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============================================================================================

 PICO-8 v0.1.10
 http://www.pico-8.com
 (c) Copyright 2014-2016 Lexaloffle Games LLP
 Author: Joseph White // hey@lexaloffle.com
 
 PICO-8 is built with:
 	SDL2 http://www.libsdl.org
 	Lua 5.2 http://www.lua.org  // see license.txt
 	GIFLIB http://giflib.sourceforge.net/
 	WiringPi http://wiringpi.com/

============================================================================================

Welcome to PICO-8!

	PICO-8 is a fantasy console for making, sharing and playing tiny games and other computer 
	programs. When you turn it on, the machine greets you with a shell for typing in Lua programs 
	straight away and provides simple built-in tools for creating sprites, maps and sound.

	The harsh limitations of PICO-8 are carefully chosen to be fun to work with, encourage small
	but expressive designs and hopefully to give PICO-8 cartridges their own particular look and 
	feel.


:: Keys

	Toggle Fullscreen: Alt+Enter 
	Quit: Alt+F4 or command-Q
	Reload/Run/Restart cart: Ctrl+R
	Quick-Save: Ctrl+S
	Mute/Unmute: Ctrl+M
	Player 1 defaults: Cursors + ZX / NM / CV
	Player 2 defaults: SDFE + tab,Q / shift A
	Enter or P for pause menu (while running)
	// use KEYCONFIG to change the defaults.
	

:: Specs

	Display: 128x128, fixed 16 colour palette
	Input: 6 buttons
	Cartridge size: 32k
	Sound: 4 channel, 64 definable chip blerps
	Code: Lua (max 8192 tokens of code) 
	Sprites: Single bank of 128 8x8 sprites (+128 shared)
	Map: 128x32 8-bit cels (+128x32 shared)

	
:: Hello World

	After PICO-8 boots, try typing some of these commands followed by enter:

		PRINT("HELLO WORLD")
		RECTFILL(80,80,120,100,12)
		CIRCFILL(70,90,20,14)
		FOR I=1,4 DO PRINT(I) END
	
	(Note: PICO-8 only displays upper-case characters -- just type normally without capslock!)
	
	You can build up an interactive program by using commands like this in the code editing
	mode along with two special callback function _update and _draw. For example, the following
	program allows you to move a circle around with the cursor keys. Press escape to switch
	to the code editor and type or copy & paste the following code:

	X = 64  Y = 64
	FUNCTION _UPDATE()
	 IF (BTN(0)) THEN X=X-1 END
	 IF (BTN(1)) THEN X=X+1 END
	 IF (BTN(2)) THEN Y=Y-1 END
	 IF (BTN(3)) THEN Y=Y+1 END
	END

	FUNCTION _DRAW()
	 RECTFILL(0,0,127,127,5)
	 CIRCFILL(X,Y,7,8)
	END

	Now press escape to return to the main console and type RUN to see it in action.
	See the example cartridges for more complex programs.
	

:: Example Cartridges

	These cartridges are included with PICO-8 and can be installed by typing:
	INSTALL_DEMOS
	CD DEMOS
	
	API        Demonstrates most PICO-8 functions
	JELPI      Platform game demo w/ 2p support 
	CAST       2.5D Raycaster demo
	MANDEL     Mandelbrot explorer
	COLLIDE    Example wall and actor collisions
	BUTTERFLY  Serpinsky triangles thing
	DRIPPY     Draw a drippy squiggle
	STOMPY     Music cart
	WOO        Music cart

	To run a cartridge, open PICO-8 and type:

	LOAD JELPI
	RUN
	
	Press escape to stop the program, and once more to enter editing mode.


:: Filesystem

	These commands can be used to manage files and directories (folders):
	
	DIR         list the current directory
	CD BLAH     change directory
	CD ..       go up a directory
	CD /        change back to top directory (on pico-8's virtual drive)
	MKDIR BLAH  make a directory
	FOLDER      open the current directory in the host operating system's file browser

	LOAD BLAH  load a cart from the current directory
	SAVE BLAH  save a cart to the current directory

	If you want to move files around, duplicate them or delete them, best use the 
	FOLDER command and do it in the host operating system.
	
	The default location for PICO-8's drive is:
	
	Windows: C:/Users/Yourname/AppData/Roaming/pico-8/carts
	OSX: /Users/Yourname/Library/Application Support/pico-8/carts
	Linux: ~/.lexaloffle/pico-8/carts

	You can change this and other settings in pico-8/config.txt
	
	Tip: if you are a Dropbox user, it's possible to set the drive directory to be a
	shared dropbox folder in order to provide a single disk for PICO-8 machines spread
	across different host machines.


:: Backups

	If you quit without saving changes, or overwrite an existing file, a backup of the 
	cartridge is saved to pico-8/backup.
	

:: Configuration

	:: config.txt
	
		You can find some settings in config.txt. Edit the file when PICO-8 is not running.
	
		Windows: C:/Users/Yourname/AppData/Roaming/pico-8/config.txt
		OSX: /Users/Yourname/Library/Application Support/pico-8/config.txt
		Linux: ~/.lexaloffle/pico-8/config.txt

		Use the -home switch (below) to use a different path to store config.txt and other data.
		

	:: Commandline parameters
	
		// note: these override settings found in config.txt
	
		pico-8 [switches] [filename.p8]
	
		-run                 boot filename.p8 on startup
		-width n             set the window width 
		-height n            set the window height 
		-windowed n          set windowed mode off (0) or on (1)
		-sound n             sound volume 0..256
		-music n             sound volume 0..256
		-joystick n          joystick controls starts at player n (0..7)
		-pixel_perfect n     1 for unfiltered screen stretching at integer scales (on by default)
		-draw_rect x,y,w,h   absolute window coordinates and size to draw pico-8's screen 
		-run filename        automatically load and run a cartridge
		-splore              boot in splore mode
		-home path           set the path to store config.txt and other user data files
		-desktop path        set a location for screenshots and gifs to be saved
		-screenshot_scale n  scale of screenshots.  default: 3 (368x368 pixels)
		-gif_scale n         scale of gif captures. default: 2 (256x256 pixels)
		-gif_len n           set the maximum gif length in seconds (1..120)
		-gui_theme n         use 1 for a higher contrast editor colour scheme
		-timeout n           how many seconds to wait before downloads timeout (default: 30)


	:: Controller Setup
	
		PICO-8 uses the SDL2 controller configuration scheme. It will detect common controllers
		on startup and also looks for custom mappings in sdl_controllers.txt in the same directory 
		as config.txt. sdl_controllers.txt has one mapping per line.
	
		To generate a custom mapping string for your controller, use either the controllermap
		program that comes with SDL2, or try http://www.generalarcade.com/gamepadtool/
	
		To set up which keyboard keys trigger joystick buttons presses, use KEYCONFIG.


:: Sharing Cartridges / HTML5 Exporter

	There are three ways to share carts:
	
		1. Share the .p8 or .p8.png file directly with other PICO-8 users
	
		2. Post the cart on the Lexaloffe BBS to get a web-playable version

			http://www.lexaloffle.com/pico-8.php?page=submit

		See save() for notes on how to generate .p8.png versions. (search for .png)

		3. Export the cartridge to a stand-alone html5 version:
		
			EXPORT FOO.HTML
			
			This will generate two files: foo.html and foo.js (you need both!)
			
			You are free to distribute and use exported cartridges as you please, provided 
			that you have permission from the author and contributors.
			
			The .html file is intended as a template that can be modified as needed.
			It includes some buttons to control settings and a link to an external website
			(PICO-8 BBS cartridges by default), along with javascript to block keypresses
			in order to prevent web page scrolling while the cartridge is played.
			
			Note that the width and height of the player can be configured, but should
			normally match the size of the canvas it is displayed on (580,540 by default).

