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Cart #memex-3 | 2025-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I wanted a way to easily view the entire memory of a cartridge as though it were spritesheet data - so I designed this tool to do just that!

By entering the filename of a cartridge as though you were calling LOAD from the PICO-8 console,
MEMEX will copy its entire ROM region (0x0000 to 0x42FF), and project it to the screen.

With the available tools, you can easily edit and save huge swaths of memory. Use caution doing this!


Using MEMEX


Pan (shortcut: SPACE)

The Pan tool will display the current memory region shown on screen, and the address your cursor is currently pointing at.

Hold down the left mouse button to drag the screen up or down. The right button/mousewheel can also be used, even when a different tool is selected.


Select (shortcut: M)

The Select tool works about how you'd expect. Click and drag to select.

By default, your selection will be treated as though it were GFX - the selection region will be square, and you can even paste your data into the regular PICO-8 sprite editor!

Holding SHIFT while making a selection instead enters an alternate mode that allows you to copy the data as a raw series of bytes, saved to the clipboard as a binary string.


Stamp (shortcut: V)

Pressing CTRL-V will load data from the clipboard into memory. Left click to place it on the screen.

As with the Select tool, GFX copied from the PICO-8 sprite editor is supported.


Save Cart (shortcut: S)

Entering a filename into the Save Cart menu (loaded cart is entered by default) will CSTORE the entire ROM you have loaded to it, including any changes made.


Export as Screenshots (shortcut: P)

The "Export as Screenshots" button will save the entire visualization as 3 screenshots at 1x scale.

An example of JELPI.P8 visualized this way:


Show Sidebar (shortcut: B)

The analysis sidebar breaks down and colorizes where specific regions of memory begin.
The layout is as follows:

RED    (0x0000) - Spritesheet
ORANGE (0x1000) - Sprite/Map
YELLOW (0x2000) - Map
GREEN  (0x3000) - Sprite Flags
BLUE   (0x3100) - Music
PURPLE (0x3200) - SFX Data

[ Continue Reading.. ]

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Cart #make_ten_deluxe_demo-0 | 2025-05-21 | Code ▽ | Embed ▽ | No License
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tl;dr: use left-mouse to play, this is a free demo, the full game is on itch. have fun!

Features

Make Ten Deluxe is an expansion pack that builds on the original Make Ten, featuring 35+ variant modes. Some modes modify the rules slightly in ways that significantly change the flavor of the game, some modes are particularly puzzley situations for you to solve, and some modes are too strange and specific to describe.

There's something for everybody to love: each of the game's dozens of modes were carefully chosen to be interesting, surprising, or otherwise delightful.

[ Continue Reading.. ]

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Cart #templescore-0 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first ever game created. It is a simple highscore game in which you must avoid enemies, use power ups to help avoid enemies and collect coins to increase your score.

Controls

  • Move around with arrow keys or dpad
  • Start the game and retry with X on keyboard or controller
  • Use C or O on controller to interact further with the game

Enemies

Slime - Picks a target on the map and goes to it

Goblin(Looks more like a Frog) - Works in the same way as the slime but moves much faster

[ Continue Reading.. ]

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Cart #yudawesemo-1 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Version 1.1

The goal of the game is to clear the screen of all the balls by forming lines—diagonal, horizontal, or vertical. You can swap two adjacent balls by pressing O.

Enjoy !

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Pix - Color all Pixels

This is my first ever game in any engine that I publish. It's still a WIP and I would love to collect some feedback and also suggestion for improvements or additions.
It's heavily inspired by coloring pixels game that are commonly available on steam and other devices.

When you are in the "draw mode" you can select different modes, holding X and O and then choose something with up and down arrow.

You can also save your progress per Image, with the menu (Enter) and hit Save. This will store the progress with cstore although I don't know if it works here in the browser on BBS but I guess I will find out soon :D

Tipp: You can hold X while moving the cursor. Also dont worry, already correctly painted pixels are set in stone and can't be drawn over with with a wrong color.

Have fun!

[8x8]

[ Continue Reading.. ]

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Hi there.

