So I've been working on this cracktro for my feature about P8 on Indie Retro News, here's the finished cartridge and the article is here: www.indieretronews.com
enjoy!
(and thanks for everyone who's helped me on my journey. It's been emotional :)

A partial port of Kid Radd from the classic Seveightgo Entertainment Unit (səu)
The original ROM is hard to come across on the web nowadays. They started mysteriously self-destructing sometime around 2003, and the ones that are still intact seem to have a lot of data missing... Forgive me if this replica isn't exactly how you remember it, I don't have a good reference for most of this.
Changelog:
[hidden]
Unreleased
- Reset Radd's "on ground" property between levels so if you're jumping at fadeout you don't immediately get stuck "landing" when the next level loads.
Alpha 19
- Reset Radd's invulnerability frames between lives. (bug fix)
- Reset momentum after taking damage. (bug fix)
- Made health persistent across levels and saving.
- Made next powerup spawn persistent across saving.
- Re-enabled Radd's wider variety of intermission screen facial expressions and added a new one.
- Radd will have a happy face at the next stage's title card if you cleared the stage without taking damage.
- Radd will have a serious/angry face when respawning for his last life.
- New: Radd will have a surprised/scared face when clearing a stage on your last life with only 1 hit point left.
- Removed the "Sharp Painful Object Land" stage title, it turns out that was just a punchline made up for the webcomic.
- Added label rendering to gs_title (A proper "label screen" hadn't been done since alpha 11.)
- Clear enemies while exiting the stage in level clear state (bug fix)
Alpha 18
- Added proper damage and death states for the player and enemies.
- Added death sprites for enemies
- Compacted SFX into quarter sfx units, and added a few new ones.
- New sfx player function, to manage sound channels and priorities effectively for minimal impact on the music.
- Added unique behaviors for Bogus (underground Bogey)
- Added "powerups" to heal Radd.
- Renamed most of the stages.
Alpha 17
- Added entity-to-entity collision possibilities. (Bogey can now bump into eachother.)
- Simplified tile collision handling for most entities.
- Added the ability to charge and shoot Radd Beams (but they can't interact with enemies yet)
- Split the source code into those newfangled tab-pages.
- Added CPU counter to sprite viewer.
- Lowered music volume further to not compete with sfx.
Alpha 16
- Minor text processing optimizations
- Added scenery for Yellow Brick Road (flowers, clouds)
- New intermission font.
- New Yellow Brick Road end screen.
- More (empty) level slots explorable.
- Implemented compression for the main player sprite bank (which was full) to also hold the intermission font. (This makes the Sprite Test screen really interesting, depending on whether you view it before or after going to a level...)
- Implemented death pit functionality (Object to object collision is still missing.)
Alpha 15
- Added a brief "landing" pause between jumps
- Fixed up map and collision systems to accommodate maps larger than 1024 pixels wide with wraparound.
- Added simplified stage clear sequence.
- Removed menu sfx to make room for stage clear jingle. :( Removing sfx for music is a tradeoff I've been making way too much with this project...
- Re-added background scenery objects to Radical Boardwalk.
- Added a new kind of platform collision for underground.
- Added underground enemies.
Alpha 14
- Finally got the map tiles up again, and now they actually have proper collision!
- Added another string parser for entity animation data.
- Added Radd, Bogey, and jumping physics.
- The engine rewrite finally paid off.
Alpha 13
- Fleshed out a lot more sprite mappings, including Radd's shoot animations, projectiles, alt. enemy colors, ...
- Moved fade colormap data out of the source code into sprite #255
- Clear title screen graphics out of shared sprite memory and put active map tile data there in-game.
Alpha 12
I'm in the middle of an engine rewrite to simplify things and compact the data and stuff.
- Added more sprites and sound effects.
- Added the actual "boss" music. (Listen to it on the sound test menu!)
- Removed Bogey landing sound effect. There's not enough space for it at the moment!
- Moved Sound Test to a new debug stuff menu if you press "right" at the title screen.
- Added a Sprite Test to go with the Sound Test.
- Game is no longer in an even slightly playable state, again. u_u; But it will come out better than before, surely!
Alpha 11
- Added a sound test, including the currently unused tracks that are completed in the game.
- Broke/disabled the limited entity --> tile collision code, I'm still trying to figure out the best way to do this across nonlinear map segments and whatnot...
- Fixed the exceedingly minor death animation bug.
Alpha 10
- Changed pain and death states to kill momentum instead of pausing
- Added damage immunity flashing after pain
- Death animation waits until floor impact (for future where there will be floorless rooms with an alternate death animation)
- New map segment system implemented, getting the level geometry back again and highly optimized in memory.
- New entity --> tile collision code partially implemented (but not even close to fully functional yet). Try watching the first enemy in the game for a while.
- Bug: This build broke the last part of Radd's death animation (woops)
Alpha 9
- Added per sub-sprite flipping and palette remapping, for advanced effects and optimizations.
- Added pain / death / game over for the player.
- Still no level geometry or win condition. I'm getting there...
Alpha 8
- Expanded jumping mechanics to allow better freedom of movement and a tiny delay before jumping.
- Lowered walking speed to make the air movement speed difference feel less conspicuous.
- Added sfx for jumping, landing, and title screen menu
- Lowered music volumes so the music doesn't totally drown out sfx...
- Added a bunch more player sprites in preparation for a fully functional game. (unused)
Alpha 7
- Fixed music bugs relating to title screen (dissonant notes, way too fast song speed)
- Packed in a lot more sprites (unused)
- Rewrote entity animation system to handle multiple connected sprites per frame of animation. (no visual difference to the user, but it made sprite sheet optimizations possible.)
- Temporarily removed complex map geometry.
- Added "underground" song (unused)
- Synchronized enemies
- Added jumping ability.
Alpha 6
- Added title screen, title music, and screen fades.
- Changed background rendering to a dynamic looping scene, in preparation for map crushing.
Alpha 5
- Added non-interactive enemies.
- Changed sky color to light grey.
Alpha 4
- Redid music (I'm getting the hang of this system now...)

