I’ve been trying to run pico-8 carts on a new Anbernic RG40xx cube handheld device and although they run they crash when trying to access the menu commands (and some also crash mid game). The message reported is ‘NO CARTS FOUND! PLACE P8 CARTS IN SDMC:/P8CARTS/‘
I have installed the pico-8 raspberry pi files and tried just about every permutation of folder but nothing fixes the problem because it seems the pre installed pico runtime ‘fake08’ takes over (I. Hope this makes sense). I have tried removing this program but it is reinstalled every time I start the device. Any ideas on how I can fix this?
ABOUT GAME
INVADERS-8 is a basic arcade Shoot 'em up game reminiscent of Space Invaders or Galaga. Pilot your yellow spaceship on a mission to protect Earth against alien invaders!
CONTROLS
Use the following controls:
Arrow keys - Move the ship
X - Shoot
Z - Bomb
PICKUPS
Occasionally, defeated enemies will drop pickups. Collect them to increase your bomb strength or use to recover your lost lives.
CREDITS
INVADERS-8 was made using the Lazy Devs Shmup Tutorial on YouTube.
Watch your wallet grow alongside your fish!
Only supports mouse and keyboard for interactive play. Limited gamepad support now available! Enable in menu.
All players may select pets using the arrow keys. They are currently just for show.
This is not my IP, the original is called Insaniquarium.
(Patient players will be rewarded...)



Controls:
⬆️⬇️⬅️➡️ move
⭕️ [Z/C] Start button
⬅️/➡️ previous / fast forward Menu pages
Game:
My Pico-8 demake of Frogger (1981 Konami)
trying to keep the original arcade game vibes and look&feel.
I actually finished it like one year ago lol and quite quickly; in one week the core of the game was there but took quite some time for tweaking difficulty ramp, few touches here and there. I initially imagined adding some Prog music to give some sense to the title but finally opted asking @Trog and his son to prepare 7 of the 26 random tunes the original game has, along with the main theme.
There are 15 level layouts, increasing enemies (snakes and otters). The timer is actually 60 seconds instead of the 30 secs, thus making the remaining time bonus easier to get.





Hi-Score of 1307 on Level 7

Austin's Flappy bird clone using a chicken Jockey, Work in progress.
v4
Press x on keyboard, or (x) on mobile, to start.
Cave Level.. only the up button to flap your wings, keep the rhythm.. too frequent pushes increases height
- avoid TNT and the walls, you start w/ 3 health
- collect diamonds for 100pts towards high score
- totem adds health
- food will be used for +10 fuel in landing levels (you start w/ 50)
- Armor speeds up the game and allows invisibility for 2 seconds
--Survive for 18 seconds to get to the next level
Lander Level... land softly... retry if you have any extra life left.
UPDATE: Now with mouse support. Enable from the pause menu.
A cozy flight sim lite for PICO-8.
Become a pilot for Pico Air, a small air company operating between the islands of Pico Isles.
Perform deliveries, charter flights, crop dusting and other jobs to unlock new planes.
Features:
- A 16km x 16km map to explore
- 3 different planes
- External camera views
- Photo mode
Controls
- Arrows - Ailerons and elevator (roll and pitch)
- O + Up/Down - Throttle
- O + Left/Right - Rudder
- X + Up/Down - Adjust elevator trim
- X + Left/Right - Flaps
Or use player 2 controls for throttle and rudder.











This is my first cart.
I hope you all enjoy. Please do not criticize my unoptimized coding, I just wanted to post this ASAP. Anyways this took a lot lot lot of play testing, and I am really satisfied with how it turned out!
Very curious to see the highest score..
Don't worry, the pin layout is not random!
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Version 1.4:
- Improved the customization menu greatly
- Added CHAOS mode! Play classic but with only chaos!
- Added ZEN mode! Play casually, just for practice and fun!
- Added brief descriptions to some menu options!
- Spent way too long optimizing tokens. This will probably be the last major update

