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phille_turn-0
phille_turn
Superdog998kytg
[]
0
2
2026-03-17 20:38:31
2026-03-17 20:45:01
CC4-BY-NC-SA
155,668
https://www.lexaloffle.com/bbs/?tid=155668
-- phille the turn mover -- by superdog998kytg function _init() speed=8 player={ x=64, y=64, } px=64 py=64 tpr=4 turn=tpr rotation=0 max_rotation=2 state=0 level=0 max_level=5 mx=0 my=0 wx=0 wy=0 cx=0 cy=0 rest=0 ball=0 cr=4 tr=4 lr=4 s=1 next_level() end function _update() --player movement-- cr=4 tr=4 lr=4 wx=px wy=py if state==2 then if btnp(❎) then sfx(04) level=0 next_level() state=0 end end if state==3 and btn(🅾️) then sfx(04) state=1 next_level() end if state==1 then if turn>0 then if btnp(⬆️) and player.y>cy+0 then sfx(02) player.y-=speed turn-=1 end if btnp(⬇️) and player.y<cy+120 then sfx(02) player.y+=speed turn-=1 end if btnp(⬅️) and player.x>cx+0 then sfx(02) player.x-=speed turn-=1 end if btnp(➡️) and player.x<cx+120 then sfx(02) player.x+=speed turn-=1 end end if turn==0 then for tri=1,5 do tr=9 end end --rotation advancing-- if btnp(❎) then sfx(03) px=player.x py=player.y rotation+=1 if fget(mget(px\8,py\8),1) and rest==0 then turn+=tpr rest=1 else turn=tpr end --hazzerd tiles-- if fget(mget(px\8,py\8),0) then sfx(00) px=wx py=wy player.x=wx player.y=wy end end --colectibles-- if fget(mget(px\8,py\8),3) then if mget(px\8,py\8)==17 then mset(px\8,py\8,18) end if mget(px\8,py\8)==33 then mset(px\8,py\8,34) end ball+=1 next_level() for lri=1,2 do lr=9 end end if turn<0 then turn=0 end end --spesial case-- if px==280 and py==40 then rest=0 end if px==384 and py==40 then rest=0 end if px==656 and py==56 then px=576 py=40 player.x=576 player.y=40 end --button 🅾️-- if btn(🅾️)and state==0 then sfx(01) state=1 end --next system-- if fget(mget(px\8,py\8),2) and state==1 then sfx(01) level+=1 next_level() state=3 end --restaart-- if rotation==max_rotation then next_level() for cri=1,12 do cr=9 end end --finished the game-- if level==max_level then state=2 end end --level system-- function next_level() --0 level-- if level==0 then rotation=0 turn=0 tpr=0 rest=0 max_rotation=2 cx=0 cy=0 tpr=4 player.x=cx+64 player.y=cy+72 px=64 py=72 turn=4 tpr=4 end --1 level-- if level==1 then rotation=0 turn=0 tpr=0 rest=0 max_rotation=2 cx=136 cy=0 player.x=cx+56 player.y=cy+64 px=cx+56 py=cy+64 turn=4 tpr=4 end --2 level-- if level==2 then rotation=0 turn=0 tpr=0 rest=0 max_rotation=5 cx=272 cy=0 player.x=cx+64 player.y=cy+64 px=cx+64 py=cy+64 turn=4 tpr=4 end --3 level-- if level==3 then rotation=0 turn=0 tpr=0 rest=0 max_rotation=6 cx=408 cy=0 player.x=cx+0 player.y=cy+120 px=cx+0 py=cy+120 turn=4 tpr=4 end --4 level-- if level==4 then rotation=0 turn=0 tpr=0 rest=0 max_rotation=4 cx=544 cy=0 player.x=cx+64 player.y=cy+120 px=cx+64 py=cy+120 turn=4 tpr=4 end --title image-- if level==6 then cx=680 cy=0 player.x=cx+64 player.y=cy+64 px=cx+64 py=cy+64 end end function _draw() --start screen-- if state==0 then camera() cls() print("press z to play",35,63,6) print("⬆️⬇️⬅️➡️ move: x next rotation",4,70,6) else --finished screen-- if state==2 then if ball==7 and s==1 then sfx(05) s=0 end cls() print("you win thanks for playing",cx+15,cy+58,10) print("balls: "..ball,cx+50,cy+64) print("press x to restart ",cx+35,cy+70) else --level screen-- if state==3 then camera() cls() print("level: ",50,64,lr) print(level,73,64,lr+8) print("press z to continue ",30,70,4) else --game-- camera(cx,cy) cls() map(mx,my) spr(1,player.x,player.y) spr(2,px,py) rectfill(cx+0,cy+51,cx+3,cy+81,0) print("t\nu\nr\nn", cx+0, cy+52, tr) print(turn,cx+0,cy+76,tr+8) rectfill(cx+124,cy+34,cx+127,cy+94,0) print("r\no\nt\na\nt\ni\no\nn",cx+125,cy+35,cr) print(rotation,cx+125,cy+83,cr+8) print(max_rotation,cx+125,cy+89,cr+8) --deuging -- print(mget(px\8,py\8),cx+0,cy+0) -- print(player.x) -- print(player.y) end end end end
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zuyenusaji-0
St. Patrick's Day Block Buster
gelliotcrane
[ "breakout" ]
0
1
2026-03-17 20:02:16
2026-03-17 20:02:16
CC4-BY-NC-SA
155,666
https://www.lexaloffle.com/bbs/?tid=155666
--goals --5.different bricks -- hardened brick -- indestructable brick -- exploding brick -- powerup brick --6.(powerups) maybe --7.juicyness -- particles -- screenshake -- text blinking -- arrow aim --8.high score function _init() poke(0x5f2e,1) pal({[0]=0,1,2,3,4,5,6,7,8,9,-6,11,12,13,14,15},1) cls() frame=48 mode="start" level="" debug="" levelnum=1 levels={} levels[1]="xb7bxxb7bxxb7bx" levels[2]="xb7bxxb7bxxb7bxxb7bxxb7bx" levels[3]="xxb5bxxxxb5bxxxxb5bxxxxb5bxxxxb5bxxxxb5bxxxxb5bxx" end function _update60() if mode=="game" then update_game() elseif mode=="start" then update_start() elseif mode=="gameover" then update_gameover() elseif mode=="levelover" then update_levelover() end end function update_start() frame+=0.30 if frame>53.9 then frame=48 end if btnp(❎) then startgame() end end function startgame() pad_x=52 pad_y=120 pad_dx=0 pad_w=24 pad_h=3 pad_c=3 brick_w=9 brick_h=4 levelnum=1 level=levels[levelnum] buildbricks(level) -- brick_y=20 lives=3 points=0 mode="game" sticky=true chain=1 --combo chain serveball() end function nextlevel() mode="game" pad_x=52 pad_y=120 pad_dx=0 levelnum+=1 if levelnum>#levels then --we've beaten the game --we need some kind of special --screen here mode="start" return end level=levels[levelnum] buildbricks(level) sticky=true chain=1 serveball() end function buildbricks(lvl) local i,j,o,char,last brick_x={} brick_y={} brick_v={} brick_t={} j=0 --b = normal brick --x = empty slot --i = indestructable brick --h = hard brick --s = sploding brick --p = powerup brick for i=1,#lvl do j+=1 char=sub(lvl,i,i) if char=="b" or char=="i" or char=="h" or char=="s" or char=="p" then last=char addbrick(j,char) elseif char=="x" then last="x" elseif char=="/" then j=(flr((j-1)/11)+1)*11 elseif char>="1" and char<="9" then debug=char for o=1,char+0 do if last=="b" or last=="i" or last=="h" or last=="s" or last=="p" then addbrick(j,last) elseif last=="x" then --nothing end j+=1 end j-=1 end