The PICO-8 homepage seems to imply there's a version available for the raspberry Pi, but I'm not seeing it anywhere. Is it just not released yet during alpha, or am I missing something? At first I thought it would be included with the Linux download, but it's compiled to the 80386 architecture and so of course will not work on ARM.
Spent my evening making a simple thing that pokes colors from a few preset palettes to the display memory. Added a modulus feature that makes the scrambling form into a few cool patterns.
Up/Down controls the modulus, Left/Right controls the magnitude (700 max w/ modulus, 1500 without) and Button_A changes the palette.
It may be my controllers, but I have two of the same RetroLink (NES style) controllers plugged in. Pressing right on the first controller triggers down for the second player, pressing down on the first controller triggers left for the second player, and pressing left on the first controller triggers key 2 (Q) for the second player.
I set up the sdl controller text file using http://www.generalarcade.com/gamepadtool/ and the output gave me the following text: bd1200000000000015d0000000000000,RetroLink NES,a:b1,b:b0,back:b8,start:b9,leftx:a0,lefty:a1,platform:Mac OS X,
I tested these results using the API demo cartridge.
Thanks.
Matt

After looking in the forums a little, I've found out how to get Pico-8--but it's not really clear, so I figured I'd put it down in a forum post for anyone looking through Google.
TO ACQUIRE A PICO-8 FANTASY GAMING CONSOLE:
Step 1: Go buy Voxatron.
Step 2: Give it a minute or so. You'll need to let the payments process and such.
Step 3: You will be able to request a download link for the PICO-8 FANTASY GAMING CONSOLE from your MY GAMES tab.
Step 4: Download and start making games!
Original post, for posterity:
The graphics section of pico8.txt contains the following function definition
map mx my sx sy [w 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. |
this is actually the definition for mapdraw. Calling map() opens the map tab of the editor.

Two player game. Players try to draw a line into the other by holding the button down to draw. Pick up ink bottle power-ups to increase your draw speed, ink reserve, and refresh speed.
Player 1 keys: Cursors + Z / N
Player 2 keys: SDFE + tab / shift
Game entered into Ludum Dare 32: An Unconventional Weapon. http://ludumdare.com/compo/ludum-dare-32/?uid=15743
my submission for Ludum Dare 32. left and right arrow keys only
curse the earth with the power of prayer
if you could, please play and rate the game.
thanks zep for the amazing tool!
Howdy folks, this is my submission for LD48 #32! Definitely rough around the edges, but for my first work with Pico8 I am delighted.
There are some moving background and stuff that might cause motion sickness, so I included a no-blinky version that should have most of that gone.
Before playing, read the rules so you know how it works:
- defeat your opponent by making BINGO
- you have a 3x3 bingo card and a hand of 3 numbers below it
- you and the CPU take turns playing numbers until someone gets a bingo
- OR until the DEAD PILE fills up
- numbers played that aren't on either player's board go in the DEAD PILE
- if the DEAD PILE fills up (5 numbers), whoever played the last number loses 5 life
- if someone gets BINGO, the other player takes 5 damage per BINGO plus the size of the DEAD PILE
- you each start with 15hp
There are four stages and it should go quick; hope you enjoy!





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