			Up to 16 cartridges can be bundled together by passing them to EXPORT:
			
			EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME2.P8
			
			During runtime, the extra carts can be accessed as if they were local files:
			
			RELOAD(0,0,0x2000,"DAT1.P8") -- load spritesheet from DAT1.P8
			LOAD("GAME2.P8") -- load and run another cart
			
			Only .p8 files are supported, and the filenames must be specified with the .p8 
			extension included.


:: Screenshots, Videos and Cartridge Labels

	While a cartridge is running use:

		F6 Save a screenshot to desktop
		F7 Capture cartridge label image
		F8 Start recording a video
		F9 Save GIF video to desktop (max: 8 seconds by default)
		
		// if F6..F9 are not available on your system, use F1..F4 or CTRL-6..9
	
	You can save a video at any time (it is always recording) -- use F8 just to reset
	the video starting point if you want something less than 8 seconds long.

	To change the maximum gif length, edit gif_len in config.txt to specify the number
	of seconds to record for. The gif format can not match 30fps exactly, so PICO-8 
	instead uses the closest match: 33.3fps.
	

:: Exporters / Importers

	1. To import or export the spritesheet as a .png:
	
		import("blah.png")    --  expects 128x128 png and colour-fits to the pico-8 palette
		export("blah.png")    --  use folder() to locate the exported png
	
	2. To export sound effects or music:
	
		export("blah.wav")    --  export music from the current pattern (when editor mode is MUSIC)
		export("blah.wav")    --  export the current SFX (when editor mode is SFX)
		export("blah%d.wav")  --  exports all of the SFXs as blah0.wav, blah1.wav .. blah63.wav

		// From commandline, you can skip the brackets and quotes: EXPORT BLAH.WAV 


:: Quirks of PICO-8

	Common gotchas to watch out for:
	
	- The bottom half of the spritesheet and bottom half of the map occupy the same memory.
		// Best use only one or the other if you're unsure how this works.
	- PICO-8 numbers only go up to 32767.99.
		// If you add 1 to a counter each frame, it will overflow after around 18 minutes!
	- Lua arrays are 1-based by default, not 0-based. FOREACH starts at T[1], not T[0].
	- cos() and sin() take 0..1 instead of 0..PI*2, and sin() is inverted.
	- sgn(0) returns 1.
	- Toggle fullscreen: use alt-enter on OSX (command-F is used for searching text).
	- When you want to export a .png cartridge, use SAVE, not EXPORT. EXPORT will save only the spritesheet!


:: Splore

	SPLORE is a built-in utility for browsing and organising both local and bbs (online)
	cartridges. Type SPLORE [enter] to launch it, or launch PICO-8 with -splore. 
	
	It is possible to control SPLORE entirely with a joystick:
	LEFT and RIGHT to navigate lists of cartridges
	UP AND DOWN to select items in each list
	X,O or MENU to launch the cartridge
	
	While inside a cart, press MENU to favourite a cartridge or exit to splore.
	If you're using a keyboard, it's also possible to press F to favourite an item
	while it is selected in the cartridge list view.
	
	When viewing a list of BBS carts, use the top list item to re-download a list of
	cartridges. If you are offline, the last downloaded list is displayed, and it is
	still possible to play any cartridges you have downloaded.
	
	If you have installed PICO-8 on a machine with no internet access, you can also
	use INSTALL_GAMES to add a small selection of pre-installed BBS carts to your
	favourites list.
	

============================================================================================
	Editor Modes
============================================================================================
	
	Press escape to toggle between console and editor
	Click editing mode tabs at top right to switch or press ALT+LEFT/RIGHT


	** WARNING: The second half of the sprite sheet (banks 2 and 3), and the bottom half
	of the map share the same cartridge space. It's up to you how you use the data, but
	be aware that drawing on the second half of the sprite sheet could clobber data on
	the map and vice versa.
	

:: Code Editor
	
	Hold shift to select (or click and drag with mouse)
	CTRL-X, C, V to cut copy or paste selected
	CTRL-Z, Y to undo, redo
	CTRL-F to search for text
	CTRL-G to repeat the last search again
	CTRL-UP, DOWN to jump to start or end of the program
	ALT-UP, DOWN to navigate to the previous, next function
	CTRL-LEFT, RIGHT to jump by word
	CTRL-D to duplicate current line
	TAB to indent a selection (shift to un-indent)
	
	At the bottom right of the code editor you can see how many tokens have been used. One 
	program can have a maximum of 8192 tokens. Each token is a word (e.g. variable name) or 
	operator. Pairs of brackets, and strings count as 1 token. commas, periods, LOCALs, semi-
	colons, ENDs, and comments are not counted.
	
	To enter special characters that represent buttons, use SHIFT-L,R,U,D,O,X
	Or press CTRL-K to toggle glyph mode
	

:: Sprite Editor

	The sprite editor is designed to be used both for sprite-wise editing and for freeform 
	pixel-level editing. The sprite navigator at the bottom of the screen provides an 8x8-wise 
	view into the sprite-sheet, but it is possible to use freeform tools (pan, select) when
	dealing with larger or oddly sized areas.

	Draw Tool
		Click and drag on the sprite to plot pixels
		Applies to visible area
		Hold CTRL to search and replace a colour
		Use right mouse button to select colour

	Stamp Tool
		Click to stamp whatever is in the copy buffer
		Hold LCONTROL to treat colour 0 (black) as transparent 

	Select Tool // shortcut: LSHIFT or S
		Create a selection
		Enter or click to select none.
		
		If a pixel-wise selection is not present, many operations are instead applied
		to a sprite-wise selection. To select sprites, shift-drag in the sprite navigator.
	
	Pan Tool // shortcut: space
		View the spritesheet.
	
	Fill Tool
		Fill with the current colour
		Applies to the current selection
		If no selection, applies to visible area

	Extra keys
		CTRL-Z to undo // single step only in 0.2.0
		CTRL-C to copy selected area or selected sprites
		CTRL-V to paste to current sprite location
		Q,W to switch to previous/next sprite
		1,2 to switch to previous/next colour
		Tab to toggle fullscreen view
		Mousewheel to zoom (centered in fullscreen)
	
	
	Operations on selected area or selected sprites:
		f to flip
		v to flip vertically
		r to rotate (must be square selection)
		Cursor keys to move (loops if sprite selection)
		
	Sprite flags
		The 8 coloured circles are sprite flags for the current sprite.
		Each one can be true (on) or false (off), and are accessed by
		using the FSET and FGET functions. They are indexed from 0, from
		the left (0,1,2..7). See fset() for more information.
	

:: Map Editor

	The pico-8 map is a 128x32 (or 128x64 using shared space) block of 8-bit values.
	Each value is shown in the editor as a reference to a sprite (0..255), but you can
	of course use the data to represent whatever you like.

	The tools are similar to the ones used in sprite editing mode. Select a sprite
	and click and drag to paint values into the map.	

	To draw multiple sprites, select from sprite navigator with shift+drag
	To copy a block of values, use the selection tool and then stamp tool to paste
	To pan around the map, use the pan tool or hold space
	Q,W to switch to previous/next sprite



:: Sfx Editor

	There are 64 SFX ("sound effects") in a cartridge, used for both sound and music.
	
	Each SFX has 32 notes, and each note has:
		A frequency   (C0..C5)
		An instrument (0..7)
		A volume      (0..7)
		An effect     (0..7)
	
	Each SFX also has these properties:
	
		A play speed (SPD) : the number of 'ticks' to play each note for.
			// This means that 1 is fastest, 3 is 3x as slow, etc.
		
		Loop start and end : this is the note index to loop back and to
			// Looping is turned off when the start index >= end index
	
	There are 2 modes for editing/viewing a SFX: Pitch mode (more suitable
	for sound effects) and tracker mode (more suitable for music). The mode
	can be changed using the top-left buttons, or toggled with TAB.
	
	
	1. Pitch Mode
	
		Click and drag on the pitch area to set the frequency for each note,
		using the currently selected instrument (indicated by colour).
		
