The new poke to set map start cannot be applied to 0x20.
eg:
— does nothing :[ poke(0x5f56, 0x24) |
for small maps, the 0x2000 ‘hardware’ map area cannot be reached in full:
— hw map poke(0x5f56, 0x20) — say tiles are starting after a large 32x32 map — set width poke(0x5f57, 2) — yikes, cannot set y offset (>256) poke(0x5f3b, 32*32\2) |
TO LOAD THIS CART IN PICO-8, type in immediate mode:
load #autofire
VVhat's new ?
(01-07-22)
✅ Added menu to reload after selecting an option instead of closing like earlier.
There have been many Pico-8 game players wanting to have autofire ability, mostly for shooters and auto-selection RPG choices, and in some cases players want to be able to swap the O and X buttons.
Well this program has a foundation that is about as simple as you can get.
In it you use 6-single key variables, ⬅️ ➡️ ⬆️ ⬇️ 🅾️ ❎ which can be easily typed in Pico-8 source-code by holding down the shift key and pressing any of L R U D O X which will appear as a special non-ASCII character.


Okay so, I'm not sure if this is a bug per se, but it is quite an anomaly and it's annoying & concerning me.
I am trying to work on an annual cart I make after several years(!?) of not keeping up with PICO-8 and this little... doodad keeps popping up in the corner when I run the cart.
This little 9-squared square keeps flashing/spinning in the corner with pink, white & blue dots.
It seems to show up after about 5 or 6 seconds no matter what I do (okay, and now I just noticed that some terrible hack which used to work is not working anymore... hmm).
So, I am asking, WHAT IS IT??? Why is it showing up? And will it show up in HTML exports/on the BBS?
I should note, in case it's relevant, that the cart doesn't use _update or _draw, and makes use of a lot of repeat until condition
.


@zep, could you PLEASE remove or give an option to remove the warning message that appears only in this newest 0.2.4 version of Pico-8 that states the following everytime I boot or type REBOOT:

WARNING: RUNNING BELOW 30FPS
Remember we can always press CTRL+P during runtime to see if frames-per-second is lagging in our code.
Thank you.
Stack boxes
Aim for the gates
The higher the better!
This is my first pico-8 game
It is inspired by a game I played ten years ago called folder by @Morusque(I can't find a working version anymore).



A game where you fly around and collect planets (and comets, if you can catch them). My target audience is mostly my 3-year old son, who also liked the original Evan the Astronaut. This cart started from the Stars & Space tutorial by Liquidream.
Originally the controls were relative (left/right buttons to turn, like Asteroids), but my son had trouble figuring that out. I switched to cardinal directions by default. I find the latter more intuitive on a controller, but prefer the relative controls on keyboard. It can be changed in the options.

I made this experiment back in 2020 and I finally decided to polish it up a bit and release it. Contains:
-Speed!
-Momentum!
-Horizontally looping level
-Loops!
-Damage!
-Collectables!
-Music!
-Rain!
Source code should be somewhat readable. It's mostly done using the Sonic Physics Guide as a reference. http://info.sonicretro.org/Sonic_Physics_Guide
Also out over on itch.io: https://geeitsomelaldy.itch.io/tosh-the-haggis-pico-8-experiment


So I'm reading the docs about pico-8's memory space.
https://pico-8.fandom.com/wiki/Memory
Am I reading this right and the game code is not in addressable space? I wanted to "read" the program code at runtime using peek(...) is there any way to do this?
There's a section on that page talking about Lua memory, and separate from the pico-8 memory space. The way it's described it sound like runtime memory space for variables etc. Not what I want.
Any ideas?





Mitt's Marble Adventure!
Explore the town of Townton and the surrounding area and battle EVERYBODY* in intellectual duels of marble supremacy.
*You cannot battle mom or the dog, sorry. But you can pet the dog.
This cartridge is part of the Twelve Days of Pico Christmas, our Advent Calendar project for 2021. https://www.lexaloffle.com/bbs/?tid=45525
Stuck? Open the spoilers for some hints:






Holiday season, stuck at home waiting to open presents?
Despair snow more, a play of totally accurate bowling will enjoy the day!
Devlog
Codebase expands from Ghost Rally, no longer limited to a single dynamic/static response.
Collision hulls are limited to solid rectangles to benefit from simplified overlapping tests and clipping maths.
The whole engine could be plugged into any 3d engine if you don't mind the staggering token cost :/
Sources are available at: https://github.com/freds72/chamboultout
The game went through multiple iterations (initial idea was a "chamboultout"), including odd things like:




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