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Certain userdata op parameters will cause Picotron to crash.

To reproduce, do a userdata op with the following parameters:

data:copy(src, dest, -1, 0, 1, 0, 1, 2)

In particular, it seems that src_offset needs to be negative, and spans must be greater than 1.

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Cart #ud_sandbox-1 | 2026-08-16 | Embed ▽ | License: CC4-BY-NC-SA
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Userdata Sandbox

Userdata is one of the more powerful tools you get in Picotron. It lets you do bulk operations while avoiding the usual per-element overhead you'd get doing the same thing through Lua for loops. It's especially vital if you need to draw thousands of elements, as otherwise you're using double digits of CPU just to iterate and perform draw calls. But while there's existing userdata documentation, a lot of people have struggled with it, myself included.

In my case, I was having trouble understanding the difference between self/lhs, src/rhs, and dest, the userdata:op parameters and how they control iteration, and how the target data is mutated. So I made this tool to help me visualize what's going on. Folks on the Discord seemed to really like it, so I went ahead and did some cleanup and added a few useful extras like Recipes. I hope this helps get more people into userdata!

[ Continue Reading.. ]

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Tea Wars

5 lives. 5 seconds per level. How long can you last?

  • press X to start the game and to shoot baddies

Cart #teawars_v2-2 | 2026-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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  • Survive the onslaught of more and more fiendish geometrical shapes.
  • You can shoot them with your trusty laser, but not their shiny armor (the brightest part of them).
  • If they hit you, you are invulnerable for some time.
  • Some baddies takes multiple hits!
  • Beware the tea.
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Cart #hometown_ur-0 | 2026-08-16 | Code ▽ | Embed ▽ | No License
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Been working on this Final Fantasy 3 (NES) demaky thing for a while - Started with getting water effects right and expanded from there. This is a recreation of town of Ur and a non-canon (obviously) story of before the events of FF3

there are a a lot of systems/data required for this kind of RPG - Im just at compressed size limit.

I just kept adding systems to this over time - there is some good some bad - but playable. Brief features:

  • For the Map this uses BigMap from @pancelor here https://www.lexaloffle.com/bbs/?pid=105301
  • NPC are random created and can get in the way but if you press against them they should move away quick.
  • talk to NPCs - random ones have some funny lines but they also have some hints - but there is a story well a task to achieve
  • I recreated/interpreted the town music for Pico8
  • no combat - is just town based.
  • no merchants unfortunately.
  • spr system for characters using normal SPR in spirit of original NES.
  • various trigger and message systems that probably need to be combined.
  • you can open chests and pots with random results.
  • there is an ending - A bit rushed but I think it should work with hopefully no bugs.
  • about 2-3 minutes
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Cart #derpyderby-9 | 2026-09-13 | Embed ▽ | No License
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Derpy Derby is a split-brain typing game in Picotron, made by illuminesce and acedio for PICOJAM26, with wonderful music by zep!

The top row controls the hormse's front hoof, the bottom row, the back. The front hoof cannot proceed six letters further than the back. Make your way to the finish line by typing all of the sentences!

Also available over on itch.io!

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Cart #maho_tofu-3 | 2026-08-16 | Code ▽ | Embed ▽ | No License
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About

You seem to have misplaced your spellbooks and your cookbooks. You'll have to discover the glyph shapes on your own.

Good luck, chef!

Controls

Draw glyphs with your mouse to cast spells.

There are 5 secret glyphs to discover. Cast all secret glyphs in the right order to make the delicious magic tofu recipe.​

Notes

This is my submission for PICOJAM 2026

The gesture recognition is far from perfect. I'm actively working on improving it. If you get stuck on a particular glyph, please let me know!

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Cart #dit_dit_dah-0 | 2026-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A tiny Morse-code listening & keying game for #picojam26.

Hear the prompt. Answer on the straight key (🅾️).
Match the rhythm of the gaps — the "ma" between dits and dahs.

CONTROLS
🅾️ — key / start / repeat same word (when idle)
❎ — queue next round (retry same word if you miss)

CREDITS
Concept & program: Kenta Saito
Gfx, BGM & voice: cornettheory

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Kind of experiment, justo to try playability.

The goal is simple: leave all the tiles “blank.” If you don’t reach the target, the level repeats until you do.

Any feedback is appreciated

Cart #picotiles-2 | 2026-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #picotiles-0 | 2026-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Kind of experiment, just to test playability.

Feedback please!

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Yes, I know we've already run TIC-JAM August...

BUT THAT WAS A "BETA"!

Get ready for TIC-JAM #1. Faster, tinier, computerier, 80-ier.

On August 22nd till August 27th

TIC-JAM is the newest game jam for anyone who wants to make games for a fantasy console! We allow both TIC-80 and PICO-8, so anyone who wants to create games for either, you've found the right place! The theme this month is... Seaside!

