This is my cartridge for the 2019 Advent Calendar. It is a simple toy/game with no secret endings at all. Nope.
There are 26 (or more! wink wink) carts available now, and you can get the full experience by playing from @enargy's main cart. It is a truly joyful collection!
Alright, let's do this! PICO-8's core specification is complete, and it appears to do what it says on the tin. So I'm calling it:
PICO-8 is in Beta!
The main purpose of 0.2 is to finish freezing the core of PICO-8 -- the api, cpu counting, specs, cart format, memory layout, program behavior, backwards and future-compatibility should no longer change.
Earlier attempts at settling on a fixed core in 0.1.11 and 0.1.12 failed because of technical issues creeping in and also some design decisions that just didn't sit right. It has only been due to the ongoing process of users like @Felice, @electricgryphon, @jobe, @freds72, @Eniko, @samhocevar, and many others prodding at the boundary of what PICO-8 can do -- and what it should do -- that all of those nooks and corners finally took shape. I'm really happy with the way the last pieces of PICO-8 have snapped together, and I think it has reached a point where it feels not only like it should never need to change, but that it never could have been any other way.
To make this happen required some jolting changes and a string of patches to get right, and the last few weeks PICO-8 has been in an uncomfortably liquid state. My apologies to everyone who was riding that bumpy update train (but thanks so much for the bug reports!). There might be one or two emergency patches in the next weeks, but I think any left-over quirks and design flaws will simply become part of the machine.
New Features and Changes
Character Set
PICO-8 now has a full 8-bit character set that can be accessed with CHR() to get a character by index, and ORD() to get the index from a character.
> PRINT(ORD("A"))
97
> PRINT(CHR(97))
A
All characters from 0..255 (0..15 are control characters and are not visible)
All of the new characters 16..255 can now be typed directly into the code editor. There are 3 modes that can be toggled on and off:
Katakana (ctrl-k) // type in romanji: ka ki ku ke ko
Puny Font (ctrl-p) // shift-letter gives you regular font
Additional characters can be accessed in the 2 kana modes with shift-0..9
SFX / Music Organiser
These can be accessed in the music editor, and give you a cart-wide view of all of the patterns or SFXes in a cart. They can be selected by shift-clicking, copied and pasted, or moved around (with ctrl-x, ctrl-v), and can also be used to visualize which SFXes are being used while music is playing.
Operators
Bitwise functions can now instead be expressed with operators. The function versions are still useful if you want nil arguments to default to 0, or just as as matter of style. But the operator versions are a little faster and often more token-efficient.
BAND(A,B) A & B
BOR(A,B) A | B
BXOR(A,B) A ^^ B
SHL(A,B) A << B
SHR(A,B) A >> B
LSHR(A,B) A >>> B
ROTL(A,B) A <<> B
ROTR(A,B) A >>< B
BNOT(A) ~A
There's also a handy integer divide, and operators to peek (but not poke)
FLR(A/B) A \ B
PEEK(A) @A
PEEK2(A) %A
PEEK4(A) $A
Capacity Adjustments
CPU
Bitwise functions (BAND, BOR..) and PEEK functions are now a little more expensive. They can be replaced with operators counterparts to improve speed, but even they are not as fast as the 0.1.11 bitwise functions, especially when used in deeply nested expressions.
This change was necessary because I badly miscalculated how much real-world CPU load would be required to run the most bitwise-heavy carts. Lua functions cost a lot of (real) CPU compared to vm operators, and the result was carts that could completely obliterate a web-browser or real-world CPU on an older machine. This is a problem because a central goal of PICO-8 is to allow authors to forget about real-world CPUs across platforms, and just focus on the PICO-8 one.
Unfortunately, another central goal is to not mess with or break existing carts! So this was a hard choice to make. I've tried to balance this change somewhat with the introduction of native operators, tline(), and by adjusting the vm costs in a way that feels natural but also frees up some extra cycles. Along with bitwise and peek operators, the add and subtract vm instructions now also cost half as much as other vm instructions. So if you consider PICO-8 to be running at 8MHz, they cost 1 cycle per instruction, while most vm instructions cost 2.
CPU: Coroutines
Previous versions of PICO-8 handled CPU counting inside coroutines very badly. It was easy to accidentally (or intentionally) get 'free' cpu cycles when running a coroutine over a frame boundary, and in some versions the opposite could sometimes happen -- a coroutine or garbage collection would incorrectly yield the whole program causing unnecessary frame skipping. 0.2 contains a much cleaner implementation of cpu counting -- you can wrap anything in coresume(cocreate(function() ... end)), and get exactly the same result (minus the overhead of the wrapping). As a nice by-product, this has also made better STOP() / RESUME behaviour possible (see below).
Tokens and Code Compression
There is still a 8192 token limit (of course!), but negative numbers now count as a single token. This seemingly small fix, along with the new character set and bitwise operators, ultimately resulted in the code compression also improving. The result is that you can squeeze in around 10% more code.
If you want to peek behind the curtain, here's the story behind that:
The first version of PICO-8 had only a single limit for code side: 15360 characters. You can still see the remnants of this when you load a cartridge ("loaded foo.p8 (1049 chars)"). Soon after, tokens were introduced as the new limit, so that there was less incentive to bother minifying code except for really heavy carts. For this to work, the character limit was increased to 64k (so that you can get more than 2 characters per token), and the code became compressed so that it could still fit in the same 15360 byte block of a 32k cartridge.
The idea was to introduce compression that was just good enough so that you'd normally hit the token limit before you hit the compressed size limit. It favored characters that were commonly used, and was intended to compress code rather than data. By virtue of being simple, it was also fast enough to compress up to 64k of code every key press, so that as you approach the compressed limit you can be altered as soon as you surpass it (which is still true).
It held up pretty well, but over time, things changed. Token counting was adjusted to solve common problems, and generally allowed more code to fit within the limit. Carts included more data stuffed into the code section, often containing characters the compressor wasn't intended for. As a result, the compressed code size limit started to become as much of a pressing concern a the token limit. Carts packed to the brim would often use both to capacity.
So, these 3 changes (in token counting, character set, and bitwise operators that cost less tokens), have put even more pressure on the compressor, and the old one just wasn't cutting it anymore. I really want to keep the token limit as the one that normally matters the most, and so better compression was in order. 0.2.0e features a code compressor that does about as well with any character subset, is decent at compressing byte-wise structured data stored in hex strings, and compresses around 10% better than previous versions.
Also, and this is a little embarrassing, I found some unused space in the 32k cartridge format that has been sitting dormant since its creation in 2014. It has been given to the code section, which is now 0x3d00 bytes instead of 0x3c00.
TLINE
The tline() function ("Textured Line") is a mixture of line(), sspr(), and map().
You can use it to draw a line of pixels (same as line()), where each colour is sampled linearly from an arbitrary line on the map. It's not much use out of the box, but can be used as a low-level primitive for many purposes including polygon rendering, DOOM-style floors and walls, sprite rotation, map scaling, drawing gradients, customized gradients and fill pattern schemes. I've only played with it a little bit so far, but it's really fun, and I'm looking forward to seeing what it winds up being used for.
API Changes
RND(TBL)
Give rnd() a table as an argument, and it will return a random item in that table.
BTNP Custom Repeat Delays
From the manual:
Custom delays (in frames @ 30fps) can be set by poking the following memory addresses:
POKE(0x5F5C, DELAY) -- set the initial delay before repeating. 255 means never repeat.
POKE(0x5F5D, DELAY) -- set the repeating delay.
In both cases, 0 can be used for the default behaviour (delays 15 and 4)
Fill Patterns Constants
Use the glyphs (shift-a..z) with fillp() to get some pre-defined fill patterns.
fillp(★)
circfill(64,64,16,0x7) -- transparent white
They are defined with the transparency bit set. You can use flr(★) or ★\1 to get 2-colour patterns.
fillp(★\1)
circfill(64,64,16,0x7c) -- white and blue
Demo Carts
Most of the demos have been updated, including Jelpi which now has a few more monsters and tilesets to play with! Use INSTALL_DEMOS to get the new versions. 0.2 also features 2 extra pre-installed games: 8 Legs to Love by @bridgs, and Embrace by @TRASEVOL_DOG. You can install them with INSTALL_GAMES.
Tabs and Tabs
Tab characters are now optionally visible (but off by default). You can turn them on in config.txt
Press shift-enter to automatically add an END and indent.
Also, there are 8 more code tabs. Click the right or left-most visible tab to scroll.
Shape Drawing Tools
Both the map and sprite editors now have circle, line, and rectangle drawing tools. Click the tool button to cycle through those 3 modes, and hold ctrl to toggle filled vs. outline circles and rectangles.
Map Tile Moving
It's now a little easier to move sprites around that are referenced by the map. In the map editor, select the sprites you'd like to move, use ctrl-x and ctrl-v to move them, and the map cell data will also be updated to avoid broken references. This operation applies to the selected region on the map (ctrl-a to select half, and ctrl-a again to select the whole map including shared memory).
This operation is a little tricky, because it adds items to both the spritesheet undo stack and the map undo stack, so you need to manually undo both if desired. Back up first!
Splore
Every time you launch a BBS cartridge, PICO-8 will now ping the server to check for a newer version and prompt you to update if it exists. You can turn this off in config.txt
There's also a 'search thread' option in splore's cart menu, which will be useful for long jam-style threads in the future. And is already great for browsing the tweetjam thread! (You can go to the search tab in splore, and search for "thread:tweetjam")
Exporters
HTML
The HTML exports now run a lot smoother on older machines, and with more reliable page formatting and mobile controls.
.zip File Output
A common problem when exporting cross-platform binaries, is that the machine you're generating files from doesn't necessarily support the file attributes needed to run programs on other operating system. This was especially problematic for Mac and Linux binaries exported from Windows, which had no way to store the executable bit (and so end-users would have to manually fix that). To get around this problem, the EXPORT command now produces ready-to-distribute .zip files, that store the needed file attributes when unzipped on any other operating system. As a bonus, you also don't need to bother manually zipping up each platform folder! There's currently no way to add other files (e.g. documentation) though, so in that case you might need to zip the .zip along with any other desired files.
Options menu
Binary exports now come with an OPTIONS menu that shows up when a cart is paused, and includes the same settings available in HTML exports (sound, fullscreen, controls).
Activity Log
Have you ever wondered how much time you've spent in PICO-8 editors or carts? Or which carts you've played the most? 0.2 now logs your activity to activity_log.txt (in the same folder as config.txt) once every 3 seconds (unless the PICO-8 is left idle for 30 seconds). There aren't any tools to process this data yet, but it is human-readable. I should clarify: this information is not transmitted anywhere! You can turn this off in config.txt (record_activity_log 0)
Frame Advance
PICO-8 can now be resumed from exactly the point that code stopped running. For example, if you put a STOP() in your code, and then type RESUME from the commandline, the program will continue as if the STOP() had not occurred. It's possible to type in commands before resuming to modify the state of the program though, which is useful for debugging.
