Been getting interested in neural networks and machine learning lately and recently discovered this:https://github.com/vbrydik/pico-nn
On the GitHub page it says to "Just copy code from here and use it in pico-8 or other lua app."
I know I can't just copy it into a p8 cart because the code it references isn't in my cart.
What would be the correct way to implement this?
Thanks :)

This is Heli_Baby.
I found PICO-8 about 2 days ago and have been messing around with it. So for i am really enjoying it. I found Dylan Bennets game Dev with PICO-8 book online and started messing around it.
In the book you make a game called "Cave diver", i really liked the look of it so i had ago at remaking an old classic flash game i used to play at school.
I will be carrying on with Dylan's resources as i think the way he explains everything is perfect, enough for you to learn the ropes but also allowing you to take your own approach.

Version 0.2 - Now has definite fail state with timer stop, and recolored graphics
Avalanche!
You are a ground-based defense drone at a top-secret research base inexplicably located by a mountain prone to avalanches. When a tidal wave of snow and ice rushes toward you, you must use your cannon to vaporize it, keeping it at bay for as long as possible so the base staff can get to safety. How long can you hold out?
Controls:
L/R------Move drone
X--------Fire cannon
This is the unintended result of trying to cram a minimalistic space invaders clone into 280 characters. I couldn't figure out how to fit code for individual enemies, but an advancing amorphous mass was just doable. Hopefully it turned out alright on its own terms, and I welcome any feedback or criticism. Warning, though, this can get a bit nerve-wracking. o_O
This is a early attempt to get some of the drifting feeling right x is for the handbrake.
dev log:
In the future there will hopefully be aspects to the game,
drifting through tunnels (off the map) to get seeds from the cosmos, then having a section of the city which you replant will seed that grow into flowers. once you have finished growing a section of the city. An arrow directs you to a shiny orb that lets you draw the next flower (16x16), which will then be planted in the next city district which appears. the goal of the game is to draw over the whole map.

A great heroic meadow adventure. There are no bugs (that I know of)
If your wondering how I got the name, well, it was generated by @thattomhall RNDGAME.
The only thing I need to make now is the map.
If anyone knows how to make bridges that you could walk across and below, that would help a lot!
The little white bar at the top of the screen is your health
If you run out of health then the game will restart
The bee at the bottom left of the screen means if you press 🅾️ you will release a bee
If you see the outline of a bee in the bottom left corner that means you don't have a bee to release
Every three seconds a bee spawns in the honeycomb walk over the honeycomb to collect it

Hi everybody! I'm making a master post in which I'm including some of my small works.
The purpose of these carts is to be used live in chiptune concerts as material for vj-ing, so some carts may be actually interacted with.
Please be advised that nothing here is thoroughly optimized and mostly the code is some kind of 'hack' in the worst sense :) all of the stuff is very demo-inspired
Also I have some code background but I'm really unexpierenced in computer graphics and so the stuff you see maybe well known to you but experimental to me, I'm slowly learning mostly by myself and it's very satisfying!
I called this fake amiga ball just because of the ball colors, there is no attempt at making it feel 3d.

@zep seems like something in 0.2.0d (I don't know if it's present in earlier bugfixes of 0.2.0) is wonky with coroutines not updating sometimes or something?? different unpredictable problems are actually happening almost every time I run it; check this out (the dialogue is updated in a coroutine):
so far it seems like most of the time it seems to lead to crashing because variables that are declared inside coroutines are attempted to be referenced by code in the main thread but the variable hasn't been defined yet, which seems to also point to the culprit being coroutines mysteriously not updating every frame like they should (the _update60 method in this cart calls coresume on both of the coroutines every frame; there is one for the dialogue and one for controlling the presentation of the "pins" in each level--both of those are the things that seem to be breaking)
EDIT: okay I've done a bit more testing and there is definitely an issue where a coroutine just starts updating suuuper slowly (seems likely the same issue as is visible in the GIF above) and basically yields in the middle of itself where I don't have any yield statement. For reference, here is some code inside a coroutine where I added debug printh statements:

Can Crusher is a small arcade game where you have to crush soda cans.
Select your favorite can.
Crush as many cans as you can within the time limit, but don't crush your favorite.
UPDATE 1.1
- fixed text aligns
- added score details
- added high score
- added sound fx
Enjoy ;)

Z/X switches you between metal, uranium, radiation, and sand. Click to place. That's all for now. I had electricity implemented but that wasn't working properly (it kept eating the metal instead of just transmitting power). The radiation is a work in progress as well as the whole thing, because the radiation bugs out for an unknown reason. :(





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