end end function addbrick(_i,_t) add(brick_x,4+((_i-1)%11)*(brick_w+2)) add(brick_y,20+flr((_i-1)/11)*(brick_h+2)) add(brick_v,true) add(brick_t,_t) end function levelfinished() if #brick_v == 0 then return true end for i=1,#brick_v do if brick_v[i] == true and brick_t[i] != "i" then return false end end return true end function serveball() ball_r=2 ball_x=pad_x+flr(pad_w/2) ball_y=pad_y-ball_r ball_dx=1 ball_dy=-1 ball_dr=0.5 ball_ang=1 chain=1 sticky=true end function setang(ang) ball_ang=ang if ang==2 then ball_dx=0.50*sign(ball_dx) ball_dy=1.30*sign(ball_dy) elseif ang==0 then ball_dx=1.30*sign(ball_dx) ball_dy=0.50*sign(ball_dy) else ball_dx=1*sign(ball_dx) ball_dy=1*sign(ball_dy) end end function sign(n) if n<0 then return -1 elseif n>0 then return 1 else return 0 end end function gameover() mode="gameover" end function levelover() mode="levelover" end function update_gameover() if btnp(❎) then startgame() end end function update_levelover() if btnp(❎) then nextlevel() end end function update_game() local buttpress=false local nextx,nexty,brickhit if btn(➡️) then pad_dx=2.5 buttpress=true if sticky then ball_dx=1 end end if btn(⬅️) then pad_dx=-2.5 buttpress=true if sticky then ball_dx=-1 end end if sticky and btnp(❎) then sticky=false end if not (buttpress) then pad_dx=pad_dx/1.4 end pad_x+=pad_dx pad_x=mid(0,pad_x,127-pad_w) if sticky then ball_x=pad_x+flr(pad_w/2) ball_y=pad_y-ball_r-1 else --regular ball physics nextx=ball_x+ball_dx nexty=ball_y+ball_dy if nextx>127 or nextx<0 then nextx=mid(0,nextx,127) ball_dx=-ball_dx sfx(0) end if nexty<10 then nexty=mid(0,nexty,127) ball_dy=-ball_dy sfx(0) end --check if ball hits pad if ball_box(nextx,nexty,pad_x,pad_y,pad_w,pad_h) then --deal with collision --find out dir if deflx_ballbox(ball_x,ball_y,ball_dx,ball_dy,pad_x,pad_y,pad_w,pad_h) then --ball hit paddle on side ball_dx=-ball_dx if ball_x<pad_x+pad_w/2 then nextx=pad_x-ball_r else nextx=pad_x+pad_w+ball_r end else --ball hit paddle on top/btm ball_dy=-ball_dy if ball_y>pad_y then --btm nexty=pad_y+pad_h+ball_r else --top nexty=pad_y-ball_r if abs(pad_dx)>2 then --change angle if sign(pad_dx)==sign(ball_dx) then --flatten angle setang(mid(0,ball_ang-1,2)) else --raise angle if ball_ang==2 then ball_dx=-ball_dx else setang(mid(0,ball_ang+1,2)) end end end end end sfx(1) chain=1 end brickhit=false for i=1,#brick_x do --check if ball hits brick if brick_v[i] and ball_box(nextx,nexty,brick_x[i],brick_y[i],brick_w,brick_h) then --deal with collision if not (brickhit) then if deflx_ballbox(ball_x,ball_y,ball_dx,ball_dy,brick_x[i],brick_y[i],brick_w,brick_h) then ball_dx=-ball_dx else ball_dy=-ball_dy end end brickhit=true hitbrick(i,true) end end ball_x=nextx ball_y=nexty checkexplosions() if nexty>127 then sfx(2) lives-=1 if lives==0 then mode="gameover" else serveball() end end end if levelfinished() then _draw() levelover() end end function hitbrick(_i,_combo) if brick_t[_i]=="b" then sfx(2+chain) brick_v[_i]=false if _combo then points+=10*chain