A common debugging tool is to slow a game down and advancing frame by frame. You can do this by stopping suspending a program with escape, and then typing . and pressing enter. This will run the program until the next flip() call and then stop again. You can get subsequent frames in the same way, or just keep pressing enter after the first one. To add additional debugging behaviour, you can use stat(110), which returns true when running in frame-by-frame mode.
That's all for now -- I hope you enjoy 0.2 and I'll catch you soon!
-- zep
Full Changelog: (scroll down to 0.2.0 for the main changes)
v0.2.0i
Added: pack(), unpack()
Changed: bitplane read/write mask only reset after finished running program
Fixed: tline() doesn't draw anything when the layers argument is not given
v0.2.0h
Added: tline() takes an optional layers parameter, similar to map()
Added: high bits of 0x5f5e taken as colour read mask, low taken to be colour write mask
Added: Double-click in the sfx tracker to select all attributes of a single note.
Fixed: assignment shorthand RHS scope wrong when contains certain operators. e.g. a+=1&127
Fixed: while/if shorthands fail when "do" or "then" appears on the same line as part of an identifier
Fixed: ctrl-c copies the wrong sfx after clicking pencil button (next to pattern #) in organiser view
Fixed: spinning cart icon present in video memory when cart boots from splore
v0.2.0g
Added: Window title shows current cartridge filename while editing
Changed: ~ preceeding a numerical constant (e.g. ~1) counts as a single token
Fixed: >>> operator behaviour does not match lshr(a,b) when b >= 32 (again)
Fixed: PICO-8 freezes when shift by -0x8000
Fixed: .p8 format does not store extpal label colours
Fixed: Can not save screenshot when filename contains ":"
v0.2.0f
Changed: @@ operator (peek2) to %
Fixed: Exported wasm crashes on boot when code contains a numerical constant out of range.
Fixed: HTML Shell treats controller shoulder buttons as MENU; easy to accidentally bump.
Fixed: shift operators behaviour undefined for negative values of n (now: x << n means x >> -(n\1))
Fixed: >>> operator behaviour does not match lshr(a,b) when b >= 32
Fixed: INFO crashes when code is close to 64k of random characters
Fixed: Code editor undo step not stored when starting to edit a new line (hard to see what happened)
v0.2.0e
Added: zip file creation (with preserved file attributes) when exporting binaries
Added: cpu working animation when cpu usage > 120 skipped frames
Improved: stop() / resume now works at the instruction level
Fixed: tline clipping broken (from 0.2.0d)
Fixed: cpu counting is wrong inside coroutines
Fixed: coroutines interrupted by garbage collection
Fixed: code compression suddenly much worse for carts > 32k chars
Fixed: code compression ratio can be less than 1 in extreme cases
Fixed: pasting a string ending in '1' into the command prompt opens the editor
Fixed: html export can run out of pre-allocated heap when doing heavy string operations
Fixed: hex memory addresses displayed in puny font on windows
Fixed: devkit mouse message shown once per cart -- should be once per chain of carts
Fixed: can't paste sfx notes after moving to another sfx via keyboard
Fixed: copying note select vs. sfx vs. pattern range is ambiguous
Fixed: crash after redefining type()
v0.2.0d
Added: rnd(x) when x is an array-style table, returns a random item from that table
Added: gif_reset_mode (in config.txt / CONFIG command). Defaults to 0.1.12c behaviour
Added: print(str, col) form behaves the same as: color(col) print(str)
Added: Operators: <<> >>< <<>= >><=
Changed: tline now also observes an offset (0x5f3a, 0x5f3b)
Changed: tline rounds down to integer screen coordinates (same as line)
Changed: Final cpu adjustments (see release post)
Changed: Removed experimental "!"->"this" shorthand
Changed: clip() returns previous state as 4 return values
Fixed: Included files remain locked (and can not be edited by external editors)
Fixed: Carts loaded as plaintext .lua fail to handle BOM / DOS characters
Fixed: palt() returns previous state of bitfield as a boolean instead of a number
Fixed: CPU speed on widget doesn't exactly match stat(1)
Fixed: stat(1) occasionally reports garbage values when above 1.0
Fixed: Custom btnp repeat rates (0x5f5c, 0x5f5d) speed up when skipping frames
Fixed: gif_scale setting not read from config.txt
Fixed: tline: texture references are incorrect when sy1 < sy0
Fixed: tline: single pixel spans are drawn as two pixels
Fixed: binary exports' controls menu always shows 0 joyticks connected
Fixed: Pressing DEL on first row of tracker doesn't do anything
Fixed: host framerate regulation is slow (~1/sec) when PICO-8 frame takes < 1ms to execute
Fixed: fillp() return value (previous state) does not include transparency bit
Fixed: clip"" setting all clip values to 0 (should be ignored)
Fixed: Raspberry Pi static build / static export requires GLIBC 2.0.29 (now .16)
Fixed: stop(nil) crashes
Fixed: print(), printh(), stop() prints "nil" with no arguments (should have no output)
Fixed: trace() can not be used with coroutines
v0.2.0c
Changed: Compressed size limit now 0x3d00 bytes (reclaimed an unused 0x100 byte block)
Fixed: >>>= operator (was doing a >>= replacement instead)
Fixed: #including large .lua files causes crashes, weird behaviour
Fixed: Sandboxed CSTORE: writing partial data to another embedded cart clobbers the remaining data.
Fixed: Multicart code storing regression introduced in 0.2.0 (code from head cart stored in other carts)
Fixed: Can not edit spritesheet after panning
Fixed: Junk error messages when syntax error contains one of the new operators
Fixed: Crash with: 0x8000 / 1
v0.2.0b
Changed: #include directive can be preceeded by whitespace
Changed: Activity logger records nothing after idle for 30 seconds
Fixed: Mouse cursor movement in editor is not smooth
Fixed: Screen palette doesn't reset after exiting splore
Fixed: PALT() returns 0 instead of previous state as bitfield
Fixed: Rectangle and line tools broken when used in map editor
Fixed: INSTALL_GAMES under Windows produces broken cart files
Fixed: Stored multicart sometimes has code section truncated (fails to load())
v0.2.0
Added: 8-bit character set with kana, alt font
Added: ord(), chr()
Added: SFX / Pattern organiser view
Added: SFX edit buttons on pattern channels
Added: tline // textured line drawing
Added: SPLORE automatically updates BBS carts when online
Added: Search for similar (shared tags) cartridges, or by thread
Added: predefined fillp() pattern values assigned to glyphs
Added: btnp() custom delays (poke 0x5f5c, 0x5f5d)
Added: "." shorthand command for advancing a single frame (calls _update, _draw if they exist)
Added: Current editor/cart view is recorded every 3 seconds to [app_data]/activity_log.txt
Added: Cutting (ctrl-x) and pasting selected sprites while in map view to also adjust map references to those sprites
Added: Clipboard is supported in the html exports (with some limitations) // load #wobblepaint for an example.
Added: Can load .lua files as cartridges
Added: Operators: ..= ^= \ \= & | ^^ << >> >>> ~ &= |= ^^= <<= >>= >>>= @ @@(update: @@ replaced with %) $
Added: New demo carts: waves.p8 dots3d.p8 automata.p8 wander.p8 cast.p8 jelpi.p8 (use INSTALL_DEMOS)
Added: Extra pre-installed games: Embrace, 8 Legs to Love (use INSTALL_GAMES)
Added: Splore cart labels for .p8 files
Added: Now 16 code tabs (click on the rightmost ones to scroll)
Added: ipairs()
Added: SAVE from commandline to quick-save current cartridge (same as ctrl-s)
Added: BACKUP from commandline to save a backup of current cartridge
Added: CPU usage widget (ctrl-p while running cartridge)
Added: Button / dpad states exposed in memory at 0x5f4c (8 bytes)
Added: Random number generator state exposed at 0x5f44 (8 bytes)
Added: pico8_dyn version is included when exporting to Raspberry Pi
Added: allow_function_keys option in config.txt (CTRL 6..9 are now preferred -- will phase out F6..F9 if practical)
Added: Visible tab characters (draw_tabs in config.txt)
Added: pal({1,2,3..}) means: use the value for each key 0..15 in a table
Added: palt(bitfield) means: set the colour transparency for all 16 colours, starting with the highest bit
Added: Options menu for binary exports (sound / fullscreen / controls)
Added: Shape drawing tools in sprite and map editor
Improved: Miscellaneous HTML shell / player optimisations and adjustments
Improved: Lower cpu usage for small foreground_sleep_ms values (changed host event loop & fps switching strategy)
Changed: This update is called 0.2.0, not 0.1.12d! (grew into plans for 0.2.0, and bumped cart version number)
ChangeD: Reverted cheaper 0.1.12* costs on bitwise operators & peek (recommend replacing with operators if need)
Changed: negative numbers expressed with a '-' count as a single token
Changed: glitchy reset effect does not leave residue in base RAM (but maybe on screen when using sprites / tiles)
Changed: sset() with 2 parameters uses the draw state colour as default
Changed: line() or line(col) can be used to skip drawing and set the (line_x1, line_y1) state on the next call to line(x1,y1)
Changed: vital system functions (load, reboot etc.) can only be overwritten during cartridge execution
Changed: sqrt(x) is now more accurate, and a little faster than x^.5
Changed: sqrt(x) returns 0 for negative values of x
Changed: btnp() delay and repeats now work independently per-button
Changed: pairs(nil) returns an empty function
Changed: Default screenshot scale (now 4x), gif scale (now 3x)
Changed: gif_len now means the length when no start point is specified (used to be the maximum recordable length)
Changed: (Multicarts) When loading data from many different carts, the swap delay maxes out at ~2 seconds
Changed: (Raspberry Pi) removed support for (and dependency on) libsndio
Changed: camera(), cursor(), color(), pal(), palt(), fillp(), clip() return their previous state
Changed: Can not call folder() from a BBS cart running under splore
Changed: F9 resets the video, so that multiple presses results in a sequence of clips that can be joined to together
Changed: color() defaults to 6 (was 0)
Changed: Backed up filenames are prefixed with a timestamp.