		Hold shift to apply only the selected instrument
		Hold CTRL to snap notes to the C minor pentatonic scale
	
	
	2. Tracker Mode
	
		Each note shows: frequency octave instrument volume effect
		To enter a note, use q2w3er5t6y7ui zsxdcvgbhnjm (piano-like layout)
		New notes are given the selected instrument/effect values
		To delete a note, press backspace or set the volume to 0
	
		Click and then shift-click to select a range that can be copied
		(CTRL-C) and pasted (CTRL-V)
		
		
	3. Controls for both modes
	
		- + to navigate the current SFX
	    < > to change the speed.
		SPACE to play/stop
		A to release a looping sample
		Left click or right click to increase / decrease the SPD or LOOP values
		 // Hold shift when clicking to increase / decrease by 4
		 // Alternatively, click and drag left/right or up/down
		Shift-click an instrument, effect, or volume to apply to all notes.
	
	
	:: Effects
	
		0 none
		1 slide          //  Slide to the next note
		2 vibrato        //  Rapidly vary the pitch within one quarter-tone
		3 drop           //  Rapidly drop the frequency to very low values
		4 fade in        //  Ramp the volume up from 0
		5 fade out       //  Ramp the volume down to 0
		6 arpeggio fast  //  Iterate over groups of 4 notes at speed of 4
		7 arpeggio slow  //  Iterate over groups of 4 notes at speed of 8
		
		If the SFX speed is <= 8, arpeggio speeds are halved to 2, 4


:: Music Editor

	Music in PICO-8 is controlled by a sequence of 'patterns'. Each pattern is a list of
	4 numbers indicating which SFX will be played on that channel.
	
	
	:: Flow control
	
		Playback flow can be controlled using the 3 buttons at the top right.
	
		When a pattern has finished playing, the next pattern is played unless:
	
		- there is no data left to play (music stops)
		- a STOP command is set on that pattern (the third button)
		- a LOOP BACK command is set (the 2nd button), in which case the music player searches
			back for a pattern with the LOOP START command set (the first button) or returns to
			pattern 0 if none is found.
	
		When a pattern has SFXes with different speeds, the pattern finishes playing when
		the left-most non-looping channel has finished playing. This can be used to set up
		time signatures that don't divide into 32, or double-time drum beats etc.
	
	
	:: Copying music between or within cartridges
	
		To select a range of patterns: click once on the first pattern in the pattern 
		navigator, then shift-click on the last pattern. Selected patterns can be copied 
		and pasted with CTRL-C and CTRL-V. When pasting into another cartridge, the SFX 
		that each pattern points to will also be pasted (possibly with a different index) 
		if it does not already exist.

	
============================================================================================
	Lua Syntax Primer
============================================================================================

	PICO-8 programs are written using Lua syntax, but do not use the standard Lua library.
	The following is a brief summary of essential Lua syntax.

	For more details, or to find out about proper Lua, see www.lua.org.

	:: Comments

		-- use two hyphens like this to ignore everything until the end of the line
		--[[ multi-line
		comments ]]
	
	
	:: Types and assignment

		Types in Lua are numbers, strings, booleans and tables;

		NUM = 12/100
		S = "THIS IS A STRING"
		B = FALSE
		T = {1,2,3}
	
		Numbers in PICO-8 are all 16:16 fixed point. They range from -32768.0 to 32767.99
	
		Hexedecimal notation with optional fractional parts can be used:
			0x11        -- 17
			0x11.4000   -- 17.25
	
		Dividing by zero evaluates as the largest possible number: 0x7fff.ffff
	

	:: Conditionals

		IF NOT B THEN
			PRINT("B IS FALSE")
		ELSE
			PRINT("B IS NOT FALSE")
		END
	
		-- with ELSEIF
	
		IF X == 0 THEN
			PRINT("X IS 0")
		ELSEIF X < 0 THEN
			PRINT("X IS NEGATIVE")
		ELSEIF X > 0 THEN
			PRINT("X IS POSITIVE")
		ELSE
			PRINT("THIS IS LINE IS NEVER REACHED")
		END
	
		IF (4 == 4) THEN PRINT("EQUAL") END
		IF (4 ~= 3) THEN PRINT("NOT EQUAL") END
		IF (4 <= 4) THEN PRINT("LESS THAN OR EQUAL") END
		IF (4 > 3) THEN PRINT("MORE THAN") END

	:: Loops

		FOR X=1,5 DO
			PRINT(X)
		END
		-- prints 1,2,3,4,5

		X = 1
		WHILE(X <= 5) DO
			PRINT(X)
			X = X + 1
		END
	
		FOR X=1,10,3 DO PRINT(X) END   -- 1,4,7,10

		FOR X=5,1,-2 DO PRINT(X) END  -- 5,3,1
	

	:: Functions and Local Variables

		Y=0 
		FUNCTION PLUSONE(X)
			LOCAL Y = X+1
			RETURN Y
		END
		PRINT(PLUSONE(2)) -- 3
		PRINT(Y)          -- 0


	:: Tables
	
		In Lua, tables are a collection of key-value pairs where the key and value types can both 
		be mixed. They can be used as arrays by indexing them with integers.

		A={} -- create an empty table
		A[1] = "BLAH"
		A[2] = 42
		A["FOO"] = {1,2,3}

		-- Arrays use 1-based indexing by default
	
		A = {11,12,13,14}
		PRINT(A[2]) -- 12
	
		-- The size of a table indexed with sequential 1-based integers:
	
		PRINT(#A)   -- 4
	
		-- Indexes that are strings can be written using dot notation
	
		PLAYER = {}
		PLAYER.X = 2 -- is equivalent to PLAYER["X"]
		PLAYER.Y = 3

		-- see also the tables section in the api reference below.

	
	:: PICO-8 Shorthand

		PICO-8 also allows several non-standard, shorter ways to write common patterns.
	
		1. IF THEN END statements on a single line can be expressed without the THEN & END
	
		IF (NOT B) I=1 J=2
	
		-- is equivalent to: IF (NOT B) THEN I=1 J=2 END
		-- note that the condition must be surrounded by brackets.
	
	
		2. unary math operators
	
		a += 2  -- equivalent to: a = a + 2
		a -= 2  -- equivalent to: a = a - 2
		a *= 2  -- equivalent to: a = a * 2
		a /= 2  -- equivalent to: a = a / 2
		a %= 2  -- equivalent to: a = a % 2
	
	
		3. != operator
	
		Not shorthand, but pico-8 also accepts != instead of ~= for "not equal to"


============================================================================================
	API
============================================================================================

	PICO-8 is built on the Lua scripting language, but does not include the Lua standard library.
	Instead, a small api is offered in keeping with PICO-8's minimal design and limited screen
	space. For an example program that uses most of the api functions, see /DEMOS/API.P8 
	
	Functions are written here as:
	function_name parameter [optional_parameter]

	System functions called from commandline can omit the usual brackets and string quotes:
	load blah.p8 --> load("blah.p8")

	
--------------------------------------------------------------------------------------------------------
	System
--------------------------------------------------------------------------------------------------------


	load filename
	save filename
		Load or save a cartridge
	
		Use ".png" format to save a png -- otherwise text format (".p8") is used.
	
		The ".p8" can be omitted in both cases, and it is automatically added
			save("blah") --> save("blah.p8")
			save("blah.png") --> save("blah.p8.png")
			load("blah.png") --> load("blah.p8.png") (if blah.png doesn't exist)
	
		Same goes for loading. If the file is not found, pico-8 will try again with ".p8" inserted.
	
		The ".png" can also be omitted, but only when loading
			load ("blah") --> tries "blah.p8.png" and then "blah.png" if "blah.p8" doesn't exist
	
		Once a cartridge has been loaded or saved, it can also be quick-saved with CTRL-S

		Use a filename of "@clip" to load or save to the host's clipboard.