chain+=1 chain=mid(1,chain,7) end elseif brick_t[_i]=="i" then sfx(10) elseif brick_t[_i]=="h" then sfx(10) brick_t[_i]="b" elseif brick_t[_i]=="p" then sfx(2+chain) brick_v[_i]=false if _combo then points+=10*chain chain+=1 chain=mid(1,chain,7) end --todo trigger powerup elseif brick_t[_i]=="s" then sfx(2+chain) brick_t[_i]="zz" if _combo then points+=10*chain chain+=1 chain=mid(1,chain,7) end end end function checkexplosions() for i=1,#brick_x do if brick_t[i] =="z" then explodebrick(i) end end for i=1,#brick_x do if brick_t[i] =="zz" then brick_t[i]="z" end end end function explodebrick(_i) brick_v[_i]=false for j=1,#brick_x do if j!=_i and brick_v[j] and abs(brick_x[j]-brick_x[_i]) <= (brick_w+2) and abs(brick_y[j]-brick_y[_i]) <= (brick_h+2) then hitbrick(j,false) end end end function _draw() if mode=="game" then draw_game() elseif mode=="start" then draw_start() elseif mode=="gameover" then draw_gameover() elseif mode=="levelover" then draw_levelover() end end function draw_start() cls(10) spr(frame,20,80) spr(frame,100,80,1,1) for i=1,4 do spr(1,i*20+10,10) end spr(9,40,50,6,6) print("\^o5ffhappy st. patrick's day",18,30,9) spr(5,15,48,2,2,true) spr(5,95,48,2,2) rectfill(0,100,128,120,5) for i=0,5 do spr(18,i*20+6,102,2,2) end print("press ❎ to play a game",17,92,5) end function draw_gameover() rectfill(0,60,128,75,0) print("game over",46,62,7) print("press ❎ to restart",27,68,6) end function draw_levelover() rectfill(0,60,128,75,0) print("stage clear!",46,62,7) print("press ❎ to continue",27,68,6) end function draw_game() cls(10) circfill(ball_x,ball_y,ball_r,9) if sticky then --serve preview line(ball_x+ball_dx*4,ball_y+ball_dy*4,ball_x+ball_dx*6,ball_y+ball_dy*6,5) end rectfill(pad_x,pad_y,pad_x+pad_w,pad_y+pad_h,pad_c) --draw bricks for i=1,#brick_x do if brick_v[i] then if brick_t[i]== "b" then brickcol=3 elseif brick_t[i]== "i" then brickcol=6 elseif brick_t[i]== "h" then brickcol=15 elseif brick_t[i]== "s" then brickcol=9 elseif brick_t[i]== "p" then brickcol=12 elseif brick_t[i]== "z" or brick_t[i]== "zz" then brickcol=8 end rectfill(brick_x[i],brick_y[i],brick_x[i]+brick_w,brick_y[i]+brick_h,brickcol) end end rectfill(0,0,128,6,3) -- if debug!="" then -- print(debug,1,1,7) -- else print("lives:"..lives,1,1,7) print("points:"..points,40,1,7) print("chain:"..chain,100,1,7) -- end end function ball_box(bx,by,box_x,box_y,box_w,box_h) --checks for collision of ball with rectangle if by-ball_r>box_y+box_h then return false end if by+ball_r<box_y then return false end if bx-ball_r>box_x+box_w then return false end if bx+ball_r<box_x then return false end return true end function deflx_ballbox(bx,by,bdx,bdy,tx,ty,tw,th) local slp = bdy / bdx local cx, cy if bdx == 0 then return false elseif bdy == 0 then return true elseif slp > 0 and bdx > 0 then cx = tx-bx cy = ty-by return cx>0 and cy/cx <slp elseif slp < 0 and bdx > 0 then cx = tx-bx cy = ty+th-by return cx>0 and cy/cx >= slp elseif slp > 0 and bdx < 0 then cx = tx+tw-bx cy = ty+th-by return cx <0 and cy/cx <= slp else cx=tx+tw-bx cy=ty-by return cx<0 and cy/cx >= slp end end