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expint(): Counting To Eleventy-Bajillion In PICO-8 With Exponential Integers (v 1.01)
Overview
Hello, everyone! I'm back with another Quick 'n' Dirty code snippet: extreme range, low precision Exponential Integers!
expint()
lets you easily work with extremely large numbers at low precision in PICO-8. You can create them, add to them, "spend" from them, display them in a friendly format, and save/load them using a single 32-bit data slot.
expint()
is particularly well-suited to games where you need to track very large amounts of points or money, like incremental games/idle clickers, large-scale exploration games, and other places where 32k just isn't gonna cut it.
Update: Version 1.01
- Fixed weirdness with the
print()
function - Shaved a few tokens off, to boot
The Snippet And Its Use
Install
Paste the following snippet into your cart:
[hidden]
function expint(new_sig, new_exp) local num = {} function num._step_up(steps) while steps > 0 do num.sig \= 10 num.exp += 1 steps -= 1 if num.sig == 0 then -- we've lost all precision; for whatever we're doing, this number is as good as zero num.exp += steps steps = 0 end end end function num._norm() while num.sig >= 10000 do num._step_up(1) end while num.sig < 1000 and num.exp > 0 do num.sig *= 10 num.exp -= 1 end end function num.add(val, sig) local to_add = expint(val, sig) -- be non-destructive with arithmetic; copy info into another expint to protect precision to_add._step_up(num.exp-to_add.exp) -- instead of doing any logic, just run step_up num._step_up(to_add.exp-num.exp) -- on both the numbers. It'll only affect one of them. num.sig += to_add.sig num._norm() end function num.spend(val, sig) -- if val < num, subtracts val from num and returns true -- otherwise, returns false local to_spend = expint(val, sig) if to_spend.exp > num.exp or to_spend.exp == num.exp and num.sig < to_spend.sig then return false -- to_spend is greater than num; can't make the spend end to_spend._step_up(num.exp-to_spend.exp) -- instead of doing any logic, just run step_up num._step_up(to_spend.exp-num.exp) -- on both the numbers. It'll only affect one of them. num.sig -= to_spend.sig num._norm() return true end function num.print() -- local suffixes = split("K,m,g,T,P,E,Z,Y,R,Q") -- SI suffixes local suffixes = split("K,m,b,t,qU,qI,sX,sP,oC,nO,dE") -- number suffixes local return_string = num.sig if num.sig > 1000 then local modval = num.exp%3+1 local suffix = num.exp\3+1 if suffix > #suffixes then return_string = sub(return_string,1,1).."."..sub(return_string, 2).."X10^"..(num.exp+3) else return_string = sub(return_string, 1, modval).."."..sub(return_string, modval+1)..suffixes[suffix] end end return return_string end function num.save(cart_slot) dset(cart_slot, num.sig | num.exp>>16) end function num.load(cart_slot) num.sig = dget(cart_slot)\1 num.exp = dget(cart_slot)<<16 end num.sig = new_sig num.exp = new_exp or 0 -- handle special cases: input can also be either an integer in string format or a table (assume it's another expint()!) if type(new_sig) == "string" then num.sig = tonum(sub(new_sig, 1, 4)) num.exp = max(#new_sig-4, 0) elseif type(new_sig) == "table" then num.sig = new_sig.sig num.exp = new_sig.exp end num._norm() return num end |


Well I am now 99% complete my Pico-8 version of Mr. Robot and His Robot Factory. I loved this game back in the day when it was new on my Commodore 64 and now here is a Pico-8 version for everybody to enjoy. I can't believe I am right at the limit of the Pico-8 memory and made it fit. barely.
It is complete, although I have about 6 more levels to draw still and my trampoline logic needs some love. I doubt very much that I will fix the trampoline logic since the levels with trampolines were difficult to make work just like the original due to the limitation in screen width. Regardless I think I got the general look and feel of the original game pretty close, and the sounds aren't too bad either.



My jam game called Sun Break, finished in 7/8h. Very short scope but worth it, hope someone like it. The itch.io is https://raphaelkieling98.itch.io/sun-break
> You are a girl in a temporal loop. Are you able to escape? 10/15m of playtime :)





So yeah
I joined the pico-eightely world of Pico-8 and decided to try to do some stuff.
One of the things I (and assumedly many others) noticed is the quirk of the numbers range only going up to ~32700 because it's only stored on 8 bytes, and I figured I could try improving on this system...
Now of course many others did before me, and I could have tried to improve on their systems but I decided to do my own whole thing so instead of trying to recreate a mechanical calculator or a double-type number system, I went for the "scientific approach".
I made these snippets (located in tab 1) to turn a simple "12" into "1.2e+1" and to have the ability to do some math operations with it, all in just a bit over 200 tokens.
Hi, I have an RGB30 with an up-to-date version of Rocknix and the latest RPi (64 bit) version of Pico-8 installed.
Some games run and play just fine, Celeste 2 for example. But some games quit after they've loaded when I try to play them. For example, ExTerra - It loads okay, but when I select 'play' and then 'retro' or 'modern' from the in-game menu, it flashes "loading" briefly on the screen and then quits.
Does anyone have any ideas on what might be happening? Thanks.


I’m a low-vision developer who recently fell head-over-heels for Pico-8 and Picotron—honestly, the low-res aesthetic is a game-changer for central vision loss. With fewer pixels and tight constraints, these platforms are some of the most playable and buildable game dev environments I’ve come across.
That said, I’ve been running into some accessibility bumps—especially with the IDE tooltips. The red-on-brick-red color scheme is tough to parse, and jumping my gaze from one side of the screen to the other really adds up in eye strain over long sessions.
Here’s my wishlist:
• Screen reader support: If tooltips and field labels had ARIA tags or other hooks for screen readers, I could fly through tools without as much visual fatigue.
• Retro screen reader mode: Even better? Imagine a built-in reader that sounds like an old-school ’80s computer voice. Bleeps, bloops, the whole vibe. Functional and fun.
I know accessibility work takes time, but even a small tweak—like upping the contrast on tooltips—would go a long way. I’d love to hear if others have worked around this or if it’s on the roadmap.


Ten days of hyperfocus later, I have a working playtest ready!
The "how to play" section needs a lot of love, but the game is functional. The logic is based on the Andy Looney game Icehouse (https://www.youtube.com/watch?v=Zjow6EJflw4&t=192s), which is a real time board game played with 3-4 players.