		:: Saving .png carts with a text label and preview image
	
		To generate a preview image saved with the cart, run the program first and press F7 to grab
		whatever is on the screen. The first two lines of the program starting with '--' are also drawn 
		to the cart's label.

		e.g.
		-- OCEAN DIVER LEGENDS
		-- BY LOOPY
	
	
		:: Code size restrictions for .png format
	
		When saving in .png format, the compressed size of the code must be less than 15360 bytes. To find 
		out the current size of your code, use the INFO command. The compressed size limit is not enforced
		for .p8 format. In most cases you don't need to worry about the compressed size, as the token 
		limit (8192) will be reached first.


	folder
		Open the carts folder in the host operating system.

	ls
		List all files in the current folder

	run
		Run from the start of the program
		Can be called from inside a program to reset program.

	resume
		Run from the existing cart state (flakey)

	reboot
		Reboot the machine
		Useful for starting a new project

	info
		Print out some information about the cartridge:
		code size, tokens, compressed size
	
	flip
		Flip the back buffer to screen and wait for next frame (30fps)
		Don't normally need to do this -- _draw() calls it for you.
	
		If your program does not call flip before a frame is up, and a _draw() callback
		is not in progress, the current contents of the back buffer are copied to screen.

	printh str [filename] [overwrite]
		Print a string to host operating system's console for debugging.
	
		If filename is set, append the string to a file on the host operating system
			// (in the current directory -- use FOLDER to view)
		Setting overwrite to true causes that file to be overwritten rather than appended.
		Use a filename of "@clip" to write to the host's clipboard.
			// use stat(4) to read the clipboard, but the contents of the clipboard are only
			// available after user presses CTRL-V during runtime (for security reasons).

	stat x

		Get system status where x is:

		0 Memory useage (0..1024)
		1 CPU used since last flip (1.0 == 100% CPU at 30fps)
		4 Clipboard contents (after user has pressed CTRL-V)
	
		16..19 Index of currently playing SFX on channels 0..3
		20..23 Note number (0..31) on channel 0..3


	extcmd x
	
		Special system command, only works when running a local cart. 
		Where x is a string:
		
		"label"  set cart label
		"screen" save a screenshot
		"rec"    set video start point
		"video"  save a .gif


--------------------------------------------------------------------------------------------
	Program Structure
--------------------------------------------------------------------------------------------

	There are 3 special functions that, if defined by the user, are called during program 
	execution:
	
		_update()
			Called once per update at 30fps
	
		_draw()
			Called once per visible frame
		
		_init()
			Called once on program startup


	_draw() is normally called at 30fps, but if it can not complete in time, pico-8 will
	attempt to run at 15ps and call _update() twice per visible frame to compensate.
	
	
	
	:: Running PICO-8 at 60fps

		If _update60() is defined instead of _update(), PICO-8 will run in 60fps mode:
	
			- both _update60() and _draw() are called at 60fps
			- half the PICO-8 CPU is available per frame before dropping down to 30fps

		** please note that not all PICO-8s support 60fps. On machines that do not support it,
		_update60() will instead be called twice per frame and _draw() at 30fps. You can check 
		the behaviour of your program running at 30fps by adding the following snippet to the 
		bottom of your code:
	
		u60=_update60 _update60=nil function _update() u60() u60() end


--------------------------------------------------------------------------------------------
	Graphics
--------------------------------------------------------------------------------------------

	PICO-8 has a single bank of 128 8x8 sprites, plus another 128 that overlaps with the
	bottom half of the map data ("shared data"). These 256 sprites are collectively called
	the sprite sheet, and can be thought of as a 128x128 pixel image.

	All of PICO-8's drawing operations are subject to the current draw-state. The draw-state
	includes a camera position (for adding an offset to all coordinates), palette mapping 
	(for recolouring sprites), clipping rectangle, and a draw colour that can optionally be 
	set by any relevant function but otherwise persists.

	The draw state is reset each time a program is run. This is equivalent to calling:
	clip() camera() pal() color()

	Colours indexes:
	
	 0  black   1  dark_blue   2  dark_purple   3  dark_green  
	 4  brown   5  dark_gray   6  light_gray    7  white
	 8  red     9  orange     10  yellow       11  green       
	12  blue   13  indigo     14  pink         15  peach


	clip [x y w h]

		Sets the screen's clipping region in pixels
		clip() to reset
	
	
	pget x y
	pset x y [c]

		Get or set the colour (c) of a pixel at x, y.
	
	
	sget x y
	sset x y [c]

		Get or set the colour (c) of a spritesheet pixel.
	
	
	fget n [f]
	fset n [f] v

		Get or set the value (v) of a sprite's flag
		f is the flag index 0..7
		v is boolean and can be true or false
	
		The initial state of flags 0..7 are settable in the sprite editor,
		using the line of little colourful buttons.
	
		The meaning of sprite flags is up to the user, or can be used to
		indicate which group ('layer') of sprites should be drawn by map.

		If the flag index is omitted, all flags are retrieved/set as a bitfield
		fset(2, 1+2+8)   -- sets bits 0,1 and 3
		fset(2, 4, true) -- sets bit 4
		print(fget(2))   -- 27 (1+2+8+16)


	print str [x y [col]]

		Print a string
		If only str is supplied, and the cursor reaches the end of the screen,
		a carriage return and vertical scroll is automatically applied.
		(terminal-like behaviour)


	cursor x y

		Set the cursor position and carriage return margin


	color col

		Set the default color to be used by drawing functions
	
	
	cls

		Clear the screen


	camera [x y]

		Set a screen offset of -x, -y for all drawing operations
		camera() to reset
	
	
	circ     x y r [col]
	circfill x y r [col]

		Draw a circle or filled circle at x,y with radius r


	line x0 y0 x1 y1 [col]

		draw line


	rect     x0 y0 x1 y1 [col]
	rectfill x0 y0 x1 y1 [col]

		Draw a rectange or filled rectange
	

	pal c0 c1 [p]

		Draw all instances of colour c0 as c1 in subsequent draw calls

		pal() to reset to system defaults (including transparency values)
		Two types of palette (p; defaults to 0)
			0 draw palette   : colours are remapped on draw    // e.g. to re-colour sprites
			1 screen palette : colours are remapped on display // e.g. for fades
		c0 colour index 0..15
		c1 colour index to map to
	

	palt c t

		Set transparency for colour index to t (boolean)
		Transparency is observed by spr(), sspr() and map()
		e.g. palt(8, true) -- red pixels not drawn
		palt() resets to default: all colours opaque except colour 0
	


	spr n x y [w h] [flip_x] [flip_y]

		draw sprite n (0..255) at position x,y
		width and height are 1,1 by default and specify how many sprites wide to blit.
		Colour 0 drawn as transparent by default (see palt())
		flip_x=true to flip horizontally
		flip_y=true to flip vertically


	sspr sx sy sw sh dx dy [dw dh] [flip_x] [flip_y]

		Stretch rectangle from sprite sheet (sx, sy, sw, sh) // given in pixels
		and draw in rectangle (dx, dy, dw, dh)
		Colour 0 drawn as transparent by default (see palt())
		dw, dh defaults to sw, sh
		flip_x=true to flip horizontally
		flip_y=true to flip vertically


--------------------------------------------------------------------------------------------
	Tables
--------------------------------------------------------------------------------------------
	
	
	add t v

		Add value v to the end of table t.
		Equivalent to t[#t+1] = v

			FOO={}        -- create empty table
			ADD(FOO, 11)
			ADD(FOO, 22)
			PRINT(FOO[2]) -- 22

	del t v

		Delete the first instance of value v in table t
		The remaining entries are shifted left one index to avoid holes.
		Note that v is the value of the item to be deleted, not the index into the table!
		del() can be called safely on a table's item while iterating over that table.

