PICO-8 allows 65536 characters, which on one hand is a tight limit for some projects. But, on the other hand, we've seen amazing things from Tweet jam in 140 characters or fewer.
That made me wonder...can a whole PICO-8 game be written in 1024 characters (1k)? There are some impressive JavaScript 1k demos. Let's see what we can do!
Rules:
- Entire program source code lists as 1024 characters or fewer inside PICO-8, including comments.
- Must be a playable game, not just an animation.
- No limits on music, sprites, or map, since they don't count toward PICO-8's character limit.
Hi all.
A newbie question!
I am using the PGET command to read the value of a pixel as you move a point around the screen.
The code I have written seems to work fine in the X axis, but the y-axis is offset for some reason.
If you move the point over the yellow square from left to right, the PGET command successfully reads the pixel colour value.
If you move the point over the yellow square from top to bottom, the PGET command is offset by approx 6 pixels.
Strange.
Am I missing something?
Any advice would be very much appreciated.
Many thanks
Paul :-)
PS:
Code pasted below.
x={}
y={}
x=50
y=50
cls()
function _update()
if btn(1) then x=x+1 end
if btn(0) then x=x-1 end
if btn(3) then y=y+1 end
if btn(2) then y=y-1 end
a=pget(x,y)
end
function _draw()
rectfill (0,0,124,124,0)
rectfill (50,50,70,70,10)
pset(x,y,7)
print(a)
end

Hello, Picos.
I am trying to integrate an HTML5 API into an exported HTML5 PICO-8.
My current solution plan is to find the code which checks the function name.
If the function name checking (example the function name is "foo"), then it will trigger the API function.
Unfortunaltey, I still couldn't find that code so far.
I also have checked the _emscripten_set_main_loop, but couldn't find something that direct me to that code yet.
I also have learned that the code for the cart is in var _cartdat at line 71 (I used Notepad++) (compressed).
The other is that gfx on line 4 and map on line 36.
So, can anyone guide and help me to find it?
Thank you very much.

I'm considering making a jrpg in Pico 8 at some point. Yes, I know it is a very tired genre. However I really don't mind, I still love it.
One thing I was wondering was how to make an overworld that's larger than the 128x64 cels in the built in map memory.
My current idea is to represent the overworld in terms of geometry instead of in terms of a grid, rendering the tiles manually (or temporarily filling a portion of the map cel memory). So I'd have like, a mountain range defined as a rectangle, and then I'd overlay rectangles to give them a shape, and have some logic for arranging the tiles around the edges to look correct, etc.
Then individual tiny dungeons perhaps would just be hard coded in the map cels. Not sure.
I have seen several adventure type games in Pico 8, but...are there any that are trying to give the appearance of being "vast?"
I am really interested in the idea of packing a lot of engaging gameplay into a tiny space like this.

A pico-8 version of the ocean loader theme 3
original by peter clarke
https://www.youtube.com/watch?v=Zx8T3lOPAfw&t
visualizer by kittenm4aster. I put some scrolling credits on the top just because i thought it would look kinda cool.
Just a little thing i made to spend the evening. Feel free to use in your projects but do give credit :D

Here's a tool I did program to investigate the Hardware State Region, It displays all the 64 bytes in the hardware state, you can see whenever you re-run the tool the same data until you reboot. (try also to reset the cart in the browser, it will still show the same data)
After reverse engineering I found that the addresses 0x5F40 -> 0x5F43 does something specials which is music corrupting as shown in this topic: https://www.lexaloffle.com/bbs/?tid=3561
And addresses 0x5F44 -> 0x5F7F are not used at all, and can be used to keep data between cart resets or cart changing, but clears on reboot.
I'm not sure if they are used in the other platforms like rpi or chip, nor if they will be used in future updates.

alien breed demake
by @gabrielcrowe
[ warning: main power low ]
[ unable to send message ]
[ transponder offline ]
[ command// re-route,
[ secondary power ]
[ transponder online ]
[ message begin// ]
i've managed to get some
power to my transponder in
order to send this message
to anybody who is listening.
i am a soldier in the
interstellar marine corps.
my ship, the imc durham was
overrun by something we
picked up on ix538. some
wicked fast alien creatures
with big teeth and ferocious
appetites. these things came
bursting out of the the decks
where they had been hiding
below. they moved quick
and bit hard. everybody was
butchered, we had to scuttle
the ship.
i was sorry to see her go.
i made it to a shuttle and
got away. as i was leaving i
detected a distress signal.
i'll attach it to this
message.
[attachment]
\dstrs_sgnlrelay#6527
"anybody out there? this is
the mining ship callisto.
we have an alien on board.
its murdered half the crew
and we are barricaded in
the engine room. they are
smart. very smart. they
have set the ship on
course for earth. somebody
needs to blow us out of
the sky. if these things
get to earth then it's all
over for the human race."
//transmission_end
[/attachment]
Hi guys, I collected some of my tweetcarts and put them all into a single cartridge. They were all within the 140 characters limit at the time of posting on twitter. I took two liberties: I renamed the labels in them from ::_:: to ::_1::, ::_2::, etc. so that they would be unique, and I added a btnp(5) test to each of their main cycle. I am sure there is a way how to do it more efficiently but it should be OK for now :)
2017-05-22: Added one more
2017-05-24: And one more. Now there are 10 of those :-)
Howdy
Im trying to wring as much performance out of my TinyPi project which is running Pico-8 https://twitter.com/Pi0CKET
and i notice WiringPi is actually built into the RaspberyPi build. Looking at the documentation, the only mention i can find about it, is for allowing a cartridge to access the GPIO to flash lights etc, which is pretty kool!!
Is there any ability to use WiringPi to use the GPIO as input? This would mean that i could remove another external process (adafruit retrogame) and mean faster running (hopefully) :)

Alright, I'm gonna come right out the gate a admit that I do not expect alot of you guys being all too keen on paying for somebody to help you art for your fun little Pico-Projects...
And I totally understand that! And so with that in mind, I'm trying my best to be as inexpensive as possible without being unfair to myself... :) Afterall! I love creating for Pico and Voxatron as much as I assume you all to... ;) And while I've never done anything personally in Pico on account of my lack of skill in the field of programming, I DO have plenty talent in pixel art as well as Voxel modeling.
But enough about that! If you've read this far you're probably getting curious as to what my work actually looks like! Is it any good? How much will I be charging for it? -_-
Below is a little portfolio I put together of all my recent personal for-fun works(that I'm willing to share)! I'm well aware that Pico works on a much smaller pixel budget than these arts, but I'm pretty darn confident that I'll be able to work within those constraints! :) Not only that, but I really love the blocky, simple style such constraints provide! I think it's super cute... :P
I also understand that Pico is restricted to a specific color palette as well! I've been working exclusively in the NES color palette, but my animation software comes with a Pico color palette as well... Otherwise, I guess I'll just have to learn how to actually use Pico... ;)

This is a little side project I've been working on during my game design class in high school. I plan to add more, but Its finally in a state where I can show it to people and be happy with it.
The map is randomly generated, and will be different every time you play.
there are two players
-each has 8 directional movement using arrow keys or ESDF
-shooting is button 5, which is either Q or M
-you can lock your aim for shooting behind you while running away using button 4, which is either W or N
Bullets can pass over water, but all obstacles are solid for players.
Let me know what you all think! I'm open to criticism!






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