Changed: Automatically start on the (host's) current path if it is inside PICO-8's root path
Changed: tostr(x,true) can also be used to view the hex value of functions and tables (uses Lua's tostring)
Changed: Can hold control when clicking number fields (spd, pattern index etc.) to increment/decrement by 4 (was shift)
Fixed: HTML exports running at 60fps sometimes appear to repeatedly speed up and slow down
Fixed: HTML export layout: sometimes broken -- option buttons overlapping in the same place
Fixed: __tostring metatable methods not observed by tostr() / print() / printh()
Fixed: Mac OSX keyboard permissions (fixed in SDL2 0.2.12)
Fixed: Audio mixer: SFX with loop_end > 32 would sometimes fail to loop back
Fixed: btn() firing a frame late, and not on the same frame as stat(30)
Fixed: #include can not handle files saved by some Windows text editors in default format (w/ BOM / CRLF)
Fixed: Exports do not flatten #include'd files
Fixed: Default window size has too much black border (now reverted to previous default)
Fixed: Functions yielded inbetween frames occasionally push an extra return value (type:function) to the stack
Fixed: can't load png-encoded carts with code that starts with a :
Fixed: .gif output unnecessarily large
Fixed: .gif recording skipping frames when running at 15fps
Fixed: printh does not convert to unicode when writing to console or to a file
Fixed: cart data sometimes not flushed when loading another cart during runtime
Fixed: Can not navigate patterns with -,+ during music playback
Fixed: Mouse cursor not a hand over some buttons
Fixed: Laggy mouseover messages (e.g. showing current colour index, or map coordinates)
Fixed: Can't paste glyphs into search field
Fixed: Tab spacing always jumps config.tab_spaces instead of snapping to next column
Fixed: -p switch name is wrong (was only accepting "-param" in 0.12.*
Fixed: Code editor highlighting goes out of sync after some operations
Fixed: Multicart communication problem (affecting PICOWARE)
Fixed: time() speeds up after using the RESUME command
Fixed: Audio state is clobbered when using the RESUME command
Fixed: Audio glitch when fading out music containing slide effect (1)
Fixed: Toggling sound from splore cart->options menu has no effect
Fixed: Devkit keyboard works when paused
Fixed: "-32768 % y" gives wrong results
Fixed: Replacing all text in code editor breaks undo history
Fixed: Double click to select last word in code does not include the last character
Fixed: Weird block comment behavior in code editor
Fixed: HTML export: cart names can not contain quotes
Fixed: HTML export: menu button layout under chromium
Fixed: HTML export: Adding content above cartridge breaks mobile layout
Fixed: HTML export: Can touch-drag PICO-8 screen around (breaks simulated mouse input)
Fixed: LOAD("#ABC") does not always immediately yield
Fixed: Infinite RUN() loop crashes PICO-8
Fixed: Mouse cursor is not a finger on top of most "pressable" button-style elements
Fixed: CD command fails when root_path is relative (e.g. "pico8 -root_path .")
Fixed: poke in fill pattern addresses (0x5f31..0x5f33) discards some bits
Fixed: After using ctrl-click in map editor, can not modify map outside that region
Fixed: Shift-selecting sprites from bottom right to top left selects wrong region
Fixed: Changing GIF_LEN from PICO-8 commandline sometimes breaks gif saving
Fixed: pget() sometimes returns values with high bits set
Fixed: Preprocessor: unary operator lhs is not separated in some cases (e.g. x=1y+=1)
Fixed: Preprocessor: ? shorthand prevents other preprocess replacements on same line
Fixed: Preprocessor: fails when multiple shorthand expressions + strings containing brackets appear on the same line
Fixed: Loading a .p8 file with too many tabs discards the excess code.
Fixed: Map editor's stamp tool wraps around when stamping overlapping the right edge.
Fixed: Very quick/light tap events sometimes do not register
Fixed: SFX tracker mode: can't copy notes with shift-cursors before clicking (whole sfx is copied instead)
Fixed: "..." breaks syntax highlighting
Fixed: Click on text, press up/down -> cursor reverts to previous horizontal position
Fixed: CTRL-[a..z] combinations processed twice under some linux window managers
Fixed: ctrl-up/down to jump to functions in the code editor breaks when "function" is followed by a tab
Fixed: map & gfx drawing selection is not applied consistently between tools
Fixed: Using right mouse button to pick up a colour / tile value sometimes also applies current tool
Back to 2016! This is a demo @castpixel (also on twitter ) and I made in the weeks leading up to Tokyo Demo Fest 2016, as newly formed group: POD. Because it was made in a hurry, I felt I should tidy up the code before posting it. But that's never going to happen, so here's an even messier post-compo version with a few extra details added instead! The rotating orbycube effect can now be found in /demos though if you'd like to see roughly how it works. Also, if you're curious you can find the compo version with: load #orbys_compo
Shibuya Pixel Art 2020 is accepting submissions until the end of June, and this year there is a new category for 128x128 games! Lexaloffle is sponsoring the game category with a prize (a Picade Cabinet), and by offering a limited number of PICO-8 licenses to participants.
Similar to a game jam, entries should be based on one or more of the following themes: Shibuya, AI, Humanity, Game and/or Landscape. Unlike typical game jams, existing work can be adapted or reused, as long as it did not win a previous contest. You can find previous winning entries for 2018 and 2019.
To enter: simply post the image on twitter or instagram with the hashtag: #shibuyapixelart2020. It is possible to submit more than one entry. For game submissions, post an image of the titlescreen along with a link to the playable game (this BBS / itch.io etc). I suppose for images you'd also want to post a link to the original non-compressed version if needed. Also note that previous years' selections also included gifs/mp4s that also work as still images.
Apart from a Grand Prize (300k yen + a Wacom tablet), there are also 4 special category awards for: Limited Pixel Art, Analogue Pixel Art, Beyond Pixel Art and Pixel Art Game. Winning entries are announced in early August, with an exhibition and awards ceremony in September. But you don't need to be in Japan to enter!
For more information, and to read the full terms & conditions of entries, please visit the official contest homepage: https://pixel-art.jp/ (there is an automatic English translation button near the top of the main content).
UPDATE: I'm not sure if there are restrictions on team projects yet, but will update this thread with any news.
Hi All! PICO-8 0.2.1b is now up on lexaloffle, Humble, itch.io, and for PocketCHIP. This update started as a continuation of 0.2.0 bug-fixing work, but I also relaxed my position on API minimalism just enough to add some new features :D
UPDATE: 0.2.1b is now live and fixes the print() bug, and a few other things. See the changelog below for details.
Ovals
You can draw ovals (technically, ellipses) both when running a cartridge, and when using the shape tools in the graphics/map editors. Ovals are specified by their boundary rectangle, and follow the usual draw state rules.
pattern={[0]=
…,∧,░,⧗,▤,✽,★,✽,
ˇ,░,▤,♪,░,✽,★,☉,
░,▤,♪,░,✽,★,☉,…,
∧,░,⧗,▤,✽,★,✽,★
}
function _draw()
cls(1)
for i=0,31/32,1/32 do
local x=64+cos(i+t()/8)*48
local y=64+sin(i+t()/8)*44
local w=8+cos(i*2+t()/2)*6
local h=8+sin(i*3+t()/2)*6
fillp(pattern[i*32])
ovalfill(x-w,y-h,x+w,y+h,
(i*32)%8+8)
end
print("pico-8 0.2.1",40,62,13)
end
Serial I/O
To make it easier to set up workflows for getting data in and out of carts during development, some new serial() channels are available. You can turn a file on your host machine into a binary stream, or drag and drop it into the running cartridge to do the same. From the manual:
Additional channels are available for bytestreams to and from the host operating system.
These are intended to be most useful for UNIX-like environments while developing toolchains,
and are not available while running a BBS or exported cart. Maximum transfer rate in all
cases is 64k/sec (blocks cpu).
0x800 dropped file // stat(120) returns TRUE when data available
0x802 dropped image // stat(121) returns TRUE when data available
0x804 stdin
0x805 stdout
0x806 file specifed with: pico8 -i filename
0x807 file specifed with: pico8 -o filename
Image files dropped into PICO-8 show up on channel 0x802 as a bytestream:
The first 4 bytes are the image's width and height (2 bytes each little-endian, like PEEK2),
followed by the image in reading order, one byte per pixel, colour-fitted to the display
palette at the time the file was dropped.
Drag and Drop
On a related note, you can also now drop .p8.png cartridges into PICO-8 to open them. If there is a cartridge with unsaved changes, it will prompt before continuing. You can also drop .png files into the spritesheet, by first selecting the sprite that should be the top-left corner location.
API Changes
add() now comes with an optional 3rd parameter: an integer that specifies the location in the table that the new value should be inserted at. Similarly, a new variation of del() is available: deli(tbl, index) ("delete by index") allows deleting from a given location in the table rather than by value.
split() is also new. It complements the common strategy of storing data as strings. From the manual:
split str [separator] [convert_numbers]
Split a string into a table of elements delimited by the given separator (defaults to ",").
When convert_numbers is true, numerical tokens are stored as numbers (defaults to true).
Empty elements are stored as empty strings.
split("1,2,3") -- returns {1,2,3}
split("one:two:3",":",false) -- returns {"one","two","3"}
split("1,,2,") -- returns {1,"",2,""}
Binary Storage
It is now also more efficient to store 8-bit binary data in the source code section, by encoding it as a binary string. The .p8.png format stores uncompressable sequences as a raw block of data, effectively allowing cart authors to choose how much of the code section to trade for raw binary storage.
Binary strings can be encoded by escaping characters that can't appear in the source code. For example:
0 should become "\000" (or "\0" when not followed by another number), etc. To make this easier, previously invisible characters C1..C15 have font entries, and also unicode replacements when copying and pasting. I'm working on a snippet for converting between data strings and raw binary data, to make this process easier. UPDATE: here's the snippet.
HTML Touch Support under iOS
Touch controls for HTML exports is now a little smoother, and works when running from inside an iFrame (including itch.io game pages). I removed the mobile buttons menu by default (the buttons along the top: fullscreen, sound, close) as they aren't very useful and are messy, but they can be turned back on in the options near the top of the exported html.
Changelog // added 0.2.1b
There are many other bug fixes in this update, but I haven't gotten around to replying to the BBS threads yet. For now, please check the complete changelog:
v0.2.1b
Added: split(str,"") splits by single characters
Updated: Tower of Archeos 1.1 via INSTALL GAMES
Fixed: print(num,x,y) always prints numbers num in hexidecimal
Fixed: .p8.png decoder can enter an infinite loop (caused exports to freeze on boot)
Fixed: Can't save screenshot/gif when running a BBS cart with illegal characters in title.
Fixed: INSTALL_GAMES is broken
Fixed: Mouse is broken in HTML exports
v0.2.1
Added: oval() ovalfill() split()
Added: circle drawing tool is now an oval tool (hold shift for circle)
Added: hold shift with line tool to snap to 22.5 degree angles from origin (0:1, 1:1, 2:1 gradients)
Added: serial() channels for stdin,stdout
Added: raw binary and image files dropped in to PICO-8 also become byte streams readable w/ serial()
Added: add(tbl, val, index) -- insert val into table at index
Added: deli(tbl, index) -- delete element from table by index (index defaults to last element)
Added: show progress while exporting binaries (can be slow now that generating zip files)
Added: -e to add an extra file to exported binaries zip files // export -e manual.txt foo.bin
Added: RESET command to reset the runtime / draw state
Added: drag and drop cartridges into PICO-8 window to load them
Added: hash stored in .p8.png so that cartridges corrupted by image quantization can show a specific error
Added: raw data blocks in compressed code format (useful for storing long binary strings efficiently)
Added: clip(x,y,w,h,true): 5th parameter indicates that the clipping region should be clipped by the old one
Added: -export switch can be used to convert .p8 files to .p8.png from commandline. // pico8 foo.p8 -export foo.p8.png
Added: extcmd("screen",scale) and extcmd("video",scale) to override the default scale (e.g. scale 2 means 256x256)
Added: printh(str, filename, overwrite, save_to_desktop) -- 4th parameter to save output file to desktop
Changed: add(), del() no longer implemented with Lua snippet; lower cpu cost.