			A={1,10,2,11,3,12}
			FOR ITEM IN ALL(A) DO
				IF (ITEM < 10) THEN DEL(A, ITEM) END
			END
			FOREACH(A, PRINT) -- 10,11,12
			PRINT(A[3])       -- 12


	all t

		Used in FOR loops to iterate over all items in a table (that have a 1-based integer index), 
		in the order they were added.
	
			T = {11,12,13};
			ADD(T,14)
			ADD(T,"HI")
			FOR V IN ALL(T) DO PRINT(V) END -- 11 12 13 14 HI
			PRINT(#T) -- 5


	foreach t f

		For each item in table t, call function f with the item as a single parameter.
	
			FOREACH(T, PRINT)


	pairs t

		Used in FOR loops to iterate over table t, providing both the key and value for each item.
		Unlike all(), pairs() iterates over every item regardless of indexing scheme.
		Order is not guaranteed.
	
			T = {["HELLO"]=3, [10]="BLAH"}
			T.BLUE = 5;
			FOR K,V IN PAIRS(T) DO
				PRINT("K: "..K.."  V:"..V)
			END

		Output:
		
			K: 10  v:BLAH
			K: HELLO  v:3
			K: BLUE  v:5


--------------------------------------------------------------------------------------------
	Input
--------------------------------------------------------------------------------------------

	btn [i [p]]

		get button i state for player p (default 0)
		i: 0..5: left right up down button_o button_x
		p: player index 0..7
	
		If no parameters supplied, returns a bitfield of all 12 button states for player 0 & 1
			// P0: bits 0..5  P1: bits 8..13
	
		Default keyboard mappings to player buttons:
			player 0: cursors, Z,X / C,V / N,M
			player 1: ESDF, LSHIFT,A / TAB,Q,E


	btnp [i [p]]

		Same as btn() but only true when the button was not pressed the last frame
		btnp() also returns true every 4 frames after the button is held for 15 frames.
	
		Useful for things like 'press a button to continue' or menu item movement.


--------------------------------------------------------------------------------------------
	Audio
--------------------------------------------------------------------------------------------

	sfx n [channel [offset]]

		play sfx n on channel (0..3) from note offset (0..31)
		n -1 to stop sound on that channel
		n -2 to release sound on that channel from looping
		any music playing on the channel will be halted
		offset in notes (0..31)
	
		channel -1 (default) to automatically choose a channel that is not being used
			// if nothing plays, check you gave music() a channel_mask so that music
			// playback doesn't hog all channels. (e.g. 1+2 for the first two channels) 


	music [n [fade_len [channel_mask]]]

		play music starting from pattern n (0..63)
		n -1 to stop music
		fade_len in ms (default: 0)
		channel_mask specifies which channels to reserve for music only
			e.g. to play on channels 0..2: 1+2+4 = 7
		
		Reserved channels can still be used to play sound effects on, but only when that
		channel index is explicitly requested by sfx().


--------------------------------------------------------------------------------------------------------
	Map
--------------------------------------------------------------------------------------------------------

	mget x y
	mset x y v

		get or set map value (v) at x,y

	map cel_x cel_y sx sy cel_w cel_h [layer]

		draw section of map (in cels) at screen position sx, sy (pixels)
		if layer is specified, only cels with the same flag number set are drawn
			// Bitfield. So 0x5 means draw sprites with bit 0 and bit 2 set.
			// defaults to all sprites
	
		exception: sprite 0 is always taken to mean empty.
	
		e.g. map(0,0, 20,20, 4,2)
		-> draws a 4x2 blocks of cels starting from 0,0 in the map, to the screen at 20,20
	
--------------------------------------------------------------------------------------------------------
	Memory
--------------------------------------------------------------------------------------------------------

	PICO-8 has 3 types of memory:

		1. base ram (32k): see layout below. Access with peek() poke() memcpy() memset()
		2. cart rom: same layout as base ram until 0x4300. Copy from cart to base ram with reload()
		3. lua ram (1MB): compiled program + variables. Pay no attention to the man behind the curtain.

		Technical note: // you probably don't need to know this
		While using the editor, the data being modified is in cart rom, but api functions such as spr() 
		and sfx() only operate on base ram. PICO-8 automatically copies cart rom to base ram (i.e.
		calls reload()) in 3 cases:

			1. When a cartridge is loaded (from 0.1.6)
			2. When a cartridge is run
			3. When exiting any of the editor modes


	:: Base ram memory layout
		0x0    gfx
		0x1000 gfx2/map2 (shared)
		0x2000 map
		0x3000 gfx_props
		0x3100 song
		0x3200 sfx
		0x4300 user data
		0x5e00 persistent cart data (256 bytes)
		0x5f00 draw state
		0x5f40 hardware state
		0x5f80 gpio pins (128 bytes)
		0x6000 screen (8k)

		User data has no particular meaning and can be used for anything via memcpy(), peek() & poke().
		Persistent cart data is mapped to 0x5e00..0x5eff but only stored if cartdata() has been called.
		Colour format (gfx/screen) is 2 pixels per byte: low bits encode the left pixel of each pair.
		Map format is one byte per cel, where the byte normally encodes a sprite index.


	peek addr
	poke addr val

		Read and write one byte to an address in base ram.
		Legal addresses are 0x0..0x7fff
		Reading or writing outside causes a fault

	memcpy dest_addr source_addr len

		Copy len bytes of base ram from source to dest
		Sections can be overlapping

	reload dest_addr source_addr len [filename]

		Same as memcpy, but copies from cart rom
		The code section ( >= 0x4300) is protected and can not be read.
		If filename specified, load data from a different cartridge

	cstore dest_addr source_addr len [filename]

		Same as memcpy, but copies from base ram to cart rom
		cstore() is equivalent to cstore(0, 0, 0x4300)
		Can use for writing tools to construct carts or to visualize the state 
		of the map / spritesheet using the map editor / gfx editor.
		The code section ( >= 0x4300) is protected and can not be written to.
	
		If a filename is specified, the data is written directly to that
		cartridge on disk. Up to 64 cartridges can be written in one session.
		See the 'Cartridge Data' section for additional notes on using cstore.
		
		
	memset dest_addr val len

		Set len bytes to val
		(quite fast -- can use to draw unclipped horizonal scanlines etc)
	

--------------------------------------------------------------------------------------------------------
	Math
--------------------------------------------------------------------------------------------------------

	max x y
	min x y
	mid x y z

		Returns the maximum, minimum, or middle value of parameters
		For example, mid(7,5,10) returns 7

	flr x

		Returns the closest integer below x // x-(x%1) 
		flr(4.1)  --> 4
		flr(-2.3) --> -3.0


	cos x
	sin x

		Returns the cosine of x, where 1.0 indicates a full circle
		sin is inverted to suit screenspace
		e.g. sin(0.25) returns -1

		If you'd prefer radian-based trig functions without the y inversion, 
		paste the following snippet near the start of your program:
	
		cos1 = cos function cos(angle) return cos1(angle/(3.1415*2)) end
		sin1 = sin function sin(angle) return sin1(-angle/(3.1415*2)) end
	

	atan2 dx dy

		Converts dx, dy into an angle from 0..1
		As with cos/sin, angle is taken to run anticlockwise in screenspace
		e.g. atan(1, -1) returns 0.125

	sqrt x

		Return the square root of x
	
	abs x

		Returns the absolute (positive) value of x

	rnd x
		Returns a random number n, where 0 <= n < x
		If you want an integer, use flr(rnd(x))
	
	srand x
		Sets the random number seed
		The seed is automatically randomized on cart startup

	Bitwise operations

		band x y
		bor  x y
		bxor x y
		bnot x

		shl  x y
		shr  x y

		// shifts are logicial shifts (the sign bit is not shifted)

--------------------------------------------------------------------------------------------------------
	Custom Menu Items
--------------------------------------------------------------------------------------------------------

	menuitem index [label callback]

		Add an extra item to the pause menu
	
		Index should be 1..5 and determines the order each menu item is displayed
		label should be a string up to 16 characters long
		callback is a function called when the item is selected by the users
	
		When no label or function is supplied, the menu item is removed
	
		example:
		menuitem(1, "restart puzzle", function() reset_puzzle() sfx(10) end)
	

--------------------------------------------------------------------------------------------------------
	Strings
--------------------------------------------------------------------------------------------------------

	s = "the quick brown fox"
	
	-- length
	
		print(#s)          --> 19
	
	
	-- joining strings
		
		print("three "..4) --> "three 4"
	
	
	-- sub() to grab substrings
	
		print(sub(s,5,9))  --> "quick"
		print(sub(s,5))  --> "quick brown fox"


--------------------------------------------------------------------------------------------
	Cartridge Data
--------------------------------------------------------------------------------------------

	Each cartidge is able to store 64 numbers (256 bytes) of persistent data 
	on the user's PICO-8 (rather than on the cart itself). This can be used as
	a lightweight way to store things like high scores or to save player progress.
	
