MUZRD
I always wanted to try to speed up or pitch up some of my songs, but in pico-8 you have to go through every SFX manually and do that. So I made a nice commandline tool to help with that! It can't do much from the BBS, so download the cart with "load #muzrd", type "run -h" and see what it can do.
Features:
Please let me know if you encounter any bugs or have any thoughts or suggestions.

My unreeeal_superhero_3.xm cover!
+ A demo
I liked this track ever since i was a little pebble and I finally got enough skill to understand what's going on in the original .xm file and make a decent cover.
(I'm not an expert, so I don't know if it counts as "a demo", there ain't really no super duper tricky shenanigans going on under the hood. I think it's got some sick visuals though. Enjoy!

My music cover dump + A fun music visualizer for you to use!
This visualizer observes everything about your music BUT:
-it does not visualize buzz, reverb & dampen effects;
-Instead of bandfiltered Pico8 noise it just shows plain white noise (and doesn't observe the NOIZ modification effect).
If you want to try this visualizer on your music, download it with LOAD #COLLINNEWMAKER-VIZUALIZER and type RUN [filename].p8
Or you can just copy the code from this cartridge and paste it into your music cart. You can also tackle some controls in the _init section.
If you publish your music cart with this visualizer, please make sure to credit me somewhere.
Do you have examples of carts that imply that pico8 actually existed? Like with an authentic cart label or a "copyright" disclaimer, or something like a pdf MANUAL included with the game, just like how real game cartridges were distributed back then?
I really like the idea of implementing something like this in my games. Here's what I did for one of my tools:
This only extends to the cart label having a "studio" name, a pico8 logo and a creative commons license logo though.

There are 8 sound effects (№0-№7) that can be interpreted either as a custom instrument or a custom waveform. Where in memory does a pico-8 cart store information about what sfx is in waveform-mode? Im guessing there's a byte somewhere in memory with each of its bits corresponding to each SFX mode. The question is - what's the address?


VJ8 - A PICO-8 VJing tool
Add visuals to your music
Get your best playlist blasting, get VJ8 rolling and get the rave going! Use your joystick to change ANIMS - short procedural (or not) animations that put you into trance (effect not guaranteed). Comes with a free distasteful demo song!(i cant make musik)
Use your own animations
Grab your old fancy demos and tweetcarts and turn them into something to be played at the party - just drop the code into VJ8.
The beat's about to drop
Hold the X button during intense parts of your song and let the visuals do their work.
Controls:

Hey everyone.
What year do you think Pico-8 would've been released if it was a real console that physically existed?
Late 80's? 90's? Before or after NES? Let's talk about this.
P.S. Another topic, would Pico-8 be a hand-held or a home console? Personally, I think
it'd be a cube-shaped home console, square-sided just like its display. Similar to GameCube but more "cuber" (with equal dimentions) and quite small in size. Regarding the colors, i think dark grey body with a red outline would look stylish. Like on the picture, but a different color.


so today i made this
use it as you want guys
also maybe it's not token-efficient but
i'll leave it up to you
function randprob_from(l)
--the function expects an
--array of tables like these:
--{p=0.5,v='item name'}
--a "p" value between 0 and 1
--and a "v" value.
--"p" is propability of the
--"v" value being returned
local lim=1
local value=rnd()
for pos in all(l) do
highlimit=lim
lim-=pos.p
lowlimit=lim
if value<highlimit
and value>=lowlimit then
return pos.v
end
end
end |





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