Changed: line(),rect() cost the same as rectfill() when drawing equivalent shapes
Changed: all drawing operations in sprite editor now observe fill pattern state
Changed: numbers can be immediately followed by identifiers (a=1b=2) // lexaloffle.com/bbs/?tid=38038
Changed: Sprite editor shows only active area after shift-selecting sprites
Changed: copy/paste in the code editor treats uppercase ascii characters as puny font only when puny mode (ctrl+p) enabled
Changed: C0 Controls characters (except for 0x0,0x9,0xa,0xd) encoded in .p8 / clipboard with unicode replacements
Changed: stat(4) converts characters to PICO-8 format (P -> puny p, hiragana unicode -> single character etc.)
Changed: serial() returns number of bytes processed (1/8ths included for partial bytes)
Changed: IMPORT SPRITESHEET.PNG now uses the current sprite as the destination coordinate instead of 0,0.
Changed: Standardized name of the display palette to "display palette" (was sometimes referred to as "screen palette").
Changed: tostr() returns nil (used to return "[nil]")
Changed: don't need to set bit 0x40 at address 0x5f2c to use secondary palette.
Improved: exported binary's data.pod file 90% smaller (~870k -> ~85k)
Fixed: pack(...).n is shifted right 16 bits
Fixed: ctrl-r doesn't reload external changes for carts which are over compressed code capacity
Fixed: false positives when detecting external changes for some older cart versions
Fixed: .p8.png carts saved with dense code (compressed size > raw size, including very small carts) stores junk
Fixed: error message duplication when loading future version of .p8.png carts
Fixed: Illegal colours can enter spritesheet via serach-replace after setting with color()
Fixed: Preprocessor: "foo():a().x+=1" "a=b[1]c+=1"
Fixed: hex numbers written with punyfont characters breaks syntax high-lighting
Fixed: shift+- in sprite editor jumps too vertically when zoomed in
Fixed: clicking a note in sfx editor creates a selection (-> backspace clears without moving rows)
Fixed: print()/printh()/stop() doesn't respect __tostring metatable method (regression)
Fixed: time() and btnp() speed changes after stopping program, typing a command and then resuming.
Fixed: phantom drag & drop events sent to unused music channels causing them to occasionally unmute themselves
Fixed: undo after moving sprites in map mode only undoes the changes to the map and not the spritesheet.
Fixed: inconsistent token counting for negative or bnot'ed numbers https://www.lexaloffle.com/bbs/?tid=38344
Fixed: Crash when INSTALL_GAMES / INSTALL_DEMOS without a writeable disk
Fixed: stat(4) (clipboard contents) does not convert unicode to corresponding glyphs
Fixed: (MacOS) Using discrete GPU ~ drains battery. Now using integrated GPU when available.
Fixed: screensaver is blocked while PICO-8 is running (needed to set SDL_HINT_VIDEO_ALLOW_SCREENSAVER: "1")
Fixed: screen glitches after running for 25 days
Fixed: (HTML Exports) touch controls not registering when running under iOS from an iframe (e.g. on an itch.io page)
Fixed: (HTML Exports) tap and hold brings up the select menu under iOS
Fixed: (HTML Exports) button blocked by canvas when overlapping on small screens
Wobblepaint started as a secret cartridge in my 2019 Advent Calendar entry, but I think it's time for a proper release! This version has some extra controls and nicer, less crinkly wobble.
Instructions
Your brush has a size, colour, pattern and shape that can be adjusted separately. There are 4 presets you can select and modify using keyboard shortcuts, or by clicking and dragging the top menu bar down to reveal a palette of attributes.
Instructions
CTRL-Z, CTRL-Y (or S,F) to undo/redo
CTRL-C, CTRL-V to copy and paste between doodles
W,R to switch between doodles (or use the menu buttons)
TAB to toggle menu
Mouse wheel (or e,d) to change brush size
RMB to pick up a colour
RMB in menu colour palette to select secondary colour (used for patterns)
LMB+RMB in menu colour palette to set the background colour
To save all doodles, use the cartridge icon button in the pull-down menu.
Wobblepaint saves data to itself. To start a new wobble cart, type LOAD #WOBBLEPAINT from inside PICO-8 and then save it as something. The data storage is reasonably efficient so you can get around 20~100 doodles to a cart depending on complexity.
To save a gif to desktop, use the gif button to record a second of looping wobble. If you want to record multiple doodles (e.g. for an animation or story), press tab to hide menu, CTRL-8 to start a gif, W,R to flip through the doodles, and then CTRL-9 to save the gif.
Gamepad controls
Turn off the devkit input in the options menu ("turn off mouse") and use a gamepad:
LRUD to move the cursor
[X] to paint
[O] + L/R to undo/redo
[O] + U/D to adjust brush size
In the menu, [X] and [O] behave the same as LMB,RMB
Using Wobblepaint doodles in your cartridges
CTRL-C copies doodles in a text format that can be pasted into code (or bbs posts)
Paste the code from tab 5 into your cartridge to load and draw them:
wobdat="1f00514302d06ee1179c8d34a74033b359e834319ba6504fa4690ade340000"
str_to_mem(wobdat, 0x4300)
mywob = wob_load(0x4300)
function _draw()
cls(mywob.back_col)
wob_draw(mywob)
end
Or alternatively, copy the binary data straight out of the spritesheet and use load_library (tab 2) to load all of the doodles into a table.
Changes
v1.5: fixed uneven frame times when recording gif and increased length to 2 seconds (was 1)
[O] (z/c): Run / Fly
[X] (x/v): Jump
Left / Right: Turn while in mid-air
v3 update: [X] also accelerates to make mobile controls easier
This is intended to be mostly a toy rather than a game, but you can get points for doing tricks!
Front / back flips (more points for 2x, 3x)
Early Santa: Santa lands early
Sneaky Weasel: Back flip close to the ground
Moon Grazer: Jump High
Glider: Jump Long
Fishtail: Do a bunch of wavey turns in mid-air
Firebird: Dangle Santa like he's the pod from the videogame Thrust
Santa Smash: Santa lands upside down. Don't do that trick.
This game is my contribution to the 2020 PICO-8 Advent Calendar. The calendar always surprises me with its sheer variety and depth of joyful creations, and this year is no exception! I encourage you to have a rummage around inside the advent calendar for the Full Experience (here's the menu cartridge), but to whet your appetite, here is also a partial gif dump:
This release follows a pattern set by previous 0.2.* updates in that I set out to fix a bunch of bugs and resolve design details, but in doing so, went down some deep rabbit holes and came out the other end with brand new features. As a result, some of the new features are on the advanced side, and this post will be likewise be more technical than usual. But I hope everyone can find something fun to mess around with!
SFX Filters
At the bottom of the SFX editor, you can now find 5 switches that alter the characteristics of each instrument. You can get a much wider variety of sounds and textures now, but they're meant to feel like variations on the existing instruments rather than completely new ones. I settled on this scheme after working on Voxatron's sound system and found that I could boil the set of parameters I wanted down to just 7 bits of information -- which is fortunate because there were only 7 unused bits left in the SFX data!
The 5 switches are:
NOIZ: Generate pure white noise (applies only to instrument 6)
BUZZ: Various alterations to the waveform to make it sound more buzzy
DETUNE-1: Detunes a second voice to create a flange-like effect
DETUNE-2: Various second voice tunings, mostly up or down an octave
REVERB: Apply an echo with a delay of 2 or 4 ticks
DAMPEN: Low pass filter at 2 different levels
SFX instruments (the green ones) can also use these filters, so it is possible for example to have a detuned square wave in the same SFX as a dampened triangle. When both the parent SFX and the SFX instrument have the same switch set at 2 different levels, the greater of the two is used.
Here's @Gruber explaining filters, along with a newly added control over the length of each SFX (useful for implementing uneven time signatures):
In previous versions of PICO-8 there were some characters in the range (0..15) that were sitting around doing nothing useful when you printed them. That's clearly no good, so 0.2.2 has introduced a new control codes that allow control over things like text formatting, cursor position and even sound generation. Along with some kana improvements, 0.2.2 now has complete set of 256 characters -- or P8SCII (PICO-8 Standard Code for Information Interchange).
An example: the "command" character (6) can be written as "\^" followed by a command character and sometimes a parameter:
A custom font can be enabled using control character 14 (or by setting bits 0x81 at address 0x5f58). A fixed character width and height can be specified at 0x5600,0x5602, followed by 8 bytes per character (8x8 bitmap) starting from 0x5608 (character 1). It can be a little fiddly setting the correct data up, so to get started, here's a wee tool that grabs font characters from the spritesheet and generates a snippet:
LOAD #FONT_SNIPPET
The output snippet is 7 tokens, and can be pasted into your cartridge. Here are some example fonts and their snippets:
(that reminds me, there needs to be a good way of posting long snippets like this on the bbs)
Sprite Fill Patterns
It is now possible to apply fill patterns to sprites, which includes spr(), sspr(), map() and tline(). A special bit (0b0.01) is set when calling fillp() to turn this feature on. Each sprite pixel is mapped to TWO colours using the (previously undocumented!) secondary palette, and these two colours are used to draw the pattern.
There are more technical details in the manual, but here's an example:
If you add the following fillp call to /demos/jelpi.p8 in init_level() (tab 5):
cls()reset()
fillp(♥\1|0b.011)
The result is:
There's a lot going on here!
I've added the call to fillp() after reset(), as it sets fill pattern state to default values.
♥\1 is a fill pattern constant with \1 (integer divide) to remove the alpha bit (0.5)
0b.01 (0.25) is the bit that turns on fill patterns for sprites
0b.001 (0.125) is another bit that applies the secondary palette mapping to ALL drawing functions, including a rectangle that is drawn at the bottom of the mountains.
the default secondary palette is being used, which consists of the original colour + a slightly darker counterpart. For example, 12 (0xc) maps to 0xdc. This could be changed with pal(12,0x78,2).
I think there there will be some interesting unexpected ways to use this feature, but a nice immediate example by @johanp is to add dithering to textured polygons drawn with tline:
(as the truck turns around, you can see a few frames of checkerboard dithering without destroying the look of the texture)
MULTIPOKE
POKE, POKE2 and POKE4 can be given up to 2048 values to poke into memory in sequence, similar to the DATA statement found in early BASIC variants. Try this to write 6 pixels to video memory:
poke(0x7000,8,9,0xac)
This can be used with unpack() and split() to dump a bunch of values to ram.:
poke(0x7000,unpack(split"8,9,0xac"))
Values can be read out in a similar manner:
a,b,c=peek(0x7000,3) -- 8,9,0xac
There is a limit of 2048 values in both cases, which means you can copy up to 8k in one go using PEEK4/POKE4.