I would like to make a suggestion to @zep: I would love if there was a public or private (developer key based for instance) API allowing to list all the carts with their associated meta data: stars, submit date, last thread update, tags, etc. to allow 3rd party pages to propose alternative ways to discover them.

I would love to be able to surface easily the latest new "hot" games when I come back to PICO8 every six months or to order them by popularity, just to find some gems I've never encountered yet.

I used to look at the picotracker website a user made long time ago, but it is now dead (and it had very limited features).

It could be achieved by scrapping the website but it's not respectful, not elegant and a pain to develop.

To avoid abuses, the API could do something like caching the result of the query once per day and return that?

I hope this feature request will get some attention :) ♥.

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Cart #block_shots-4 | 2025-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Game Overview

"Block Shots" is a Pico-8 game similar to a block breaker or brick breaker style game where players shoot balls to break blocks. The game features:

  • Blocks with numerical values that decrease when hit
  • Balls that bounce off walls and blocks
  • A launcher mechanism with directional aiming
  • Progressively advancing blocks that create increasing difficulty
  • Score tracking based on block hits
  • Highscore

Controls

  • ⬅️ ➡️: Adjust aim angle
  • 🅾️: Fire/release balls
  • ❎: Restart

Core Mechanics

Launcher System

  • Player aims using left/right buttons to adjust angle
  • Balls are released in sequence with a timer delay
  • The launcher has a visual aim indicator

Ball Physics

  • Balls bounce off walls and solid objects
  • Ball speed and direction are determined by launch angle
  • Balls are removed when hitting the kill zone (bottom of screen)
  • Ball colors dynamically change based on the highest block value

Block System

  • Blocks have numerical values that decrease when hit
  • Blocks are removed when their value reaches zero
  • New lines of blocks are added at the top after each round
  • Blocks advance downward after each round
  • Game ends if blocks reach the bottom deadline

Level Progression

  • New rows of blocks are added with increasing difficulty
  • Block count per row is randomized within min/max constraints
  • Block positions within a row are randomized
  • More balls are provided as levels increase

Technical Implementation

  • Uses a tile-based collision system with flag checking
  • Tracks game elements (balls, blocks) in tables
  • Uses sprite-based rendering with dynamic sprite selection
  • Implements simple physics for ball movement and bouncing
  • Handles collision detection between balls, walls and blocks
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Cart #polyformer-1 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first Pico-8 game.

Story

The four tribes of Dogs, Ducks, Slimes, and Humans are hosting a compitition! Find the statue of each one and go to the big sky island for a prize!

Features

  • Play as one of four unique characters, each with their own physics
  • Optionally grab the poly-bandanna, which lets you transform into the enemies you encounter (without it, attacks knock out the enemies)
  • A big world with unique areas

Controls

O: Jump
X: Attack
D-pad: Move

Credits

Many thanks to Nerdy Teachers for their platformer engine and some textures (especially the humans, dirt, and grass)

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Cart #plantingfrenzy-0 | 2025-05-20 | Code ▽ | Embed ▽ | No License
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The people of earth are too busy with new developments in technology, like ai. They have forgotten how to touch grass. But how can they touch Grass if there is no grass to touch? Help save the people of earth by planting more grass!

Gameplay :

  • Dodge the obstacles and throw while throwing seeds.
  • The Pollen you collect from the thrown seeds increases your score.
  • Throwing seeds increases fills the "seedometer". When the seedometer is full, the player generates a shield to protect themselves from obstacles.
  • Increase your score to grow the tree in the main menu!
  • Game over when the player's HP reaches 0.

Controls :

  • Press arrow keys to move
  • X button to throw seeds
  • Z + any arrow key to perform dash

Made for Clear Skies Game Jam 2025
Made by QCrimson and Krump

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Cart #tiny_shmup-0 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #rainynight-0 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a little experiment with particles to create a nice rain effect.

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Cart #bitvis-0 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is a small visualizer I made to test out the pico 8 bitwise operations.
Use O to switch operations and X to randomize the bytes.

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Cart #abuzzlife_1_0-0 | 2025-05-19 | Code ▽ | Embed ▽ | No License
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Hello everyone,

I’ve just released my latest game, A Buzz Life, made for the 1-BIT JAM 6!

