It would stop execution and dump you into command mode. This would work like setting up breakpoint when you know that something doesn't go right after a specific instruction is executed but you are not sure what.
Example uses:
Stop() after changing the variable: Allows you to print it out in command mode to see if value change according to expectations (e.g. when dealing with imprecision of decimals or when you suspect integer overflow)
Stop() at the end of _Draw(): Allows you to display cart frame by frame e.g. when you debug graphics effects like particles that doesn't seem right.
And so on.
Of course after stopping cart you can then resume() it ;).
And before you ask, yes I know you can stop execution with ESC, but sometimes you need to stop it at the very precise moment which is hard to do manually and so something like stop() would be useful.

This is a reimplementation of a little graphic demo I first saw in the early 90ies on an Amiga500.
I have been writing that kind of demo on pretty much every platform I ever coded with since then.
Was good to see that something like that is possible on pico8 as well. Funnily enough, I pretty much ran into the same bugs, colour mixing issues and performance bottle necks as any other time I wrote a bouncy ball.
Enjoy!
EDIT: this one should work. Thanks all! If there are no more problems, this fix will be in pico-8 0.1.2
keyboard_test_3.zip
EDIT2: Fixed test 3 url
Original post:
In order to figure out what's going on with international keyboard input, I've created a small program that saves a log of SDL2 keyboard input events:
original post:
It's Windows only at the moment. If you're using a French, Swedish, or possibly some other keyboard that doesn't allow you to enter some characters, could you give it a quick run and send me the log.txt?
- (Try to) type the following test string: qwezxc{}[]();:/~
- Press enter and type it again so I can be sure there were no typos
- alt-f4 to quit
find log.txt in the same folder, and mail it to [email protected], or post the relevant output near the bottom in a comment here.
(use the [hidden] tag if it is long)
Let me know which characters didn't work! Also -- if there are other characters that don't work for you, feel free to use your own test string and let me know what it is.
Thanks!

Hi,
I got Pico8 today, I've just started toying around with it briefly and I'm having fun exploring other people's games and reading the forum. Incredible software!
One thing that I've noticed is that there are already various projects stuck because they hit the token limit (eg Underworld Siege or Kingslayer). Now, as a very young console not yet out of the alpha phase, I believe that no one has spent months on a single game and that a lot of things are still to be discovered and boundaries are to be pushed. Yet people hitting the (arbitrary) token limit is not very promising. For example, one of the two games quoted above is a LudumDare game. If someone can reach this limit in a one-week game competition, how can a project grow to a polished, full-featured game? I'm scared that this would prevent some kind of games (RPGs or adventures, for example) to be developed for Pic8, effectively making it less flexible that it could be.

I don't have something to post as a cart yet, but i'll post this capture of what i'm doing right now.
The animation has some color replacements to test the looks of the four turtles. This is the first iteration of how will look one of the three levels i plan to put in the game.
Updated:
Current status: Tech demo. Rewritten all sprite, frame, anim mechanics because i've hit all the limits at the same time :P
No bebop and rocksteady spawning this time, but it's useful to look at the changes i did to the code.
It has a HUD now.
A quick little puzzle game. The goal is to fill up the entire grid with your snake.
Directions:
First, place the snake egg using the arrow keys. Then press 'z' to hatch it. Once hatched, use the arrow keys to move around. The level will reset if you get stuck, or you can press 'x' to reset instantly.

With current one, playing 2 player games is downright impossible unless you have also a gamepad. Well, if you don't want to play a game of Hand Twister at the same time as well, that is.
So I'm proposing following mappings for the 2nd player:
Left: Numpad4
Up: Numpad8
Down: Numpad5
Right: Numpad6
Btn1: Numpad7
Btn2: Numpad9
Then our friend can sit at the side and while we're using arrows+z/x, he'd use just one hand to control the game.
This is exactly how I've set up second player in Nestopia, aside of mapping stert/select to Num+/NumEnter and it works remarkably well.

Sorta like when using arrows in sprite editor. Because I've came up with a nice waterfall sprite for my secondary project (Contra demake), but it requires me to be able to move it - in theory I could make it so waterfall consists of multiple frames, each slightly moved downwards, but I don't want to waste sprite space like that.






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