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speechsynth_v0_3_1-0
Speech Synthesis Test v0.3.1
Nour Ramy
[]
0
2
2026-03-17 19:21:50
2026-03-17 19:32:10
155,664
https://www.lexaloffle.com/bbs/?tid=155664
-- speech synthesis (ver 3) -- author: nour ramy -- init function function _init() init = 3 i = 0 words = {"wELCOME TO pICO-8!","pICO-8","THE sTARTUP mELODY"} col = 7 rcol = 0 end function scrollval(mini,maxi,val) val += 1 if (val > maxi) then val = mini end if (val < mini) then val = maxi end return val end -->8 -- update function function _update() if init > 1 then init -= 1 elseif init == 1 then init = 0 sfx(2,1) end if btnp(🅾️) then sfx(i,0) end if btnp(❎) then sfx(-1,0) end if btnp(⬅️) then i -= 1 i %= 64 end if btnp(➡️) then i += 1 i %= 64 end if btnp(⬆️) then i = 63 end if btnp(⬇️) then i = 0 end end -->8 -- draw function function _draw() rcol += 1 rcol %= 5 if rcol == 4 then col = scrollval(8,15,col) end cls(1) spr(1,0,0) print("pICO-8 sPEECH sYNTHESIS tEST",8,1,6) print("vER. 0.3",8,7,col) if words[i+1] != nil then if i+1 != 3 then print("🅾️ TO SAY:",44,32,7) print(words[i+1],32,60,7) else print("🅾️ TO PLAY:",44,32,7) print(words[i+1],32,60,7) end else print("cOMING sOON:",38,32,7) print("sfx "..(i+1),48,60,7) end print("cURRENT sfx: sfx #"..(i+1),28,90,12) if btn(⬅️) then spr(4,10,60) else spr(2,10,60) end if btn(➡️) then spr(5,109,60) else spr(3,109,60) end if btn(⬆️) then spr(9,100,119) spr(12,82,119) else spr(7,100,119) spr(10,82,119) end if btn(⬇️) then spr(8,19,119) spr(13,37,119) else spr(6,19,119) spr(11,37,119) end end
487
1,483
true
true
true
false
Not supported with pagination yet
[]
[]
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speechsynth_v0_4-0
Speech Synthesis Test v0.4
Nour Ramy
[]
0
1
2026-03-17 19:00:58
2026-03-17 19:00:58
CC4-BY-NC-SA
155,663
https://www.lexaloffle.com/bbs/?tid=155663
-- pico-8 speech synthesis test -- by: nour r. -- init function function _init() init = 3 i = 0 words = {"wELCOME TO pICO-8!","pICO-8","THE sTARTUP mELODY","wELCOME TO pICO-8!\n(REVISED)","uP FOR DRUM"} col = 7 rcol = 0 end function scrollval(mini,maxi,val) val += 1 if (val > maxi) then val = mini end if (val < mini) then val = maxi end return val end -->8 -- update function function _update() if init > 1 then init -= 1 elseif init == 1 then init = 0 sfx(2,1) end if btnp(🅾️) then sfx(i,0) end if btnp(❎) then sfx(-1,0) end if btnp(⬅️) then i -= 1 i %= 64 end if btnp(➡️) then i += 1 i %= 64 end if btnp(⬆️) then i = 63 end if btnp(⬇️) then i = 0 end end -->8 -- draw function function _draw() rcol += 1 rcol %= 5 if rcol == 4 then col = scrollval(8,15,col) end cls(1) spr(1,0,0) print("pICO-8 sPEECH sYNTHESIS tEST",8,1,6) print("vER. 0.4",8,7,col) if words[i+1] != nil then if i+1 != 3 then print("🅾️ TO SAY:",44,32,7) print(words[i+1],32,60,7) else print("🅾️ TO PLAY:",44,32,7) print(words[i+1],32,60,7) end else print("cOMING sOON:",38,32,7) print("sfx "..(i+1),48,60,7) end print("cURRENT sfx: sfx #"..(i+1),28,90,12) if btn(⬅️) then spr(4,10,60) else spr(2,10,60) end if btn(➡️) then spr(5,109,60) else spr(3,109,60) end if btn(⬆️) then spr(9,100,119) spr(12,82,119) else spr(7,100,119) spr(10,82,119) end if btn(⬇️) then spr(8,19,119) spr(13,37,119) else spr(6,19,119) spr(11,37,119) end end