It’s a fast-paced collection of microgames inspired by the WarioWare series, where you control a fly trying to survive a series of strange and often ridiculous challenges — like digging through trash, dodging spiders, or freezing in place to avoid getting swatted.

The twist is that your fly is aging in real time. You start as a maggot and go through its entire life cycle as you play. If you don’t finish the sequence of games before reaching the end of its life, it’s game over. That time pressure adds a layer of urgency to everything, and (hopefully) some dark humor too.

[ Continue Reading.. ]

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Duckflight

Cart #duckflight-5 | 2025-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first and potentially last game. You fly a plane and try avoid the ducks in order to avoid dying as well.

controls

  • left/right move
  • x dash

Dash:
There is an icon in the top right corner. If that one turns green, you can activate the dash. press an arrow key and x at the same time. Releasing the arrow key early allows to stop the stop the active dash.
Once activated the dash icon at the top (the <>x) turn white again which indicates that it is inactive.

Changelog

0.02:

  • Added Score Counter
  • delete birds on restart
  • limit player movement to screen boundaries
  • added a soundtrack
  • changed to CC licence

0.03:

  • added 6 Levels of difficulty
  • added Highscore counter (saved between sessions)
  • improved collision
  • added score counters to menu

0.04

  • reset level after game is lost

0.05

  • decreased vertical distance between birds to make it harder to fly between them
  • decreased horizontal distance between birds to reduce gaps
  • added second soundtrack

0.06

  • added a dash ability
  • added clouds in the background
  • moved from Work in Progress to cartridges. Furter changes are unlikely bit not impossible.
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Cart #g_dungeon-0 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

We all have to start at the beginning

Having hunted high and lo for what felt like the 'right' tool for me to use to attempt to build an homage to the classic Gauntlet arcade game. pico-8 found it's way into my world and I went in hard.

So here we are, a pre-alpha-alpha prototype just so I can get used to the syntax and concepts.

It's like being a kid again.

ToDo List

Hahah.
Well, Monsters for one. Which then means 'combat' or more likely 'Whack or die'. Then we get the fun of map 2, maybe another character, music, title screen, menus, that little spinning move you did when you got to the level door......

But, as they say, the hardest step is the first one.

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Cart #patches-0 | 2025-05-19 | Code ▽ | Embed ▽ | No License
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An interactive quilt for TTJ10, made in <500 chars of code.

More toy than game; think of it as a jigsaw puzzle, if you like.

controls

Left click to pick up a patch, left click again to drop it.


Also hosted on itch.io

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Cart #minesv2-4 | 2025-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A Minesweeper game submitted to the TweetTweet Jam X.

Now improved with 0-fill and flags!

Basics:

  1. Left click a blank square to reveal the block; the number in the block shows how many mines are next to that block (vertically, horizontally and diagonally)
  2. Reveal all the non-mined blocks to win; which will reveal the board (green mines)
  3. Hitting a mine will reveal the board (red mines)
  4. You can flag blocks you think might be a mine with Right Click; right click again to remove the flag (flagged squares cannot be clicked to avoid accidentally revealing a mine and losing the game)
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Cart #minesv1-1 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #sector498-0 | 2025-05-19 | Code ▽ | Embed ▽ | No License
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Galactic year 2387. Things have been rather dull on your first assignment for the Star Corps, patrolling a quiet trade route. Suddenly a massive, deadly Zorlon swarm appears, seemingly from nowhere, and you're the only thing standing between it and a nearby peaceful planet. You frantically punch out a distress call, but a sinking feeling in your gut tells you help might not come soon enough. Well, time to blast as many as you can...


Controls:
Dpad - Move
Z/X - Fire


This is my attempt at fitting a simple shmup into <=500 characters for Tweet Tweet Jam 10. Shoutout to Krystman, whose Youtube shmup tutorials were a big inspiration.

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Cart #pyramiddemo-0 | 2025-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First pico-8 game. My old trig brain is getting a workout from this!

Game mechanics are loosely based on Andy Looney's game Icehouse.

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