	If you need more than 256 bytes, it is also possible to write directly to the
	cartridge using cstore(). The disadvantage is that the data is tied to that
	particular version of the cartridge. e.g. if a game is updated, players will
	lose their savegames.
	
	Another alternative is to write directly to a second cartridge by specifying
	a fourth parameter to cstore(). This requires a cart swap though (so is 
	slightly slower), and leaves data-cart litter when run from a local folder.


	cartdata id

		Call this once on cartridge load. id is a string up to 64 characters long, and 
		should be unusual enough that other cartridges do not accidentally use the
		same id.
	
		e.g. cartdata("zep_jelpi")
	
		legal characters are a..z, 0..9 and underscore (_)

		returns true iff data was loaded.

		cartdata can not be called more than once per cartridge execution.
	
		Once a cartdata id has been set, the area of memory 0x5e00..0x5eff is mapped 
		to permanent storage, and can either be accessed directly or via dget/dset.
	
	
	dget index

		Get the number stored at index (0..63)
		Use this only after you have called cartdata()

	dset index value

		Set the number stored at index (0..63)
		use this only after you have called cartdata()
	
		There is no need to flush written data -- it is automatically
		saved to permanent storage even if POKE()'ed directly.


--------------------------------------------------------------------------------------------
	GPIO
--------------------------------------------------------------------------------------------

	GPIO stands for "General Purpose Input Output", and allows machines to comunicate with 
	each other. PICO-8 maps bytes in the range 0x5f80..0x5fff to gpio pins that can be
	poke()ed (to output a value -- e.g. to make an LED light up) or peek()ed (e.g. to read
	the state of a switch).
	
	GPIO means different things for different host platforms:
	
	CHIP:         0x5f80..0x5f87 mapped to xio-p0..xio-p7
	Pocket CHIP:  0x5f82..0x5f87 mapped to GPIO1..GPIO6
		// xio-p0 & p1 are exposed inside the prototyping area inside the case.
	Raspberry Pi: 0x5f80..0x5f8f mapped to wiringPi pins 0..7
		// see http://wiringpi.com/pins/ for mappings on different models
	
	CHIP and Raspberry Pi values are all digital: 0 (LOW) and 255 (HIGH)
	
	Note that to have access to gpio pins, you may need to run pico8 as root: 
	
	sudo pico8
	
	A simple program to blink any LEDs attached on and off:
	
	t = 0
	function _draw()
	 cls(5)
	 for i=0,7 do
	  val = 0
	  if (t % 2 < 1) val = 255
	  poke(0x5f80 + i, val)
	  circfill(20+i*12,64,4,val/11)
	 end
	 t += 0.1
	end
	
	:: HTML
	
	Cartridges exported as HTML / .js use a global array of integers (pico8_gpio) to 
	represent gpio pins. The shell HTML should define the array:
	
	var pico8_gpio = Array(128);
	
	
--------------------------------------------------------------------------------------------
	VERSION HISTORY
--------------------------------------------------------------------------------------------


	v0.1.10
	
		Added: Multi-cart export in html
		Added: Cart reset glitch
		Added: Demo carts: bounce, sort
		Added: .p8 format can now store cart labels
		Added: Splore navigation keys: pageup/down, home, end
		Added: Splore useage hint shown on empty favourites list
		Added: Warning on boot when data folder is read-only or can't be created
		Added: Pressing tab with code selected indents those lines (shift-tab to un-indent)
		Added: Double click word to select it
		Added: Trigger screenshot/video/label capture from inside program: extcmd()
		Changed: CTRL+left/right in code editor skips to end of word or span of non-whitespace
		Changed: When a cart terminates from splore, button press is required to continue
		Changed: load("@clip") can only be called from commandline (security)
		Fixed: Can over-allocate host memory if exceed it within one frame
		Fixed: atan2(-1, -32768) crash, and error for small values of dy
		Fixed: (Web) using cstore() on self causes unloadable cart (bug introduced in 0.1.8?)
		Fixed: (web) Pressing ctrl-v crashes the player (should do nothing)
		Fixed: (Raspberry Pi) WiringPi library required in static build
		Fixed: (Raspberry Pi) Crash on exit when launching via desktop icon
		Fixed: (Raspberry Pi) keyboard input broken (observed on raspi2s)


	v0.1.9b

		Added: Alternative function key mapping: ctrl-6..9 for F6..F9
		Added: Alternative glyph entry method: (ctrl-k) to toggle glyph mode
		Changed: Enter glyphs with shift a..z, but can be disabled in config.txt 
		Changed: Increased emscripten ram to 128MB (some carts at risk of running out)
		Fixed: Crash when window size is tiny or minified
		Fixed: Crash on toggling fullscreen mode
		Fixed: printh can write files outside filetree (security issue)
		Fixed: show_fps (can also now be toggled with ctrl-1)
		Fixed: Shorthand if/then syntax error when using the form: (functionname)(param)
		Fixed: log.txt not saved in path specified by -home switch
		Fixed: Default application data folder created even when -home specified
		Fixed: Missing dynamic builds (pico8_dyn) from linux archives
		Fixed: Removed unneeded RPATH from linux binaries
		Fixed: export foo%d.wav fails to write multiple files 

	v0.1.9
	
		Added: Copy and paste sprites and whole cartridges directly to BBS posts 
		Added: JAM category in splore
		Added: GPIO support for Raspberry Pi
		Added: Read clipboard using stat(4) after user presses CTRL-V
		Added: printh() can optionally write to a file or the host clipboard
		Added: Editor tool information and tips shown on mouseover
		Added: Set desktop path with -desktop (screenshots and gifs are saved here)
		Added: Warning on saving .p8 when compressed code size exceeds .p8.png limit
		Added: Alternative editor colours // config.txt: gui_theme 1
		Added: Dotted line every 8 rows in song view
		Added: -screenshot_scale (default: 3) and -gif_scale (default: 2)
		Added: Can use ctrl-up, ctrl-down to jump to start and end of code
		Added: CTRL-M to mute/unmute sound
		Added: HTML5-exported carts support 60fps
		Added: Timeout switch for splore downloads: -timeout
		Changed: Glyph characters typed with alt + a..z 
		Changed: stat(0) does not include allocations waiting to be garbage collected
		Changed: Unfiltered screen stretching at integer scales by default
		Changed: Removed -aspect and -scale settings (use draw_rect instead)
		Fixed: -home has no effect under Windows
		Fixed: Sometimes frame skipping starts before CPU useage has reached 100%
		Fixed: Double-speed BTNP() timing in 60fps mode
		Fixed: Exported HTML fails when _update60 is used instead of _update
		Fixed: Can't copy and paste button glyphs
		Fixed: Lines containing glyphs do not scroll far enough horizontally 
		Fixed: Loading .p8 renamed as .p8.png from splore freezes
		Fixed: Bucketfill in map doesn't sync to shared memory
		Fixed: fset fails when de-setting flags
		Fixed: Syntax error when beginning with the form: IF (..) [OR|AND]\n  
		Fixed: cls() costs twice as much cpu as it should
		Fixed: wav file exporter missing some data / writing truncated buffers
		Fixed: Entering new notes in song view doesn't observe current volume, instrument
		Fixed: alt-tab sometimes generates alt character text entry event
		Fixed: Resuming a cancelled download in splore causes crash
		Fixed: Controller attributes in log.txt always shown as -1	
		