491
1,527
true
true
true
false
Not supported with pagination yet
[]
[]
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myregularshmup-2
myregularshmup
waibiwaibi
[]
1
3
2026-03-17 18:54:34
2026-03-17 19:49:12
CC4-BY-NC-SA
155,662
https://www.lexaloffle.com/bbs/?tid=155662
--press f for mirror the sprite --press f9 to shot a gif for 9s --for i=a,b,c do..end (i+=c) --start / game / over / level --object: star={x=40,y=60,spd=1} --star.x ➡️ 40 // by reference --use music(-1,t) to shut m in t --when ctrl+f,use ctrl+g/h to the next/page --rnd(table) choose from table --to do list: enemy bullet --spawn logic,enemy behavior --[[ tips for musics til now some muc effect are lack. and some are list here ★08 thym music(use in the start? ★?? gingle win (level finish) ★?? game win music (for once) ★?? gameover gingle ]]-- function _init() --once cls(0) start_screen() --contorl the blink blinkt = 0 --control the level of game level = 1 --control time of level mode timer = 0 --a new logic to make starsfield --for pause in special time pt = 0 --couting frames t=0 end function _update() if mode=="game" then update_game() elseif mode=="start" then update_start() elseif mode=="level" then update_level() elseif mode=="over" then update_over() elseif mode=="win" then update_win() end end function _draw() if mode=="game" then draw_game() elseif mode=="start" then draw_start() elseif mode=="level" then draw_level() elseif mode=="over" then draw_over() elseif mode=="win" then draw_win() end end function start_screen() mode = "start" level = 1 pt=0 music(8) --sfx(6) end function start_init() music(-1,1000) t=0 ship = fundspr() ship.x = 64 ship.y = 64 --for drawing the ship ship.spr = 2 ship.invincible = 0 --the speed of ship ship.sx = 0 ship.sy = 0 ship.hitbox[4] = 6 --the position of bullet bullets = {} bul_cd = 0 --enemies' bullet enbullets = {} --create enemies enemies = {} --create explotions --explods = {} now not use it circles = {} shwaves = {} --a shrink circle --create particals particles = {} --for explods --for drawing the flame flame_spr = 5 --for drawing a muzzle muzzle = 0 --numbers score = 0 --string--nil string = "very ".."good" --heart lifes = 4 --bombs bombs = 3 --backgroud stars stars = {} for i = 1,100 do local newstar = {} newstar.x = flr(rnd(128)) newstar.y = flr(rnd(128)) newstar.spd = rnd(1.5)+0.5 add(stars,newstar) end end -->8 --background / tools --flr() rnd() --table a={1,2,3} ➡️ a[1]=1 --#a = 3 ➡️ use # to get the num --add(a,sth.) / del(a,sth.) --[[deli(a,n) can be used to del the certain num of a table]]-- --[[ press alt+⬇️/⬆️ to swift between functions ]]-- function starfield() for i=1,#stars do --sc is the stars' color local