it would be nice, when the poke() would return the address after the poke, like print() does.
for example:
adr=poke(adr,1) |
should do the same as
poke(adr,1) adr+=1 |
or
adr=poke2(adr,0xffff) |
instead of
poke2(adr,0xffff) adr+=2 |
or
str="abcdef" adr = poke(adr,ord(str,1,#str)) |
instead
str="abcdef" poke(adr,ord(str,1,#str)) adr+=#str |

it would be nice to select where the pause menu should appear. Also the possiblity to draw a custom background for the pause.
For example for a RPG. It would be useful to draw the player-status on screen and the pause-menu on the right button of the screen. In combination with the menuitem-command it would be an easy and "cheap" possibility to create a status-menu. Or display a map of the current level, an inventory and so on.
Suggestion:
menustyle([<position>[,<draw-function>]])
position could be 0=top left, 1=top, 2 top right, 3 left, 4 center (default), 5 right, 6 bottom left, 7 bottom, 8 bottem right
And draw-function is a function which is called direct before the pause-menu appears.

When you want to use the shared part of the worldmap, you can only definied 127 Sprites. In Map-Editor the high-bit 0x80 is completly unused.
It would be nice to set a "Map mode" to use this "wasted" bit. Possible solutions would be one of this
- Flip X
- Flip Y
- Use second palette / apply fill pattern
With Flip you can simple reduce the needed sprites with flipping:
|
[16x16] |
Also second palette you can reuse sprites like here (cloud/bush)
|
[24x16] |

GFXedit for Pico8
Short
GFXedit is a small tool to handle the sprite, map und label data from a p8-file with many features, like export and import as png or lua-data, copy&paste, display the usage of sprite and many more.
Download
Sprite-Overview (left side)
You can simple select an sprite with a left click. If you hold down the mouse button, you can select a group of sprites.
With a right click you can Copy the current selected sprite to the "red border" place. When you have selected only one sprite, shift + right click will replace every appearance in the map.
Over/Under the Sprite overviews are Tabs. "Low" to show the sprites <= 127, "High" for sprites >=128 and "Minimap" to activate the minimap.
Under the Sprite-overview you can find the coordinates in the world (if the cursor is in the Worldmap, the ID of the sprite under the cursor and the flags of the ID under the cursor. You can also sets flags of the current selected sprite here.

CharSet Editor for Pico 8
Download
github.com - CharsetEditor_Pico8
Short manual
A simple tool to create fonts for the virtual console pico8.
Left click on the charset to edit this char. Right click will copy the current char to this position.
Left click on the char will set a dot, right click will delete it. With the cursor keys you can shift the current char. "Set Default" will reset the current charater to the default.
"Lo Width" are for chars with a code <= 127, "Hi Width" for code >=128.
With "Copy" and "Paste" you can copy the complete Charset to the clipboard as a string embeded in [[ ]]. Don't indent the string, it could change the font! In pico 8 you need the following code to transfer the string to the memory:
function str2mem(data) local t,a,i,c,d,str,m = split(data) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=97849#p) |






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