Yes, we're announcing it early. No, you cannot start making your game now - unlike the last jam.

Join at the link here!

If you struggle to click that, here's the raw link:

https://itch.io/jam/tic-jam-1

[16x16]

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Made for by Mr. Swop by @Werxzy for Lowrezjam 2026

It's Mr. Swop (Overworld Mix)

[sfx]

It's Mr. Swop (Hard Mix)

[sfx]

Get a Star!

[sfx]

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Cart #mr_swop-3 | 2026-08-28 | Code ▽ | Embed ▽ | No License
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Help Mr. Swop find stars by swapping tiles around!

Music and SFX by @mazmystic
Made for Lowrezjam 2026
Also on itch.io

Use the arrow keys to move and X/Z to see your stuff.
The game takes maybe an hour to 100%.

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Cart #cfffiend-2 | 2026-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

You can now die from caffeine overdose!
You can now be fired and become homeless in this late-stage capitalistic society!

The game is still very bare bones. Next I will add the Boss, which will be at that big table in this middle of the screen and slam down at it with his fists when there's too much uncollected paperwork.

After that maybe a time system, with each day becoming harder.

Then I'll fix the collision bugs... maybe.

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Cart #ridiculous_pitching-0 | 2026-08-16 | Code ▽ | Embed ▽ | No License
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Practice batting against pitches that violate the laws of physics.

My entry to LOWREZJAM 2026.

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With the CPU cost adjustments in 0.3.0d, the userdata() constructor costs a lot more to use. I understand that this is to push users to allocate once and reuse, but there are several userdata operations that only apply to all rows, meaning you have to reallocate the userdata every time the size of your data changes. Fire a laser? Reallocation. Collect an item? Reallocation. And for large enough lists, the reallocation costs are quite significant.

I'm working on a 3D graphics library. The idea is you have a list of sprites along with an object transform. The object transforms are applied to the individual point lists (so list 1 uses transform 1, list 2 uses transform 2, etc.). Afterward, they are all concatenated into a list which is sorted on Z using ud:sort, translated into a sspr batch, and fed to sspr.

The transform step uses ud:matmul3d, which can batch operate on a list of vectors. But it always operates on the full list of vectors, so I can't create a temporary buffer of, say, 16k vectors and only do matmul3d on the 3k vectors I want to draw. Same with ud:sort, which only has parameters for which column to sort on.

[ Continue Reading.. ]

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Cart #lazybird1-0 | 2026-08-15 | Code ▽ | Embed ▽ | No License
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Just another Flappy Bird remake.

This one is my very first game I've ever made!
Huge shoutout to the amazing Pico8 tutorials out there and in particular to Krystman / Lazy Devs Academy.

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Cart #cfffiend-0 | 2026-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


This is my first published Pico-8 game!

Although I had made some other cartridges before, I never uploaded them here, lest someone noticed how bad of a game designer I am!

Alas, who cares anyways? It might be bad, but having it uploaded makes it easier to share it with my friends.

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Cart #uny_automata_0-0 | 2026-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first little project. It's just what it says on the tin!

Controls:

  • Left and Right move the cursor along the top row.
  • Up and Down toggle whether that state is on or off.
  • Button Z randomizes the rule the automaton is using.
  • Button X toggles the colours, to make it easier on the eyes.
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Simple deltarune cover
[sfx]

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Cart #pigotedaho-0 | 2026-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a tiny logic puzzle game based on a weaving structure called "double two-tie" twill, which forms really interesting labyrinth shapes on fabric. As the player, you control the direction of the wavy lines in the fabric via the threading (the letters down at the bottom) and the treadling (the lines along the right side), and your aim is to match the pattern generated at the beginning of the game. (it's randomly generated, for infinite replayability :)

background / tl;dr

You don't need to be a weaver to play the game, but if you're curious about how it works: the yarn running vertically (the "warp") is threaded into one of three possible patterns, those are A, B, and C.(On an 8 shaft loom, you have 3 blocks to work with. If you had a bigger loom, there are more potential blocks.) The loom raises and lowers those warp threads in a regular pattern so that the horizontal yarn ("weft") can pass over and under the threads, creating the pattern. Every group of A threads will lift together in the same pattern, every group of Bs lifts together, etc. Double two-tie twill is really interesting to me because each block can be controlled independently of the other blocks, so you can choose which direction the pattern is going for each column, leading to the funky labyrinth shapes.

I had this idea while I was learning how double two-tie weaving works because I needed to remember a complex treadling pattern without needing to look at my notes all the time. The way my loom is set up, I figured out how to 'read' the direction of each block based on which shaft levers are up and down, which is where the very non-standard treadling orthography comes from. I know that didn't make sense, look, pictures: https://rebeccamgreen.com/twill-labyrinths/

This is my first pico-8 game and I hope you have fun playing! <3

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