sc=7 local astar = stars[i] if astar.spd<1.1 then sc = 1 elseif astar.spd<1.8 then sc = 5 else --draw lines for fast stars line(astar.x,astar.y,astar.x,astar.y-7,1) line(astar.x,astar.y,astar.x,astar.y-4,13) line(astar.x,astar.y,astar.x,astar.y-2,6) end --set a point pset(astar.x,astar.y,sc) end end function animatestars() for i=1,#stars do --objects change togeter local astar=stars[i] --move stars astar.y += astar.spd if astar.y > 128 then astar.y = 0 astar.x = flr(rnd(128)) astar.spd = rnd(1.5)+0.5 end end end --blink the text/ return a num --creat a table to animate function blink() local c = {5,5,5,5,5,5,5,5,5,5,6,6,6,7,7,6,6,6,5} blinkt += 1 if blinkt>#c then blinkt=1 end return c[blinkt] end function blink2() local c = {8,9,10,11,12,13,14,15,0} blinkt += 1 if blinkt>#c then blinkt=1 end return c[blinkt] end --dwar objects function drawaspr(aspr) if aspr.size==nil then spr(aspr.spr,aspr.x,aspr.y) else spr(aspr.spr,aspr.x,aspr.y,aspr.size[1],aspr.size[2]) end end --animate objects in loop function aniloop(obj,f1,f2,speed) obj.spr += speed if obj.spr>=f2 then obj.spr=f1 end end --detect collision function col(a,b) --lots of math local a_left = a.x+a.hitbox[1] local a_top = a.y+a.hitbox[3] local a_right = a.x+a.hitbox[2] local a_bottom = a.y+a.hitbox[4] local b_left = b.x+b.hitbox[1] local b_right = b.x+b.hitbox[2] local b_top = b.y+b.hitbox[3] local b_bottom = b.y+b.hitbox[4] if a_top>b_bottom then return false end if b_top>a_bottom then return false end if a_left>b_right then return false end if b_left>a_right then return false end return true end --draw an outline for spr with --given colors function outline(obj,c) for i = 1,15 do --change all color pal(i,c) end --draw 4 spr aroud the one for dx=-1,1 do for dy=-1,1 do spr(obj.spr,obj.x+dx,obj.y+dy) end end pal() end --get scores function getscore(obj) score += obj.type end --create some explotioms/ particles function explode(x,y,t) --t can be "en1" "ship" --local anex={} --anex.x = x-4 --anex.y = y-4 --anex.time=0 --add(explods,anex) local ap={} ap.x = x ap.y = y ap.type = t ap.sx = 0 ap.sy = 0 ap.age = 0 ap.size = 10 ap.c = 7 --color ap.maxage= 0 add(particles,ap) for i=1,20 do local ap={} ap.x = x ap.y = y ap.type = t local s1= rnd()-0.5 local s2= rnd()-0.5 ap.sx = 6*s1 ap.sy = 6*s2 ap.age = rnd(2) ap.size = 1+rnd(4) ap.c = 7 --color ap.maxage= 10+rnd(10) add(particles,ap) end --add sparks for i=1,5+flr(rnd(10)) do local ap={} ap.x = x ap.y = y ap.type = "spark" local s1= rnd()-0.5 local s2= rnd()-0.5 ap.sx = 10*s1 ap.sy = 10*s2 ap.age = rnd(2) ap.size = rnd(2) ap.c = 7 --color ap.maxage= 10+rnd(10) add(particles,ap) end end --give particles color function paintp(ap) local pc={5,2,8,9,10} if ap.type=="en1" then pc={5,2,8,9,10,7} elseif ap.type=="ship" then pc={1,1,13,12,6,7} end ap.c = pc[6] if ap.age>15 then ap.c = pc[1] elseif ap.age>12 then ap.c = pc[2] elseif ap.age>10 then ap.c = pc[3] elseif ap.age>7 then ap.c = pc[4] elseif ap.age>5 then ap.c = pc[5] end end --create an expanding cirle function