Locked Mouse Pointer
This is a feature in 'devkit' mode which is normally intended for making development tools and exported binaries, but of course you are welcome to use it for whatever you like :)
(but keep in mind that some players using the BBS don't have a mouse or keyboard)
POKE(0x5F2D, flags) -- where flags are:
0x1 Enable
0x2 Mouse buttons trigger btn(4)..btn(6)
0x4 Pointer lock (use stat 38..39 to read movements)
.. so you need to poke(0x5f2d,0x5) to enable mouse with lock. stat(38),stat(39) will then give the mouse movements in desktop pixels rather than PICO-8 ones, so that the window size is irrelevant; they can be thought of as abstract motion events with a comparitively high sensitivity. PICO-8 attempts to match mouse movement when entering and exiting locked mode, but this requires setting the mouse cursor at the operating system level, which is not supported in web. In any case, you might get more consistent results by setting mouse lock once at the start of your cartridge and leaving it there (other mouse events will still work as usual via stat 32,33,34).
Menu item callbacks added with MENUITEM can now elect to keep the pause menu open by returning TRUE, and can also detect if the left and right buttons were pushed. The callback takes an integer parameter that is a bitfield of left and right button presses. Buttons 4..6 all map to each other (can't tell them apart).
For example:
function my_menu_item(b)
if(b&1 > 0) menuitem(_,"left!")
if(b&2 > 0) menuitem(_,"right!")
if(b&32 > 0) menuitem(_,"selected!")
return true -- stay open
end
menuitem(1, "select me", my_menu_item)
function _draw()
cls(5) print(t())
end
Another example:
LOAD #CUSTOM_MENU
Web Gamepad Improvements
The default PICO-8 0.2.2 HTML exporter (and the BBS web player) now includes @weeble's improvements that allow the DPAD mapping, and better hotplugging / controller indexing behaviour.
PICO-8 0.2.2 underwent a fairly aggressive optimisation pass; heavier cartridges use around 20% or in extreme cases 30% less cpu / battery life. I did some further tweaks of CPU costs to keep the theoretical host cpu ceiling as low as possible, which helps a lot on devices like the Raspberry Pi 2 & 3. Let me know if you have a cart that's running too slow on 0.2.2 -- I don't think there are many affected, and I'd be happy to help optimise it by swapping in the new binary operators etc. See the changelog for other cpu cost changes.
The following are some notes for the curious -- this shouldn't affect performance considerations when making PICO-8 carts. There was/is a lot of potential to change cartridge behaviour in subtle ways however, so as always, please let me know if you see something weird that was working in previous versions, even if it seems like a small thing.
There were 5 areas that needed improvement:
The garbage collector until now has been doing a full collect every frame. This isn't as bad as it sounds (PICO-8 carts generally generate a lot of garbage to collect), and the aim was to reduce worst frame times rather than average ones. 0.2.2 does a little better by spreading collection out over several frames, and if it can't keep up with accumulating garbage, defers to full collection every frame.
As a result of this change, stat(0) needs to perform a full collect to preserve the meaning previous versions. But don't worry about performance of the host machine in the odd situation where you want to use stat(0) in a released cart (not just for debugging) -- it's really fine! If you're curious to read the raw, non-garbage collected ram usage, I've added stat(99).
There were some 64-bit operations that didn't need to be there. The web builds suffer quite severely from 64-bit ops, but didn't seems to benefit from the other optimisations listed here.
Miscellaneous API function improvements; For example, sometimes memcpy can map directly onto host memcpy 1:1 and doesn't need to go through an abstracted layer. The kind of thing that makes code messier and harder to maintain, but worth it when it's the end of the project.
API function look-ups in Lua. Every time a function like cos,print,spr is called, Lua was performing a table lookup of that function's name. In a cheap, glorious hack, I just made all of them local by default. This shouldn't affect behaviour except when accessing them via _G, and gives quite a decent speed improvement. Lua can handle around 200 locals per scope, and so I used 50 of them -- I don't think any PICO-8 cartridges come close to exhausting the remaining slots.
LUA_TLCF (light c function) calls. Lua does quite a lot of call stack manipulation every time a C function is called. But PICO-8 built-in functions are generally quite simple: the heavily used ones take a number or two and return a single number. So I added a new function type to Lua's internals: a LUA_TSLCF ("super-light c function"). This type of function is only allowed to output a single number by clobbering the position in the stack it was called with. Not a very Lua way of doing things, but it works, and saved a lot of call overhead!
Map Export
EXPORT FOO.MAP.PNG
.. to get a full-scale png of your map!
Changelog
v0.2.2
Added: SFX filters: noiz (white noise for inst 6), buzz, detune (flange/overtone), reverb, dampen (lpf)
Added: SFX length (leave the second loop value at 0 to use). Can be >= 32.
Added: P8SCII control characters when using print() -- can adjust colour and cursor position etc.
Added: User-defined font at 0x5600, accessible via control character \014
Added: poke(addr, val0, val1, val2 .. valn) -- same for poke2, poke4
Added: can peek multiple values: a,b,c = peek(addr, 3) -- same for peek2, peek4
Added: Locked mouse pointer // poke(0x5f2d, 0x5) and then stat(38),stat(39) to read
Added: right click in sfx pitch mode to grab the instrument of that note
Added: IMPORT command can specify target location in pixels: IMPORT FOO.PNG -X 16 -Y 32
Added: IMPORT -S to shrink the imported image (e.g. -S 3 means shrink from 384x384 -> 128x128)
Added: ctrl-c at empty command prompt to copy the most recent error message
Added: extcmd("screen",0,1) / extcmd("video",0,1) saves files in same path as cart / exported executable or app.
Added: set bit POKE(0x5F36, 0x8) to treat sprite 0 as opaque when drawn by map(), tline()
Added: shift-tab in gfx/map editor for full-fullscreen mode (with no red menu bars)
Added: extcmd("rec_frames") to record each gif frame only when flip() is called regardless of rendering speed
Added: extcmd("folder") to open the folder on the host operating system (where printf, extcmd saves files to)
Added: custom menu callbacks can optionally leave the pause menu open, and can read LEFT and RIGHT button presses
Added: ctrl-h hex mode in map / gfx views (displays current sprite in hex, and shows map tile values)
Added: export map as a single image with export foo.map.png
Added: @weeble's gamepad improvements to the default html shell (dpad layout detection, better mapping / hotplugging)
Added: stack trace on bad memory access e.g. poke(-1,0)
Added: fillp can now be applied to sprite drawing (spr / sspr / map / tline), using colours from the secondary palette
Improved: General optimisation pass; heavy carts use 20~30% less host cpu
Changed: Most api functions are local by default for performance. use "pico8 -global_api 1" if needed for debugging.
Changed: unpack() now has a non-zero cost but still fairly fast
Changed: .. operator has a small cost based on number of characters concatenated
Changed: LOADK vm instruction costs 1 cycles (was 2) // otherwise "c=0" costs more than "c=a+b"!
Changed: removed function cpu refunds; speed-critical calls to bitwise function should use operator counterparts instead.
Changed: Incremental garbage collection each frame for improved performance.
Changed: stat(0) performs garbage collection in order to obtain a meaningful result; use stat(99) for raw value
Changed: options menu always available from pause menu (used to only be available in web exports)
Changed: tostr() returns "" instead of nil
Changed: exporting gif/png from web version now creates a pop-up div that can be dismissed
Changed: print() from commandline automatically wraps long strings
Changed: print() returns the x position of the next character to be printed (can be used to calculate text width)
Changed: glyph constants set only when running cartridge, not when running a command from prompt
Changed: Using printh from exported carts outputs files in the same folder as the .exe / .app
Changed: type() returns nothing instead of causing a runtime error
Changed: fill pattern is cleared when program is suspended by default. Use poke(0x5f2e,0x20) to preserve.
Changed: reset() resets everything from 0x5f00..0x5f7f, same as when program is initialised (including new random seed)
Changed: font tweaks for hiragana, katagana, ampersand characters
Changed: (raspi) separate binaries that support gpio to remove wiringPi dependency and gpio poking-related crashes
Fixed: Diagonal lines in editor contain an incorrect step when snapping to -1:1, 1:-1
Fixed: rnd(tbl) is not random enough when table has 2 elements /bbs/?pid=81092#p
Fixed: add(tbl) causes runtime error. should have no effect and return nothing
Fixed: cursor position in code editor incorrect when changing lines contaning glyphs/tabs
Fixed: CONFIG TABWIDTH does not take effect until restarting PICO-8
Fixed: Selecting sprites from bottom right -> top left and then pasting only pastes a single sprite
Fixed: Moving map selection around with cursor keys beyond original selection leaves streaks
Fixed: stdout/stdin serial() streams should be binary, not text mode (causes \r chars under Windows)
Fixed: printh("hello.txt",fn,true,true) fails to save to desktop when fn has an extention
Fixed: IMPORT FOO.PNG using the current sprite location as target instead of 0,0
Fixed: tonum behaving differently to parser for string numbers out of range. e.g. tonum("-0x9000") should be 0x7000
Fixed: Exporting the same zip file multiple times creates duplicate file entries
Fixed: tline / line clipping // sometimes off by 1px, sometimes incorrectly discarded altogether
Fixed: poking values with bit 0x80 to 0x5f28,0x5f30,0x5f3c,0x5f3e clobbers following address
Fixed: deli(tbl,nil) behaves the same as deli(tbl) -- should have no effect
Fixed: stat(13),stat(15) reporting y coordinates of menu with 0 items
Fixed: memory leak when saving gifs (causes web export to crash after a few records)
Fixed: print() linefeeds clobber multi-line text printed at bottom of screen
Fixed: preprocessor can not handle form: "::::a+=1" (regression in 0.2.1)
Fixed: When split() by group size (e.g. split("ab12",2,false)), last parameter ignored
Fixed: partial cstore (len < 0x4300) from splore/export clobbering data outside that range on subsequent reload
Fixed: joystick stops responding after unplug and plug back in twice (also happens when some devices sleep / wake up)
Fixed: mkdir(nil) crashes
Fixed: possible to edit an SFX without the cursor visible (confusing)
Fixed: menuitem() callbacks broken when there is no _draw() or _update() defined
Fixed: should only be able to call from commandline: cd mkdir install_games keyconfig info
Fixed: controller menu (pause->options->controls) does not show custom key settings
Fixed: -export failing to find files relative from current path
Fixed: -export failing to locate html template path
Fixed: binary export storing multicart cart names with path (should be named "dat1.p8", not "dat/dat1.p8")
Fixed: pause menu broken when cartridge is launched from splore and run() is called inside first frame
Fixed: text printing does not respect draw palette (was broken in 0.2) // ref: /bbs/?tid=41428
Fixed: for backwards compatibility, non-numbery colour parameters should be taken to mean zero
Fixed: preprocessor: self assignment with quoted function calls on RHS a+=1+cos"0"
Fixed: ctrl-r during pause menu only takes effect after closing menu
Fixed: (bug in RC1) pack(...).n is zero
Fixed: (bug in RC1) using filters noiz:1, dampen:2, lpf is not applied to melodic instruments (but should be)
This is a bug-fixing patch for 0.2.2 -- see that thread for a summary of recent features.
