A remake of the SPR() sprite function that i used as a way to become more familiar with the software. Enjoy!
--shpr (spr, but bad) function shpr(s,x,y,w,h,fx,fy) --default position and size --if not declated. w=(w or 1)*8 h=(h or 1)*8 x=x or 0 y=y or 0 --default flip to false --if not declared. fx=fx or false fy=fy or false offx=0 offy=0 s=flr(s) --changing offsets if the --sprite is fliped if fx==true or fy==1 then fx=-1 offx=w-1 else fx=1 end if fy==true or fy==1 then fy=-1 offy=h-1 else fy=1 end offs=0 drawns=s --checkign where the sprite is --based on the sprite index. if s>15 then repeat offs+=8 drawns-=16 until s-(offs*2)<16 end --repeat for the entire sprite. size for px=0,w-1 do for py=0,h-1 do --check colour of --current pixel. local col=sget(drawns*8+px,py+offs) --checking if palt --has been used. --the value is +16 if --transparent. if (peek(0x5f00+col)<16) then --drawing the current --pixel to screen. pset(x+(px*fx)+offx,y+(py*fy)+offy,col) end end end end |


Heat signature
You hide behind the rubble and watch the kid, who listens for drones. Vigilant, focused, and obedient; not curious or joyful like kids used to be. Was it worth it, leaving a broken homeland? The border is close, just one more push. Just avoid the machines.

Gameplay
Your goal is to cross the border without being evaporated by killer drones. You’re safe as long as you remain hidden behind the buildings. Oh, and one more thing — there’s a kid, so 'you' is plural.
Use the arrow keys to move the character
Press Z to call the kid
Remove the plug to end the oppression
There are two endings, indicated by captions




Hello Pico-8 Community,
this is the very first attempt of developing something. The idea is to create a windsurfing game.
For now it is a static background, you can navigate the surfer up and down, and speed up by pressing the left arrow key and slow down by pressing the right arrow key.
That is it for now, will slowly but steadily try to continue on the path...
Jelpi!
[Not Ready]()
Prerelease Info
Unused Multiplayer Mode (Kinda)
Copy This Code
-- jelpi demo -- by zep level=1 num_players = 2 corrupt_mode = false paint_mode = false max_actors = 64 play_music = true |
There is a kinda unused multiplayer mode
Gameplay over here



Hello!
I've noticed an issue linked to the mouse capture, tested on 0.2.6b and 0.2.5g.
When switching between mouse capture (poke(0x5F2D,5)) and no mouse capture (poke(0x5F2D,1)), the mouse can teleport to a seemingly random position, permanently or just during one frame.
I've uploaded a test cart to test the issue.
Repro (in browser) :
- launch the cart
- press "c" to toggle capture mode
- click inside the cart frame, to make sure the mouse is captured
- press "c" twice, to capture and un-capture the mouse
- notice the mouse teleportation
Repro (in windows editor) :
- launch the cart
- press "c" repeatedly
- notice the mouse teleportation appearing randomly
The mouse/keyboard API is documented as experimental, so I'm wondering, will this kind of bug be fixed in the future, or will it remain as is?

https://github.com/sparr/pico8lib/blob/fix_uint32/tests/test_uint32.p8
This cart produces the error "attempt to yield across a C-call boundary" during a self:assert_equal()
in Arithmetic:test_subtraction
.
However, things get weird from there, in ways that make this very difficult to reduce to a test case.
It didn't error when I wrote that test. That test started erroring when I wrote another test later, which runs before that test because they run in alphabetical order.
I wasn't able to reduce this to a test case because removing arbitrary parts of the file, including parts that shouldn't be accessing any of the same data, causes the error to go away.
If I comment out either one of these two lines, the error goes away: https://github.com/sparr/pico8lib/blob/fix_uint32/tests/test_uint32.p8#L110-L111
If I comment out this line in another function, the error goes away: https://github.com/sparr/pico8lib/blob/fix_uint32/tests/test_uint32.p8#L42
If I comment out some rows of test_sums
, the error goes away.
