Every console needs a copy of this game!
Use Z or X to start the game.
Update 1.0.1:
Fixed bug where ghosts would get stuck.
Fixed bug where fruit would remain during the gameover sequence.
Added simulated AI bug.
Update 1.0.2:
Fixed death animation speed introduced from a runtime update. It's not perfect though since I have yet to figure out why it's even happening.

This is a quick demo of cart data compression, in order to fit more gfx / maps / music / whatever on a single cart. It's not set up to be a useful tool yet, but you can adapt it if you're keen!
It comes with two functions: comp and decomp that can be used to compress a section of memory to another location, and then back again. You'd only need to include decomp() in the release version of your cart, which is around 95 tokens.
comp(source_addr, destination_addr, length) decomp(source_addr, destination_addr, length) |
If you'd like to try it on your own data to see what kind of compression ratios you can get, copy and paste the program into your cart and then change this line near the end:
len = comp(0x2000,0x6000,0x1000)
0x2000 is where to compress from (in this case, the map -- see pico8.txt and search for memory layout)
0x6000 where to compress to. In this case, the screen -- as a way to visualize what's going on
0x1000 the length of the data to compress. 0x1000 (4k) is the top half of the map.
So if you want to try compressing the first 16 SFXs (68 bytes each), use:
len = comp(0x3200, 0x6000, 68*16)

Hi!
About the hardware specifications...
Display 128x128 16 colours
Cartridge Size 32k
Sound 4 channel chip blerps
Code Lua
Sprites 128 8x8 sprites
Map 128x32 cels
Controls 2 6-button joysticks
BUT....
Are possible to develope "directly on board"... using Registers, direct memory RAM/Video access, etc etc?
I explain clearly? (sorry for my english)
Thanks in advance...
8/11/2015 - first "level" created. Buying and something resembling a puzzle added. still no death :P
7/22/2015 - better enemy movement, beginnings of the shop
7/22/2015 - total re-write @_@
7/6/2015 - hud, area titles, updated ladders
6/30/2015 - enemies
6/29/2015 - ladder code added
6/25/2015 - added basic sound effects - still working on ladder code

Hi zep!
pget seems to use the camera which is kind of strange I think...
This does not do what it looks like it does if camera() is used:
col=pget(x,y) pset(x,y,col) |
Manual correction (if cx and cy are camera position):
col=pget(x-cx,y-cy) pset(x,y,col) |
Is this a known issue or am I misinterpreting something here?
Thanks!

A replica of the title screen of metroid for the NES.
History:
- 0.1.4 - removed syncopation in the 6/8 section
- 0.1.3 - pressing a button doesn't end the game (it was confusing)
- 0.1.2 - finished 6/8 section
- 0.1.1 - fixed some errors in the melody
- 0.1.0 - initial version
To Do:
- add texture to the ground
- improve logo + animate
- add stars
- add emergency order
Old Versions:
To: ANDREW SHOULDICE (<3<3<3 Happy Birthday <3<3<3)
From: JARED COHEN, CHRIS LAVELL, ALLAN LAVELL (#LACREW #YAMCHA)
Made yesterday afternoon with the shiny new v0.1.1 release (thx zepz) for Andrew Shouldice's BYOG (Bring Your Own Game) birthday bash. Jared provided the art, Chris and I the progz + gam.
There's no win condition, vaguely thinking it could be about stopping as many ships as possible from getting past you (and you would win/lose based on a ratio or something like that). Open to suggestions.
<#
P.S. Looks like v0.1.1 carts don't run on browser yet? You'll have to DL for now.
P.P.S. Zep fix't'it

Pilot your spaceship close enough to burn your enemies with your thrusters, but try not to crash!

Hi,
This is Helitaxi 2000
By the year 2000 (the far future) the surface Earth is doomed, ruined by atomic wars fought between evil corporations. The survivors live in huge caves underground and for transport, they use armored helicopters, because that makes complete sense in a cave.
You are one of the pilots, trying to make a living by taxiing people in the hostile environment.
This game is a mix between Space taxi and Airwolf. At least thats the aim, but right now it is mostly like Space taxi - there are no enemies on the level, just environmental hazards. I run into code size limitations, and didn't wanted to go over the whole thing and shorten the function/variable names... (Actually there is a lot of unused code in it, but I wanted to use those later by yet-unwritten code parts...)
I originally wanted to wait for pico-8 v0.1.1 to raise the code size limitations somewhat to finish the cart, but I'm not sure when I will have time to actually work on it again, so I just post it here as it is.
There are a couple of bugs (like stucking in the walls, or not ending the game when the fuel runs out), but it is quite playable anyway.
There is only one level, and no real end goal yet, but you can play it just for the highscore.
Who could make the most money? :)

I'm learning more about memory stuff with the pico-8 and it's super interesting!
I had one quick question for zep.
What is meant in the documentation by this line?
"0x5f00 draw state [,cart data] (1024 bytes incl. unused)"
What exactly is draw state?
How is the data interpreted/formatted?
What does [,cart data] mean?
What is meant by (1024 bytes incl. unused)?
Every part of this is so cryptic to me, please help!

When loading things in pico-8 without specifying a file extension, it searches for ".p8.png" files as well as ".p8" files.
It's only a few seconds time saved, but it adds up over time.
So in case I wasn't clear what I'm requesting is that when I type "load cart_name" it could look for both cart_name.p8 AND cart_name.p8.png files.






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