0.2.2b does have a few small features though. You can now use a .lua.png extension with the EXPORT command to get the source code (all tabs) of your cartridge printed out to an image with roughly A4 dimensions. This is intended mostly for visualisation purposes, and lines are cropped to 188 pixels (47 characters) wide. The jelpi demo source code is bigger than I imagined!
EXPORT JELPI.LUA.PNG
dots3d.p8 is much cuter
There are also some new extcmd() commands for setting screenshot output filenames, and the window title (intended for exported binaries).
I've also added a way to force the pause menu to come up, even if the cartridge is blocking it with poke() trickery. Simply hold the pause button for half a second, and the menu should come up no matter what (it's implemented at a low level). This might be useful when using SPLORE from a sofa, and a keyboard isn't available to terminate stubborn cartridges.
Full list of changes:
v0.2.2c
Fixed: ?"\ac0" starts from d#0 instead of c0 (again -- 0.2.2b was still broken)
Fixed: splore local directory navigation fails when using a relative home path set with -home
Fixed: export .lua.png only shows the first 2730 lines
v0.2.2b
Added: export foo.lua.png to get an image of the cartridge's source code
Added: Pause menu can be forced to appear by holding down pause for 300ms (even if program blocks it)
Added: extcmd("set_filename","foo") -- set the filename of the next screenshot or gif (can include %d)
Added: extcmd("set_title","foo") -- set window title (useful for exported binaries)
Added: Can toggle punyfont mode at command prompt w/ ctrl+p (useful for inspecting puny variable names!)
Changed: Default filename is /untitled.p8 instead of no filename (auto-increments to untitled_1.p8 etc.)
Changed: circ/oval that are not visible cost almost nothing, including circles that contain clipping region
Changed: filled circles/ovals that contain clipping region cost the same as the equivalent rectfill
Changed: shift+enter in code editor only auto-completes block for DO, THEN, REPEAT or FUNCTION
Fixed: ?"\ac0" starts from d#0 instead of c0
Fixed: preprocessor regression when using string at end of ..= statement: if (true) then a..="b" end
Fixed: pressing L / R in paused menu is registered by running program after closing menu
Fixed: printing text in tall mode (?"\^ttall") via commandline can chop off bottom line before scrolling
Fixed: drag-select text with cursor at bottom or top of screen scrolls too fast
Fixed: spurious stat(0) results when using yield() to exit frame instead of flip()
Fixed: line()/tline() sometimes draws pixels on opposite side of screen (0.2.2 regression)
Fixed: line()/tline() fails to draw lines that have x or y coordinates > 32767 pixels apart
Fixed: can peek() more than 8192 values in single call
Fixed: large fill circles (> radius 900) render incorrectly close to vertical center (32-bit builds, web)
Fixed: even-widthed filled ovals with midpoint < 0 is drawn off by 1
Fixed: black pixels in gif / map export not completely black
Fixed: map and spritesheet exporters do not respect current display palette and 0x5F36:0x8 (draw spr 0)
Fixed: code editor: cursor position off by one when selecting character after glyph (0.2.2 regression)
Fixed: code editor: tab names don't show up when 100% punyfont
Fixed: import spritesheet.png failing under MacOS (0.2.2 regression)
Fixed: export single sfx to .wav crashes when contains sfx instrument references
Roll right without crashing for a high score (or left for a low score)
CTRL-R to restart
Hold X when landing to jump.
o=128x,y,u,v,h,p,s,d=o,0,0,0,0,32,sin,circfill::_::
?"\^1\^c"
for i=-o,384do
j,l,b=x\1+i,h,btn()h,a=s(j/o)+s(j/93),p+i/4
line(a,0,a,h*2.1+p)h=p+h*5*max(s(j/3^7))
if(i==0and y>h)then
if v>0then
u+=v*(h-l)v*=-.7else v+=u*(h-l)end y=h
if(b>9)v=-4
end for z=0,2,.2do
pset(p+i/z,67+h/z,12+(h-l)*4)end end
for i=-o+x&-p,x+o,p do
a=-t()/(4+i^2%29)m,n=o+i+cos(a)*p-x,s(i/999)*80+s(a)*p
d(m,n,8,7)end
v+=.2u*=.7x+=u y+=v
if pget(p,64+y)==7then::w::circ(p,64+y,v,v)v+=1
for i=24576,32767do
poke(i,@i/1.2)end
?"\^1\^jef"..x\1
goto w end
d(p,64+y,2,7)u-=b&1u+=b&2goto _
This update is focused on resolving runtime issues, with a couple of small but handy features thrown in for good measure:
Lucky Draw
To grab 32 random cartridges from the BBS, there is now a 'Lucky Draw' list in SPLORE. It is more likely to select cartridges that have more stars, but even unrated carts have a decent chance of appearing. Perhaps this will be a way to unearth some undiscovered gems, or just to find something new to play without scrolling back through several years of carts.
The list is cached, so it only changes every 2 minutes or so. But you can keep paging through the list to get new items forever.
Live Token / Character Count
Select some text in the code editor to view how many characters or tokens are contained within.
Shorthand Print Statements
The shorthand version of print (?"hello") used to require no preceding statement be on the same line, but you can now mix it with things like the shorthand IF statement, as long as it is the last thing on the line:
-- PLAY A SOUND EFFECT WHEN HIT
IF (PGET(X,Y)>0) HIT=1 ?"\ADAF"
Thanks to @Liquidream for suggesting this. It should be handy for things like tweetcarts and PICO-1K Jam (which coincidentally is also organized by Liquidream!)
New Manual
The PICO-8 Manual is still a work in progress, but it went through a large update last month, with new formatting, dark mode, linkable headers, and more printer-friendly. You can find it on the resources page:
The pico-8.txt included in the distributables has changed to a short version that links to the online manual, but later on I'll bring back the full ascii version and keep it in sync with the html version.
.P8.ROM Format
This isn't a very useful feature unless you are manipulating PICO-8 cartridges with external tools, but it has always irked me that it is not possible to write 32k of PICO-8 cartridge to a file that is 32k!
PICO-8's numbers are all 16:16 fixed point, which basically means that every number is internally stored as a large 32-bit integer that is divided by 65536 to get the value in Lua. So for example, if you want to use that large integer for something like scores that need to go above the usual maximum of 32767, bit 0x2 can be used to display it in the raw integer form:
?TOSTR(3, 0x2)
196608
?TONUM("196608", 0x2)
3
To add 10 points to a score stored in this way, you'd need to shift it right 16 bits:
SCORE += 10>>16
CPU Counting
0.2.3 contains two changed to cpu costs which does not effect many cartridges:
In 0.2.2c, it was cheaper to write "local a=0+b" than "local a=b" and also "local a=0-b" than "local a=-b". This is because the Lua vm instruction for addition was cheaper than local assignment (OP_MOVE), and for unary minus (OP_UNM). The best solution I could find was simply to reduce the cost of those two instructions to 1 cycle instead of 2, resulting in a slight speed increase in some cases.
peeking or poking multiple values in 0.2.2c did not cost any additional cpu, so doing something like: poke4(0,peek4(0x1000,0x1000)) was completely free! The same line in 0.2.3 now costs the same as doing an equivalent memcpy.
Future Plans
Next up for PICO-8 is a 64-bit Raspberry Pi Build, and also a preview of a web version that is also handy for running PICO-8 on Chromebooks. I'm also still working on online scores, which required developing some bespoke infrastructure that is optimised for PICO-8's usage patterns, and can handle traffic from exported carts without needing to start charging for PICONET subscriptions or anything like that. I'll test it next month with the release of https://www.doodlemud.com, which is a multiplayer drawing game designed to battletest PICO-8's backend before exposing it to precious cartridge data!
Changelog
v0.2.3
Added: Lucky draw list in splore -- gives a random selection of carts
Added: load/save carts in .p8.rom format (raw binary 32k block)
Added: tostr(), tonum() take format_flags parameter to convert to and from 32-bit signed ints
Added: ord(str, pos, num) returns num results starting from character at pos (similar to peek)
Added: FOLDER takes an optional parameter to open other host directories: BACKUPS | DESKTOP | CONFIG | BBS
Added: Live character / token count of selected text shown at bottom right of code editor
Changed: Removed collaboration list from splore (can still search for sub:collab)
Changed: 0x808 audio has a slight lpf filter on it by default // turn off by setting bit 0x20 at 0x5f36
Changed: tonum(boolean_value) returns 1 or 0 instead of nil
Changed: cursor CR x position set only by print(str,x,y) or cursor(), but not by print(str) (0x5f24)
Changed: character wrap is on by default when using print(str)
Changed: force-pause-menu hold duration is 500ms instead of 300ms to prevent accidentally triggering it
Changed: default gif length for new install is 16 seconds
Changed: ? shorthand can be used anywhere on a line e.g. if (true) ?"yes"
Changed: allow while/if shorthand with no statement, using colon separator: WHILE(BTN()==0);
Changed: added warning to fullscreen_method 2 in config.txt (gives erratic behaviour under some drivers)
Changed: cheaper OP_MOVE, OP_UNM lua vm instructions so that e.g. "local a=0-b" is not faster than "local a=-b"
Fixed: peek() / poke() do not charge extra cpu when reading or writing multiple values
Fixed: fget(n) returns junk when n is out of range (0..255); should return 0 in that case
Fixed: dropped .PNG files not detected as images when filename uses uppercase extension
Fixed: line()/tline() illegal writes caused by faulty clipping when (x1-x0) or (y1-y0) >= 0x8000
Fixed: -accept_future 1 only worked with .p8.png files; now also applies to .p8
Fixed: ?"\a7f" does not play f (happens only when f is the first note)
Fixed: abs(0x8000) return 0x0.0001 (should be 0x7fff.ffff)
Fixed: parameter string (stat(6)) is dropped when passed via RUN command
Fixed: preprocessing of form: "x += x<0 and -1 or 1" broken for operators <, >
Fixed: tab not accepted as whitespace for some preprocessor operations
Fixed: stat(1) wraps around when cpu is >= 2.0 (regression in 0.2.2)
Fixed: pressing SHIFT+ENTER on "local function foo()" or after "if (..) else" doesn't insert "end"
Fixed: pal() does not reset secondary palette to system default
Fixed: 0x808 audio does not respect pausing / volume / is not recorded with extcmd("audio_rec")
Fixed: 'h' pressed in sprite editor toggles hex mode in map editor
Fixed: After pressing shift-tab to toggle 128x128 map view, active draw area is still only 128x112
Fixed: Attempt to navigate to non-existant tab after running: function _update60() _update60=nil end
Fixed: stat(101) not returning cart id when running from BBS web player
Fixed: print() wrapping + scrolling; e.g. from commandline: while(true) print(chr(254+rnd(2)).."\0")
Fixed: integer divide assignment operator (\=) costs 2 tokens instead of 1
Heeey, it's Squiddy! This is a game made in 1017 bytes for PICO-1k Jam, co-designed and pixelled by @castpixel (twitter). This is our second production as pod; you can find the first one here. Squiddy is also up on itch.
