[64x8] | |
A complete implementation of the CHIP-8 Architecture on PICO-8.
The CHIP-8 architecture was designed to allow making simple video games portably, in the mid-1970s, and has since seen implementations on just about every platform known to man.
Options available from the pause menu:
- Buttons fully rebindable to match standard PICO-8 controls, but can also be changed to Devkit mode to operate it with standard keyboard controls (& mouse).
- Cycles per frame adjustable, CPU usage becomes visible if it gets too high so you know what the limits are.
Comes with several demo cartridges from the CHIP-8 Archive, but you can use any CHIP-8 cartridge with it by simply dragging it into an exported build (does not appear to work on the BBS, unfortunately)
If you own a local copy of PICO-8, you can also use my debugging features by simply step debugging with .
as usual.
SCHIP and XO-CHIP support coming eventually. Maybe.
Exported builds (click):
Port of PICO-8 Celeste to Retro Gadgets
Retro Gadgets is a video game about building all sorts of retro-styled devices with all the clicky buttons and other goodies, and I noticed two things:
- The screens have a square aspect ratio
- The CPUs are programmed with Lua
Commence bad idea.
After a week or so of borderline masochism, I managed to port PICO-8 Celeste to Retro Gadgets using the original Lua code, spritesheets, music and sound data, along with writing some quick scripts to do syntax conversion from PICO-8 Lua to standard Lua, and to get the map and flag data out.
The entire game is beatable from start to finish, and functions identically to the PICO-8 version apart from minor visual quirks.
Retro Gadgets: https://store.steampowered.com/app/1730260/Retro_Gadgets/
My Celeste gadget for Retro Gadgets: https://steamcommunity.com/sharedfiles/filedetails/?id=2899096562
Technical details:
- Partial reimplementation of the PICO-8 API (only the bare minimum Celeste requires)
- Some quick bodging was done to get around Retro Gadgets' lack of sprite flipping and palette swapping
- Every sound effect and music track was rendered to a wav file, which is why the workshop file is so large
Pictures:
Title screen
First level
Front of board
Back of board, showing the components