 bars with its pitch, length and volume changes. A sound card has a play button, and a waveform can be drawn by hand as a custom shape.
- Big DPC+ title screens fit in their bank more often: graphics share one setup routine, rows of a single color take one byte, and a title screen that no enabled Draw title screen block uses is left out of the ROM.
- DPC+: Check playfield and Bounce read the ball from its top line, Stop playfield rainbow and Stop player colors work, playfield and background row colors have separate copy and paste buttons, and RAM variables show in the debug overlay.
- UI performance improvements: dragging and editing blocks is smoother and the editor lags less.
- Graphic editor hotkeys switch their tool off when pressed again.
VCS Game Maker 0.53.7: DPC+ kernel bank fix, title preview and macOS signing fixes2026-10-28
Since 0.53.6:
DPC+ projects that were a few bytes too big for the kernel bank compile again:** the multiply and divide routine moved out of that bank, and the relocation of the title screen kernel no longer goes round the banks. (A project that divides by 12 in its collision code, for example, did not compile.)
The error for a full first bank** says "Bank 1 is N bytes over" instead of blaming the title screen.
Title screen preview** works after a build of a project with several title screen pages.
Disabling an event** no longer fails when another part of the project reads the playfield collision results.
Background pfres field** updates the canvas on every arrow click.
macOS:** the apps are signed ad hoc, so Apple Silicon does not say the package is corrupted (open it with right click, Open).
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.6...0.53.7
VCS Game Maker 0.53.6: AtariVox speech and memory blocks, gopher2600 fix2026-10-28
Everything since 0.53.3:
AtariVox speech blocks (Sound category):** say a message of the Text tab, the Text card whose ID the program picks while it runs, a number or variable as words, or a phrase typed as sound words. Speech starts now or queues after the phrase being sent; blocks to stop it, ask if it is busy, and set the volume, speed, pitch and bend. Both kernels, both emulators.
Text cards:** a play button (top right, next to delete) to hear the message, a Spoken as field to fix the generated words, and a project list of pronunciations.
AtariVox memory:** blocks to save a byte in the AtariVox memory chip and load it back (a high score, a setting). Works in 6502.ts and gopher2600 (lost when the page is closed in the editor).
Emulators:** gopher2600 starts again after 0.53.1 to 0.53.3; the AtariVox switch works with either emulator and no longer greys out the 6502.ts settings.
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.53.3...0.53.6
VCS Game Maker 0.53.3: memory leak and Music tab lock-up fixes, Playfield transition block, title text on DPC+, AtariVox2026-10-28
Everything since 0.52.46:
Memory leak and lock-up fixes:** every visit to the Music, Sound or Data tab kept the whole tab in memory, and the sound code added millions of watchers while a song played, which froze the page when the Music tab was left. Both are fixed, and the Music tab opens about three times faster with a big pattern open.
Playfield transition block:** scrolls another background in over the one showing, a row at a time, with the Playfield scroll blocks (standard kernel).
Title screens:** text on title screens with the DPC+ kernel; the Play button of a Title page works for projects with big title screens; title screen data takes fewer pages.
5 score digits:** the first glyph of text keeps its last pixel on DPC+, and the digits are drawn whole next to the Text Minikernel on the standard kernel.
Emulator:** newer gopher2600 with AtariVox speech (an Emulator Settings switch); the picture is 4:3 like an NTSC TV.
New Scene tab:** place sprites on a playfield, with Set scene and Set scene by ID blocks; a scene card has a preview button and shows its name.
DPC+ games use fewer cycles**, and a deleted card can be undone on every tab. Folders on the card tabs.
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.52.46...0.53.3
VCS Game Maker 0.52.46: DPC+ playfield and sprite order, blocks for sprite overlap and jump, better color control2026-10-26
What's Changed
* Everything through 0.52.46 by @AbstractPolygon in https://github.com/haroldo-ok/vcs-game-maker/pull/293
Full Changelog: https://github.com/haroldo-ok/vcs-game-maker/compare/0.52.40...0.52.46
These updates highlight the powerful evolution of VCS Game Maker up to version 0.52.46, focusing heavily on enhancing flexibility, visual control, and code-size optimizations for the Atari 2600’s DPC+ architecture:
DPC+ Playfield Column Flex: Support for configuring a different number of rows* independently across each of the four DPC+ playfield columns, unlocking asymmetric and highly varied screen designs.
Granular Color Control:** Decoupled row colors for the playfield versus the background, allowing for much richer, multi-layered vertical color zoning.
Sprite Overlap Logic:** Introduced dedicated "Sprite overlap starts / stops" blocks to make collision detection and response handling cleaner in visual scripting.
Streamlined Jumps:** The new "jumps made" block simplifies tracking vertical movement, gravity, or platforming states.
Code-Efficient Animations:** Refactored animation routines that drastically reduce the amount of generated code required on both kernels.
DPC+ Sprite Order Modification:** Adjusted sprite drawing order logic to handle priority and overlapping artifacts more predictably.
Field-Synchronized Color Bars:** Color bars now correctly follow and sync with their respective video fields.