Technical Details
1024 bytes is an interesting size limit for a game; it's large enough to try for some relatively detailed game logic or visuals, but small enough that you need to execute some weird programming tricks and design pivots to get everything to fit. If you found this post because you heard that PICO-8 is a nice introduction to game programming, I apologize for the following code snippets! First up, here is the full source code for the game that includes the graphics and map data. It can be pasted into PICO-8 0.2.3 or later:
Here's the 95x40 spritesheet (hidden for spoilers).
The sprites and map data is stored in the long string passed to the ord() function. The challenge was to compress the data in a way that the decoder + the decompressed data would be smaller than the raw input data. This is hard to do with a small amount of 1-bit graphics!
The format we settled on quite early is a variant of RLE (Runtime Length Encoding -- storing the lengths of spans of the same colour) with an interesting constraint: the smallest span length must be 2 pixels. This means that it is impossible to have a single-pixel vertical line, but thin horizontal lines are ok. It is also quite different from using double-width pixels, as spans can stop and start anywhere.
Each span length is stored as a sequence of 2-bit values. Each value is added to the span length, and the sequence is finished when the value is not 0b11 (3). This means that that 2-pixel spans take 2 bits to store (the worse case -- same as raw), 4-pixel spans also take 2 bits (the best case -- half the data needed), and for very long spans the data compresses to around 2/3 of the original size. The number of bits needs to store a span length jumps up every 3 values:
2 pixel span: 00
3 pixel span: 01
4 pixel span: 10
5 pixel span: 11 00 <- 2 more bits because the first value is 0b11
6 pixel span: 11 01
7 pixel span: 11 10
8 pixel span: 11 11 00
...
The code for the decoder is 106 characters after re-using some game state variables, and the sprite data compresses to 340 bytes, which becomes 358 characters with the required escape codes to store it in the source code (e.g. value 0 becomes "\0"). This gives a total of 464 characters -- around 50 less than using raw data + some code to transfer it to the sprite sheet. Worth it!
-- decode sprite data
v=0 -- last read 2-bit value
l=0 -- length of span
i=8 -- input data position in bits
c=7 -- current span colour
for x=0,3800 do -- for each spritesheet pixel
l-=1 -- one less pixel left to draw of the current span
-- read the next span length (l) if ran out of pixels to write
-- ord() grabs an 8-bit value from the data string
if(l<1) l=2 r=3 c=7-c while r>2 do r=ord(data_string,i\8)>>i%8&3 i+=2 l+=r end
pset(x%95,x\95,c) -- set a single pixel
end
Map Data
The map is generated from sprite pixels: each pixel in the spritesheet corresponds to a 4x4 block of map tiles. This allows for a 2x2 screen room to be described by an 8x8 pixel sprite. This produces a very blocky world however, so the sampling position in the spritesheet is also distorted by a sine wave that is chosen to line up between neighboring rooms, so that it is not possible to enter the next room and already be inside a wall. Here is an example of a room without and with distortion:
Apart from obscuring the coarse resolution of the source data, using this distortion had some other nice side-effects. It produces local organic details like a single protruding tile at the edge of some 4x4 clusters, and larger features like the raised 'platform' that the statue is sitting on. As the seaweed placement is based on both x and y position, having varying y positions for the ground blocks also means that the seaweed placement test could leverage that to look scattered without using an additional pseudo-random number expression.
It is also possible to reuse the structure of regular sprites (that are used as visible graphics) as map shapes. This only ended up happening once: the left side of the last tunnel is shared by the sprite data of the seahorse. But if you're really keen, you can also glitch through a wall to get out of bounds, and then freely explore the spritesheet.
Superloop
When making code-golfed games and tweetcarts, I normally end up having a single large loop that is used by anything that needs to be looped, to avoid the "FOR .. DO .. END" 16-character overhead. Unfortunately (or fortunately) I was unable to merge the sprite unpacking in this way, but the rest of the game uses a single superloop. The map data is fetched from the spritesheet, bubbles are drawn, and segments of seaweed are drawn at random top-of-ground locations, all using the same loop counter.
-- time starts around 2722, and t/2 is cheaper than writing a 4-digit number
for i=0,t/2 do
-- unpack map from the spritesheet in 4x4 map tiles
-- Using v = (sget() + v)/2 gives tile values that differ
-- based on their vertical neighbour so that viable seaweed
-- locations can be identified (top is always 4)
x=i\32y=i%32
v/=2
v+=sget(r%o+x/4,r\o+y/4-sin(i/870)/2)&4
mset(x,y,v)
-- seaweed
p=i%4 -- which segment of seaweed
y=i\4*5%31 -- y position of seaweed to test (unevenly scattered)
if(mget(x,y+1)==4)spr(0,x*8+sin(p/4-t),y*8-p*4)
-- draw bubbes and apply water current to player
-- only for 1/5 rooms, and for the first 128 iterations
if(r%5==2and i<128)spr(i&2,-t*i%w,i*i%w+cos(i/9+t)*3)player_dx-=1>>12
end
Janky Physics
The player uses a coordinate system (0..128 in each room) that is rigged so that the world position of the player is the same as the screen position after adjusting for camera position and scrolling. It also gives nice ranges of values that can be manipulated with expressions containing only small integer values.
-- control player
-- accumulate force (f) while button X is held, and apply when released
b=btn() n=b&32 -- buttons states
f=f/2 + n/20 -- f approaches but does not exceed 3
k=b%4\2-b%2 -- -1,1 when LEFT or RIGHT is pressed
if(f>n) then
-- apply force and reset
player_dx += f*k
player_dy-=f
f=0
end
-- add velocity to the player's position
player_x += player_dx
player_y += player_dy
-- invert the velocity before map collision test so that
-- bouncing, friction and gravity can all be applied when
-- there is /not/ a collision. works out slightly shorter
player_dx = -player_dx
player_dy = -player_dy
if (mget(player_x / 4, player_y / 4) < 1) then
-- no collision: invert the velocity to prevent bouncing,
-- and apply friction and gravity in the same expression
player_dx *= -.95
player_dy = .05-player_dy*.9
end
Squiddy Racer
Because there is only a single loop used to generate the map and to do things every frame, it means that map data is generated every frame. This is what it looks like if the map distortion accidentally has a time component given to the sine wave:
This update is another attempt at freezing the API before the last feature update (0.3 -- high scores), but let's see how it goes! 0.2.4 also includes an important security update (see below for details), so please do consider updating. Cartridges posted after this release post will only be visible from SPLORE when running 0.2.4 or later.
64k RAM
64K of Base RAM is now enabled by default. In 0.2.4 it is safe to PEEK/POKE/MEMCPY memory 0x8000 and above (i.e. -0x8000 .. -1) without setting the hardware extension bit at 0x5f36.
Because PICO-8's numbers only cover 0xFFFF, this means it is impossible to poke or memcpy out of range. The original motivation for having 32k by default was to give new programmers some concept of illegal memory operations, and as an extra form of feedback when code isn't working as expected. But over time, these reasons haven't proved as useful as the benefits of allowing 64k by default. Additionally, 0.2.4 introduces the first feature that explicitly uses the upper 32k section (see Big Maps).
Video Remapping
The video memory sections can now be mapped to each other, allowing the screen to be used as if it were the spritesheet, and/or to draw to the spritesheet as if it were the screen.
The mapped address for the spritesheet is stored at 0x5f54, and the mapped address for the screen is stored at 0x5f55. There are only 2 legal values that should be poked to each address: 0x00 (which means map to 0x0000), and 0x60 (map to 0x6000). This gives 4 combinations:
0x00, 0x60: default settings
0x60, 0x60: gfx functions (spr, circ..) use the screen as sprite data
0x00, 0x00: gfx functions all draw directly into the spritesheet
0x60, 0x00: swap spritesheet and screen
Here's an example of re-colouring and zooming a section of the screen, pasted in at the end of jelpi.p8's _draw() function. This was possible in earlier versions, but required a lot of memcpy()'ing to backup, use and then restore contents of the spritesheet:
-- lighter colours; no transparency
pal({[0]=1,5,13,13, 9,13,7,7, 14,10,15,11, 6,6,15,15})
palt(0)
-- set the screen memory as the spritesheet
-- and stretch screen->screen
poke(0x5f54, 0x60)
sspr(48,80,32,32, 32,32,64,64)
poke(0x5f54, 0x00) pal() -- return to defaults
Big Maps
Similar to gfx memory mapping, the map can now be placed at address 0x8000 and above (in increments of 0x100). This gives 4 times as much runtime space as the default map, and an additional POKE is provided to allow customisable map sizes.
Legal values are 0x20 (the default) and 0x80 and above. There are two pokes you need:
poke(0x5f56, 0x80) -- set the map to 0x80. Default is 0x20
poke(0x5f57, 0) -- set the width of the map (0 means 256). Defaults to 128
The height of the map is determined by how much data is available in the memory section. So in this case, there is is 32k available divided by 256, which gives a map height of 128 cels -> 256x128.
Note that the map editor still always writes and loads at 0x2000. This feature doesn't come with extra cartridge space to match! So to use 0x8000 and above, you'll need to manually mset() or memcpy() some map data. This feature will be most useful for carts that procedurally generate their maps or have some custom data storage scheme.
The map address is observed by all map functions: mget(), mset(), map(), tline()
One-off Characters
P8SCII character data can be specified and printed in-line using "\^." followed by 8 bytes of raw binary data, or "\^:" followed by 8 2-digit hexadecimal values. The data format is the same as custom fonts; each byte specifies a row of 1-bit pixel values, with the low bit on the left.
?"\^.$|へ|>○¹⁶"
?"\^:247cb67c3e7f0106"
Audio Sync
STAT(46)..STAT(56) can be used instead of STAT(16)..STAT(26) to query the state of the sound system with more precision. Although there are many carts that managed fine with the old STAT() calls, it required a bit of fiddling and data smoothing to get right, derived from whatever state the mixer is in at the start of each frame (which only changes ~20 times a second, depending on the host platform and phase of the moon).
The new version (STAT 46..56) works by storing a history of sound mixer states at each tick, along with timestamps for sound driver mix requests, to estimate which state snapshot is currently audible at any moment in time. It's still not perfect, but requires less to work to get pretty good sync going.
Test cart: LOAD #AUDIO_SYNC_TEST
API Changes
Some small conveniences:
CHR() can now take multiple arguments to build a string:
> ?chr(104,101,108,108,111)
hello
SUB() can take nil or _ as the last argument to return a single character (instead of the rest of the string). This is useful when the second parameter (the index) is some long expression that you don't really want to repeat in the last parameter, or go to the trouble of assigning a temporary variable to.
PAL(N) can be used to reset one of the three palettes to their default state (0 draw palette, 1 display palette, 2 secondary palette).