		
	v0.1.8
	
		Added: 60fps support
		Added: Music exporter
		Added: Custom GIF length (maximum 120 seconds)
		Added: -,+ to navigate sprite tabs, sfx, music patterns
		Added: sfx editor: navigate with home, end, pageup/down, mousewheel
		Added: <, > to modify sfx speed, or click and drag
		Added: Middle mouse button to pan around spritesheet / map
		Added: Shortcut command for splore: S
		Added: Pre-installed selection of BBS cart (use INSTALL_GAMES)
		Added: Warning when saving .p8.png with no label 
		Added: (OSX) logging to ~/Library/Logs (viewable with Console.app)
		Added: -pixel_perfect switch (on by default)
		Added: -draw_rect switch
		Changed: Can not CTRL-S save over a loaded bbs cart
		Changed: Only .p8 files listed by dir() and by splore
		Changed: Command history increased to 256
		Changed: exit() / shutdown() have no effect while running cart
		Fixed: Memory useage (stat(0)) inconsistent across host platforms
		Fixed: Spinny disks shows when reloading current cart with load()
		Fixed: GIF saver does not respect 64x64 / mirrored modes
		Fixed: Miscellaneous multi-line comments / strings issues
		Fixed: Empty map cels cost cpu in mapdraw()
		Fixed: mapdraw() slowdown when drawing bottom half of map
		Fixed: preprocess changes semantics when += and : operators on same line
		Fixed: Identifiers starting with underscore counted as extra token
		Fixed: Saving .png exceeding compressed code limit fails silently
		Fixed: Right-clicking a sprite does not set the currently edited sprite
		Fixed: (Windows) extra space added to pasted lines
		Fixed: spr() expensive when drawn with low negative coordinates
		Fixed: pipe character identical to colon character
		Fixed: (Raspberry Pi) shift key appends a character when entering text
		Fixed: Editor mode buttons are still clickable during cart runtime
		Fixed: When loading a .p8.png file, label is reset and needs to be re-captured
		Fixed: export() does not report failure
		Fixed: mset()'d changes in shared memory not readable via peek() / sget()
		Fixed: cstore() saving edited code
		Fixed: audio pop between patterns during music playback

	v0.1.7
	
		Added: menuitem()
		Added: button glyphs in code (shift-L, R, U, D, X, O)
		Added: Customisable data directory (e.g. pico8 -home mydata)
		Added: Web gpio pins: read and write pico8_gpio[] in javscript 
		Fixed: SPLORE search doesn't reset
		Fixed: Splore skipping 33rd cart listing after loading more items
		Fixed: Crash when selecting a local binary file in splore
		Fixed: Semicolon can't be used as a list or statement separator 
		Fixed: Exported html can not cstore self


	v0.1.6

		Added: SPLORE local & bbs cartridge explorer
		Added: setmetatable(), cocreate(), coresume(), costatus(), yield()
		Added: Spinning cart icon to show when a cart is swapped / written to
		Added: Permanent storage when carts played in a browser
		Added: Adjustable aspect ratio (-aspect 420 for 1:1)
		Changed: Lua memory limit: 1024k (was 512k)
		Changed: Music channel now resumes after being clobbered by an sfx 
		Changed: Arpeggios double speed when SFX speed <= 8
		Changed: Exceeding compressed code limit does not block saving in .p8 format 
		Changed: spr() half as expensive, to be consistent with map()
		Changed: Fractional hex number notation: 0x0.3 == 0x0.3000, (was 0x0.0003)
		Changed: : operator doesn't count as an extra token (same as .)
		Changed: cstore() writes directly to disk
		Changed: cstore(), reload() return number of bytes read / written
		Changed: save() while running does nothing. (use cstore() instead)
		Changed: load() while running loads and runs the specified cartridge 
		Fixed: Small pops in audio mixer caused by sound wave discontinuities
		Fixed: HTML5-exported sound clicks badly under Chrome
		Fixed: Display palette is not oberserved when exporting GIFs
		Fixed: Rapid keypresses causes duplicate readings in tracker & text editor
		Fixed: += inside comments breaks preprocessor
		Fixed: sspr() cpu cost the same when clipped
		Fixed: cartdata() with bad parameters crashes
		Fixed: EXPORT from commandline can not be used without brackets and quotes
		

	v0.1.5
	
		Added: Raspberry Pi Build
		Added: Keyboard configuration for player buttons (KEYCONFIG) 
		Added: Music tracker select / copy / paste
		Added: Single-level undo in audio tools
		Added: Live preview of frequencies in sound editor
		Fixed: Command history extends past last reboot
		Fixed: Sfx exporter broken
		Fixed: Slashes at end of path resolve to double slashes
		Fixed: Load cart from commandline under Windows
		

	v0.1.4d
	v0.1.4c
	
		Fixed: International character entry inserting extra characters
		Fixed: Lines with tabs have broken cursor placement and display boundary

	v0.1.4b
	
		Fixed: OSX command-key combinations broken
		
	v0.1.4
		
		Added: spritesheet importing and exporting with import("blah.png"), export("blah.png")
		Added: sfx exporting with export("blah%d.wav")
		Added: External cartridge parameter for reload() and cstore()
		Added: Persistent cartridge data mapped to 0x5e00
		Added: Click token limit to toggle token & char limit display
		Added: assert(), type()
		Added: P to pause
		Changed: code char limit: 64k (was 32k)
		Changed: local declarations and semicolons not counted as tokens
		Changed: Pairs of brackets and block delimitations count as one token
		Changed: Only _update() or _draw() need to exist to enter main loop
		Changed: Allow forward-slash in code editor
		Changed: info() reports current (last loaded or saved) filename
		Changed: html5 version compiled with NO_DYNAMIC_EXECUTION 
		Changed: can only cstore up to 64 different files in one session
		Changed: load() automatically copies data section of cart to base ram
		Fixed: Shift-drag-copy sprites -> paste only pastes 1x1
		Fixed: ".." should count as one token
		Fixed: Tracker displaying D instead of .
		Fixed: Multi-line comments
		Fixed: Crash on run when code close to char limit
		Fixed: When over token limit, can not run any command
		Fixed: Unused high bits in SFX section not saved in .p8 format
		Fixed: Camera position memory mapping out of sync
		Fixed: pico8.txt link broken in windows installer
		Fixed: print() crashes when parameter is not a string or numbers
		Fixed: Multi-line strings & escape chars mess up tokenizer and print()
		Fixed: Joystick not responding when left stick is up to the left
		Fixed: Alt-F4 saves screenshot before quitting
		Fixed: Sprite editor mode button doesn't show fullscreen mode
		Fixed: -sound parameter not working in html5 version 
		
		
	v0.1.3
	
		Added: paste into commandline
		Fixed: lua standard libraries accessible
		Fixed: command-line loading doesn't work
		Fixed: music pattern finished too early when all tracks set to looping 
		Fixed: peek()ing odd bytes in sfx address space masks bit 7
		Fixed: cstore and reload from code space should have no effect
	