Hi,
I noticed that the version of SDL2 statically linked to the Linux build only has the X11 driver enabled.
Is there a plan to get future build with DirectFB enabled, that should be possible by passing --enable-video-directfb to ./configure and statically linking to DirectFB?
Alternatively a dynamically linked Debian package would allow users to run pico-8 against their own SDL and specify the video driver using SDL_VIDEODRIVER env var.
Thanks in advance.

i was looking at the recent 0hgames and came across this game
so i made a version for it on pico-8 with a little twist
use left and right to change direction
capture sparkles for points (will also alter the rotation size)

I want to do some advanced things with the music state, like dynamically change the way playback works. I assume this is possible, but I wasn't able to find detail on the way the music state is mapped out in memory. Does anyone have any details on this?
Specifically I'd like to query the song position (the sequence number and the current pattern position), and update the loop points.
Thanks.

0h game version.
Post jam version:
Change log for 0.3:
-4 players!
-Nicer main menu
-You can setup the game any way you like! Each player can be assigned to: Player 1, Player 2, Easy AI, Medium AI, Hard AI or be turned off.
-Press X twice quick to quit to main menu.

proof of concept mainly, had this idea a long time ago, all u got is a hp bar and nothing else, so you pay the bloodsucking vampire who is selling something with hp, ofcource the rest of the game isnt there, idk ether zombie apocalipse or some thing could work with this, and a map would probebly be nice to
3/4 Music Hack (also works for 5/4, 7/8, etc)
By default, music patterns in PICO-8 are 32 notes long. This makes writing music in time signatures other than 4/4 quite difficult. So writing in 3/4 can be quite difficult as 3 doesn't go evenly into 32.
Luckily, we can use the loop function in the sfx editor to cut 32 notes down to 24.
e.g.
but this will loop the first 8 notes again if we play it by itself.
The trick is to use a "empty master" pattern set at so that it plays its 32 empty notes in the time that our 24 actual notes play. Doing some maths, this just requires an empty pattern of SPD 12.
i.e.
my friend is making some music for me in pico8 and they noticed three rly useful things missing (unless we just can't find them?)
- some way to duplicate patterns - select/copy/paste would be good
- a way to insert notes and push existing ones down, rather than overwrite
- a way to play notes freely without writing into the pattern (for sounding out things)

Just wanted to let you know, that for us european folks, the day of the 0h game jam has come! Check this out: http://0hgame.eu. Basicly you have to make a game between 2am and 2am when the time changes tonight :)
I'm in, and will be using Pico8 :)





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