> sub("hello", 3, _)
l
> sub("hello", 3)
llo
Cartridge Formats
The .rom.p8 format (a raw 32k block of cart data) can now be used by CSTORE(), RELOAD() and in multicarts. This should make it easier to generate cartridge data using external tools without needing to jump through the hoops of writing to .p8 / .p8.png format.
On a related note, the EXPORT command can now also be used with any cartridge format. So, to convert between cartridge formats from commandline, the -export switch can be used (pico8 foo.p8.png -export foo2.p8.png). From inside PICO-8, it is also a handy way to save a copy of the current working cartridge without altering the current working filename:
> EXPORT COPY_TO_UPLOAD_TO_BBS.P8.PNG
64-bit Raspberry Pi Builds
The file archive ending _raspi.zip now includes a build for the 64-bit version of Raspberry Pi OS called pico8_64. Exported binaries also have a matching file (e.g. mygame_64).
Security Patch
PICO-8 0.2.3 had quite a serious security flaw affecting Mac OS and Linux machines, that allow arbitrary commands to be injected into LOAD("#...") calls and executed on the host machine with the same privileges as PICO-8. PICO-8 0.2.4 fixes this in two places: the illegal cartridge ID is not allowed to be processed in the first place, and the URL used to fetch cartridges / listings is only allowed to contain a limited subset of characters. Earlier versions only had the second check, which was faulty.
As far as I can tell, there are no BBS cartridges that have used this exploit, and as a precaution SPLORE will no longer allow cartridges newer than this post to be listed to older versions of PICO-8.
So please do update to 0.2.4 to ensure you are not affected by this vulnerability, including for cartridges obtained from somewhere outside of SPLORE.
Server Test: Doodlemud
The last remaining part of PICO-8's api is SCORESUB() -- a simple api function for submitting highscores, but with some internal complexity. I've set up some new infrastructure for this to be reasonably future-proof and scalable, and a simple game for battle-testing it. You can try it here:
Doodlemud is a multiplayer world-building / exploration game where each player can switch between drawing each room and being a player in it. This test requires a keyboard and mouse (no touch / tablet support); press cursors to move around, and G to toggle gravity for everyone in that room. Feel free to change the url to start new empty worlds (any alphanumeric name after the hash is ok), but keep in mind that it is experimental, and all of the data will be erased when it gets updated!
ASCII Manual
The .txt version of the manual is back! It is included in the archives, and you can find it on the Resources Page. The text and html versions of the manual are now both generated from the same source file, so should always be in sync.
Happy Holidays, everyone! This cartridge is my addition to the 2021 PICO-8 Advent Calendar, which you should also check out if you haven't already!
Controls
LEFT/RIGHT: Slow down or speed up. It is vital to get the right speed for some jumps
O (Z/C): Jump. You can get more height by going fast and/or holding the button longer.
X: To restart after crashing.
This game gets reasonably tricky; especially from level 3. But if you can reach the end, you'll get a simple ending along with your total time and number of restarts. The randomish elements in the game (you'll see what I mean) are actually deterministic, so it's possible to form strategies and optimise your time, if that's your cup of tea.
Anyway, I hope you enjoy it even if only as a crashing-into-trees simulator.
This is mostly a bug-fixing update; you can see the main 0.2.4 change notes in the 0.2.4 thread.
There are a few handy editor features though; here's a demo of setting animation loops: press l to start and end, and then -,+ or q,w or a,z (for azerty keyboards) to switch frames. This also works at different sprite selection sizes (shift-click and drag a selection from the spritesheet). This gif also shows using ctrl-b to "paste big" multiple times.
Full 0.2.4b changelog:
Added: l in sprite sheet navigator to set loop start / end points (then q,w or a,z to navigate)
Added: ctrl-b in gfx editor to paste 2x2 original size ("paste big")
Added: DEL / backspace to clear selected region in gfx / map editors, and ctrl-x to cut
Added: aggressive_backups option in config.txt (off by default)
Added: transform_screen in config.txt to globally rotate / flip the video output
Added: stat(57) (boolean) true when music triggered by music() is playing or about to start
Changed: memset() faster than using peek4/poke4; now 2 cycles per byte at 8MHz (was 4)
Changed: "running at < 30fps" warning on boot now only for raspi builds, and w/ higher tolerance
Changed: Controller inputs are accepted even when PICO-8 is not the foreground application
Changed: Map can be located at 0x1000 .. 0x2f00 using poke(0x5f56, 0x10) .. poke(0x5f56,0x2f)
Changed: Dotty text mode is now "\^=" ("Stripey") instead of "\^." // #gunayawuho #klax #impossible
Fixed: (not confirmed) crash causing 0-byte .p8 when audio mixer is called during save / run
Fixed: preprocessor not counting comments as white space; should allow: ".. end--[[]]if .."
Fixed: pal(nil) behaving the same way as pal(0); should be same as pal() // broke #rtype-2
Fixed: note entry in sfx tracker is silent after running cartridge until pressing space to playback
Fixed: sub("abc", 4, 4) returns "c" (regression in 0.2.4)
Fixed: SPLORE cart update prompt does not appear when server replies too quickly (race condition)
Fixed: SPLORE cart update prompt only checks version once per session (can't refresh until it shows up)
Fixed: EXPORT command does not flatten includes when exporting to .p8.png / .p8.rom format
Fixed: EXPORT command discards source code changes since last run or load
Fixed: printing a one-off glyph using "\^." terminates the whole string when last byte is a zero
Fixed: Crash when loading a cart with fewer tabs, then creating a new tab and pasting.
Fixed: . command runs at 30fps even for a 60fps cart (-> _update60 is called twice, _draw once)
Fixed: Custom menu items become broken after suspending a cart, entering a lua command, and then resuming
Fixed: memset() with a non-zero value in shared memory region (0x1000..0x1fff) causes garbage corresponding mget() values
Fixed: web player/exports: ctrl-r causes erroneous "external changes reloaded" message and code corruption
Say hi to the newest member of the PICO-8 family! A free, web-based, account-less version of the console making it a more accessible way to learn how to program, push pixels and write chip tunes. It comes with a fully functional set of cartridge editing tools, and can load and save .p8 and .p8.png files to and from your local drive (as well as storing them to a temporary filesystem in the browser's cache).
Just run it from any browser that has a keyboard + mouse attached:
If you are new to PICO-8 you can find a manual and tutorials on the main site, or click on the blue bunny for some tips. Here's a 2-minute GIF showing the creaton of a simple PICO-8 cartridge from scatch:
In addition to the standard 32k .p8.png cartridges, PICO-8 Education Edition also comes with a new cartridge format: the URL CARTRIDGE. GFX and CODE can be encoded as a URL string, as long as it fits within 2040 characters. Here's one I prepared earlier:
// EDIT: changed to a bit.ly url so that the BBS doesn't munge it!
To generate a url cartridge, use SAVE @URL and you should see the address bar change. I'm hoping this will make it easier to pass snippets around, and will add a new dimension to code size golfing and tweetcart'ing. And of course, it is still possible to capture screenshots (ctrl-6) and gifs (ctrl-8, ctrl-9).
Although exporters and SPLORE (the built-in cartridge browser) are not included, larger cartridges can also be shared either as .p8.png files or by first uploading to the BBS as usual (publicly listed or semi-private) and then giving students the cartridge id to load directly from their machine:
LOAD #MY_TUTORIAL_ID
I hope you enjoy it, and I'll be back soon with some 0.2.4c binaries to match the web version!
This is mostly a bug-fixing update; you can see the main 0.2.4 change notes in the 0.2.4 thread.
URL Cartridges
With the release of PICO-8 Education Edition, it is now possible to encode cartridges into a 2040-character URL that runs it in a web version of PICO-8's editing tools. Only the code and graphics sections are stored.
> SAVE @URL
COPIED URL TO CLIPBOARD
265 / 2040 CHARS
Tiny Cartridges
When exporting cartridges to .p8.rom format (the raw 32k block of data that is encoded inside .p8.png argb data), 0.2.4c allows only the code section to be stored using the -t (for tiny) switch:
You should get a file that is exactly as large as the compressed code size reported by INFO. When using LOAD, that file will be loaded into the code section, and the other sections reset to their default states.
There isn't much practical use for tiny .P8.ROM files, but I think it is nice to be able to store a tiny program in its true tiny form on disk.
On the subject of tiny cartridges, for those making tweetcarts, you can now ctrl-click on the character count to get a twitter-character count which counts most (but not all!) glyphs as 2 characters.
Metadata
This is another technical one. 0.2.4c introduces a new metadata section to the .p8 file format suggested by @SquidLight that can be used by external tool authors. Sections with a heading of \n__meta:somestring__\n are preserved by PICO-8, but not (yet?) utilised by PICO-8 itself. So tool authors can add data to .p8 files by choosing their own meta:label without needing to stuff it into comments, or risk losing data the next time the file is saved by PICO-8 or another tool.
v0.2.4c
Added: save @url -- stores code + gfx as a URL if it can be encoded in 2040 characters
Added: html exports store volume/mute and other settings
Added: ctrl-g in sprite editor to toggle grid lines when zoomed in
Added: IMPORT -L FOO.PNG to import a 128x128 png to the cartridge label
Added: EXPORT -L FOO.PNG to export a 128x128 png of the cartridge label
Added: EXPORT -T FOO.P8.ROM to export only code section (t for tiny)
Added: ctrl-click on character count (bottom right) to see the twitter count (glyphs count as 2)
Added: __meta:*__ section to .p8 format -- can be used by external tools to store custom data
Added: extcmd("audio_rec") works from exported binaries, and with custom exported filenames
Added: read_controllers_in_background in config.txt (0 by default)
Changed: .p8.rom files that are 0x3d00 bytes or less are loaded into code section
Changed: saved filenames can not include gylphs, or any of !"#$%&'()*+,-:;<=>?[\]^`{|}~
Fixed: can't drag and drop png into sprite editor
Fixed: binary exports: ctrl-r causes crash when there is no whitespace at end of source code
Fixed: Using -run switch to launch a cart that fails to run -> get stuck in boot screen.
Fixed: selection after ctrl-a reports length chars+1
Fixed: draw palette is not observed after changing colours using p8scii control characters
Fixed: music playback does not follow cursor after first pattern change (regression in 0.2.4b)
Fixed: transform_screen (config.txt) not observed by pause menus and other overlayed elements
Fixed: Double-clicking sfx thumbnail (in sfx overview screen) only works after playing music
Fixed: Pressing [a] to release looping sfx in sfx editor is broken
Fixed: sfx(46)..sfx(56) return -1 immediately after playing music but before host OS has called audio mixer
Fixed: Tokens counted as 2 instead of 1: ..= ^= >><= <<>=
Fixed: Negative number counted as 2 tokens instead of one when preceeded by: \ & | ^^ << >> >>> >>< <<>
Fixed: tostr(tbl) / print(tbl) acts like tostr(tbl, 1) when tbl has a metatable
Fixed: ?"\tx" does not advance to next tab stop
Fixed: ?"a\*5\nb" does not repeat newline 5 times
Fixed: exported label alpha is 0 for colour 0