	v0.1.2
	
		Added: html5 cartridge exporter
		Added: Cartridge save data (64 fixed point numbers)
		Added: 8-player input
		Added: Demo carts: COLLIDE and BUTTERFLY
		Added: Command-line parameters // load cart, -run, settings
		Added: Alternative function keys (F6..F9 aliased as F1..F4)
		Added: pairs()
		Added: printh() for debugging
		Added: Tab completion for filenames in console
		Added: stack trace on runtime error
		Changed: music pattern length taken to be first non-looping channel's length
		Changed: noise instrument (6) has low frequency white noise scaled by volume
		Changed: screenshot captures whole window contents at display resolution
		Changed: del() moves remaining items up one index to maintain a packed table
		Changed: add(),del(),count(),all() no longer store extra fields
		Changed: removed count() from docs -- now just a legacy function. Use # operator instead.
		Changed: cursor only blinks while window is active
		Changed: peek(), poke() and binary operations (band()..) have no function call overhead
		Changed: yellow slightly warmer
		Changed: No camera snapping after pan in map mode
		Fixed: sqrt() crashing for 0 or >= 32761
		Fixed: Semi-colon characters in text editor
		Fixed: Long lines split when saving in .p8 format 
		Fixed: pget() does not respect camera position
		Fixed: Error message when peeking or poking outside of legal address space
		Fixed: Search replace colour fills one pixel outside of selected region
		Fixed: Playing an empty music pattern breaks subsequent music playback
		Fixed: Invalid sfx editing state on startup
		Fixed: Painting instruments values in frequency view also sets volumes
		Fixed: Inconsistent gif recording speeds
		Fixed: Unmapped joystick support
		Fixed: Compressed code size sometimes larger than uncompressed
		Fixed: mid() fails when first argument is not smallest
		Fixed: Scroll wheel changes sprite/map zoom while in code editor
		Fixed: CTRL-R (quick-run) drawing over current line in command mode
		Fixed: Label capture (F7) does not respect screen palette state
		Fixed: Syntax highlighting of api functions and hex numbers
		Fixed: Looping to 0 with negative step finishes at 1
		Fixed: nil values printed as false instead of nil
		Fixed: Hexedecimal fractional parts
		Fixed: btnp() unresponsive when skipping frames
		Fixed: Editing mode is lost when using ctrl-r to run
		Fixed: Tracker note entry keys mapped, messing up piano-like layout
		Fixed: Shared gfx/map memory out of sync after some editor operations
		Fixed: Alt-gr character entry
		Fixed: Can map display palette to entries >= 16 using poke()
		Fixed: Using shift to select in code editor has wrong selection range
		Fixed: Dragging above top of text causes selection to flip to end
		Fixed: Duplicate at end of file listing
		
		
	v0.1.1

		Added: Token-based code limiting (8192 tokens, 32k ascii text)
		Added: Freeform move, pan and selection in sprite and map editors
		Added: Flood-fill tool (sprite and map)
		Added: .GIF saver
		Added: CTRL-Stamp to stamp with transparency
		Added: Single-step undo for map and sprites
		Added: 2x2 brush
		Added: sqrt(), atan2()
		Added: CTRL-S to quick-save
		Added: CTRL-R reloads .p8 file and runs (useful for external text editing)
		Added: Automatic backups on overwriting or quitting without saving
		Added: Scroll wheel zooms in sprite editor
		Added: Customisable resolution //  e.g. pico8 -width 580
		Added: Strings highlighted as green
		Added: ALT-click can optionally simulate right click (see config.txt)
		Added: palt() to control transparency for spr(), sspr()
		Added: info()
		Changed: load() tries adding .p8.png, .png if file doesn't exist
		Changed: Draw operations apply only to selection when active
		Changed: Move operations (cursors) apply to selection if present
		Changed: Removed time()
		Changed: Random seed is random on cart startup
		Changed: api functions never read directly from cart rom
		Changed: sspr() can take negative values for dw, dh
		Fixed: Sparse table indexing with integers fails
		Fixed: Assignment operators and shortform if-then-else failing
		Fixed: sspr() failed when w0 == 128
		Fixed: Circle drawing broken when camera not (0,0)
		Fixed: CPU hogging
		Fixed: Noise instrument clobbers rnd() sequence
		Fixed: Audio system not resetting on program reset
		Fixed: % operator sometimes wrong for negative values
		Fixed: Length operator (#)
		Fixed: Power operator (^)
		Fixed: Line clipping bug on right and bottom edges
		Fixed: print() precision for whole numbers
		Fixed: print() broken for negative y values
		Fixed: tokenization and keyword highlighting
		Fixed: sprite properties not copied/pasted
		Fixed: Only sfx 0..32 could be used as music patterns
		Fixed: Saving and loading a .p8 file adds newline to end of code
		Fixed: Drag selection to left margin in code editor -> selects all
		
		
	v0.1.0

		Added: demo cart: hello.p8 (use install_demos)
		Added: CTRL-R from anywhere to run cart or restart cart
		Added: use a,s to select colour in gfx editor
		Added: consistent operation cpu costs
		Added: btn(), btnp() with no arguments returns bitfield
		Added: fget(id) returns bitfield of that sprite's flags
		Changed: renamed mapdraw() to map() for consistency
		Changed: default sleep time is 5ms (better cpu consumption for laptops)
		Fixed: memory limiter
		Fixed: wonky line and circle drawing
		Fixed: shift-click volume in sfx editor to set all
		Fixed: number formatting is now never in scientific notation
		Fixed: clipped error messages in console
		Fixed: text undo stores rollback points when chaning line number
		Fixed: print(str) carriage returns to previous x


	v0.0.5

		Added: help()
		Added: Ctrl+F / Ctrl+G to search for text, repeat search
		Added: del key in code editor
		Added: Short-hand single-line IF statements
		Added: Unary operators += -= /= *= %=
		Added: srand(), time(), added rnd() to docs
		Added: Ctrl+D to duplicate line
		Added: interactive ls() for multi-page file listings
		Added: band() bor() bxor() bnot() shl() shr()
		Added: runtime error line number
		Added: dir() (aliased to ls())
		Changed: print() only autoscrolls when called with no parameters
		Changed: alt+up/down to skip between function definitions (was ctrl)
		Changed: sspr() dw, dh defaults to sw, sh
		Fixed: Load crashes on files that are not .p8 format or directories
		Fixed: Misc editor cursor position glitches
		Fixed: Crash when syntax error occurs before viewing code
		Fixed: Broken newlines after rebooting
		Fixed: mkdir() called with no parameters creating "(null)" directory
		Fixed: scrolling past top of code with scrollwheel
		Fixed: alt-f4 to fastquit


	v0.0.4

		Added: Jelpi demo cart
		Added: Internal carts // use install_demos()
		Added: Joystick support
		Added: Undo/redo in code editor
		Added: Scroll wheel in code editor
		Added: LCTRL + UP/DOWN to navigate functions in code editor
		Added: LALT + LEFT/RIGHT to switch editing modes
		Added: btnp()
		Added: Release looping sample (a in editor , sfx(-2, channel) in code)
		Changed: Music stops when pausing program execution
		Changed: Allow 8 settable sprite flags
		Changed: Made noise instrument more bassy
		Fixed: Home, end keys
		Fixed: Sprite flags 4,5 not saved
		Fixed: mset() discarding 4 high bits
		Fixed: Crash when highlighting long strings


	v0.0.3

		Added: Palette mapping type 1 (on display)
		Added: Collections can be initialized with c={1,2,..}
		Added: holdframe() // used automatically by _draw(), update()
		Added: Sprite selections and operations across selections
		Added: Map selection and stamp tool
		Added: Immediate mode screen buffer preserved while switching views
		Added: Channel mask for music playback
		Added: Memory mapping for live sound data
		Added: .png cart format
		Added: Sprite navigation by keyboard (-, +)
		Fixed: Strict 4-channel sound
		Fixed: Automatic sfx channel selection (channel index: -1)


	v0.0.2

		Added: Command history
		Added: P2 keys
		Added: Boot sequence
		Added: Windows, 64-bit linux builds
		Added: CPU cost of internal api functions
		Added: Separate song channel index and mute status
		Added: Memory mapping
		Added: Search/replace colour in sprite editor
		Added: Copy/paste sprites and map regions
		Improved: Immediate mode command editing
		Improved: Editor cursor behaviour
		Fixed: Automatic audio channel selection


	v0.0.1 

		First Alpha



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