I'm playing with writing an emulator for a retro computer.
Given this, it's in my best interest to do window{pauseable=false} at program start, so that the Enter key isn't interpreted as Start, thereby bringing up the pause menu. I want to use another key instead - say, F1.
Did some research, and seems like the right way to do this is to send the wm the toggle_pause_menu event. However, this event is not among the whitelisted events for sandboxed carts (see sandboxed_wm_event in /system/lib/head.lua). I had the following code; it works when unsandboxed, and not when sandboxed.
on_event("keydown",
function(msg)
if stat(302, msg.scancode) == "F1" then
window{pauseable = true}
--send_message(3, {event = "set_window", attribs = {pauseable = true}}, true)
send_message(3, {event = "toggle_pause_menu"})
end
end
) |
I also have an unpause event handler, that restores window{pauseable = false} so that Enter key may be used after menu is exited.
Is there another or better way to do what I want? As things stand, F1 won't trigger the pause menu... but it will enable Enter to do so, so I guess users could type F1 followed by Enter. That feels pretty clunky, though.
Another question, re Ctrl-P. pauseable prevents Enter from doing Special Things. capture_escapes prevents Escape from doing Special Things. Ctrl-V (paste) is a mild pain, but is handleable as a char in its own right, at least via on_event(), anyway. AFAICT though, there is no way to prevent Ctrl-P from activating the Picotron Menu, and that's pretty annoying, especially for such a simple key-combo (Ctrl-alt-P or Ctrl-shift-P would move it out of the way)... Am I right that there's nothing currently to be done about this? If so, I guess I'll add a key-combo prefix that lets you type the next modifier-and-key as separate keystrokes, to allow the user to avoid typing something that opens menus...
The Pictron version of Moonprints! Featuring:
- No new graphics
- Dubious sound quality compared to the original version
- Evocative use of the Academy Ratio
- I lied, there is exactly one(1) new graphic but it is a spoiler
- Many many mushrooms to collect
- Look I had to publish something soon or the inertia would never let me go
- I hope you're having a good day today :)

My first game in pico-8, and what is that? Yes, it's a Pong clone, because everybody has to start somewhere. One or two players, clumsy AI, cheering fans and multi-language. Fortunately, there are few things to print on this game, which made for that last option a "well I'm learning, aren't I?"
Languages: English (default), Spanish, French.
Press Z to start the game.
Little update in v.1.01:
- Ball speeds up with every pad hit
- Wider bouncing angle when ball hits on a pad corner to avoid the (insufferable) wait until the ball arrives to the other side
If you have a look at the code, you'll see there are some magic numbers in it. I'm 100% aware. Those which exist are on purpose.

Use the arrow keys and collect the dollar signs while avoiding the hands. If you are caught, you will need to pay a bribe in the form of $100 or 10% of your money, whichever is greater. You lose when you reach $0 or less.
This game is a small improvement on my previous game. The threats move now instead of just spawning and staying in one place. I also updated the player sprite based on current money.

Here is a small game made with PICO-8, created out of nostalgia for my Videopac from the 1980s.
It is inspired by UFO, released in 1978 on the Videopac. The goal is simple: you control a flying saucer and must survive as long as possible among swarms of aliens while trying to score as many points as you can.
Controls:
Arrow keys: move the saucer
X key: shoot
Have fun! :)
I'm trying to make a pico-8 piet interpreter.
https://esolangs.org/wiki/Piet
It can't be an exact interpreter for the simple reason that piet uses an image as its code and the 20 valid pixel colors are not in the pico-8 palette, but something similar using the 20 of the 32 pico-8 colors might be possible.
The 16 colors max per screen can be overcome with the 64 x 128 32 colors mode, but my struggle is to find what colors to use.
In piet, aside from black that is used as a wall and white as a do nothing, colors are organizes in a 6 hues times 3 lightnesses. Each color has no special meaning, but the difference in hue and lightness between adjacent pixels is what defines opcodes.
We can't simply match to nearest in pico-8, but another 3 times 6 organization might make sense.
Suggestions anyone ?

Let's Boid! 0.1
description
Let's Boid! is a simple boid demo with adjustable parameters. Freely change the horde's separation, alignment, and cohesion factors, or select from a number of presets. Modify your boids' appearance and graphical effects with just a few keystrokes!
hotkeys
- Arrows / Directional Pad: Navigate / Change Value
- Z / O Button: Enter / Exit Menu
- X / X Button: Show / Hide UI
fun facts
TBD!
roadmap
- More presets
- More graphical options
- Quadtrees?
- Further optimizations
- TBD!
Santorini
Santorini is an abstract game in which you try to reach the top of a complete tower.
How to play/Rules
The game begins with both players placing down their allotted pieces.
They then take turns moving, and building, with one of their pieces (in that order).
You can move and build in the 8 squares around your piece, you may only move up 1 level at a time.
You are required to do both each round, they are not optional.
The game ends when you reach the top level (the finish line looking piece)
If a piece gets topped (blue checkerboard) you can't stand on it, and it doesn't win either player the game.
Controls
O - Confirm/Select
X - Back/Cancel






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