circle(x,y,size,c) local acir={} acir.x=x acir.y=y acir.c=c acir.size=size acir.spd = 0 add(circles,acir) end --create a shrinking circle function shwave(x,y,maxr,spd,c) local asw={} asw.x = x asw.y = y asw.r = 2 asw.maxr = maxr asw.spd = spd asw.c = c add(shwaves,asw) end --create a single spark behind enemy function gethit(x,y,c) local ap={} local s1= rnd()-0.5 local s2= rnd()-1 ap.x = x+s1 ap.y = y+s2 ap.type = "spark" ap.sx = 6*s1 ap.sy = 5*s2 ap.age = rnd(2) ap.size = rnd(2) ap.c = c --color ap.maxage= 10+rnd(10) add(particles,ap) end --write fundimental elements --in creating a spr function fundspr() local newspr={} newspr.x = 0 newspr.y = 0 newspr.sx= 0 newspr.sy= 0 --left1,right2,top3,bottom4 newspr.hitbox={0,7,0,7} newspr.spr = 0 newspr.size= {1,1} newspr.invincible = 0 newspr.flag=false newspr.shake=0 return newspr end -->8 --_update function update_game() --gamepley 1 t += 1 --[[ if flr(rnd(30-t/200))==5 then spawnen() end ]]-- --pt is for pause if pt>t then return end --controls ship.sx = 0 ship.sy = 0 ship.spr= 2 if btn(0) then ship.sx = -2 ship.spr = 1 end if btn(1) then ship.sx = 2 ship.spr = 3 end if btn(2) then ship.sy = -2 end if btn(3) then ship.sy = 2 end --for test if btnp(4) then mode="over" end --btnp() activate once push if bul_cd > 0 then bul_cd -= 1 elseif btn(5) then local abullet=fundspr() abullet.x=ship.x abullet.y=ship.y-3 abullet.spr=16 add(bullets,abullet) sfx(0) --create a muzzle muzzle = 5 bul_cd = 3 end --moving the ship ship.x += ship.sx ship.y += ship.sy --moving/animate the bullet for i = #bullets,1,-1 do local abullet = bullets[i] abullet.y += -4 aniloop(abullet,16,20,0.25) if abullet.y<-20 then deli(bullets,i) end end --move/animate enemies for anen in all(enemies) do --anen.y += 0.25 --enemy mission or behavior doenemy(anen) --animate enemies local a=enspr(anen) if anen.size==nil then aniloop(anen,a,a+#anen.ani-1,0.25) else local aniz=1+flr((t/4)%(#anen.ani-1)) anen.spr=anen.ani[aniz] end --kill enemy when leave screen if anen.y>128 then local entype=anen.type del(enemies,anen) --one down one up --◆spawnen(entype) end end --collision ship & enemies if ship.invincible <= 0 then for anen in all(enemies) do if col(anen,ship) then lifes -= 1 --pause for 4 fps pt = t+10 sfx(1) circle(ship.x+2,ship.y+2,0,6) circle(ship.x+2,ship.y+2,1,12) explode(ship.x+4,ship.y+4,"ship") anen.invincible = 3 anen.lifes -= 4 if anen.lifes<=0 then del(enemies,anen) --one down one up sfx(4) end ship.invincible = 20 end end else ship.invincible -= 1 end --collision bullets & enemies for abullet in all(bullets) do for anen in all(enemies) do if col(abullet,anen) and anen.flag==false then anen.lifes -= 1 anen.invincible = 3 sfx(2) del(bullets,abullet) shwave(abullet.x+4,abullet.y+4,5,1,9) gethit(abullet.x+4,abullet.y,7) if anen.lifes <=0 then shwave(abullet.x+4,abullet.y+4,18,6,7) killen(anen) end end end end --check if ship hits edge if ship.x >120 then ship.x = 120 end if ship.x<0 then ship.x = 0 end if ship.y > 120 then ship.y = 120 end if ship.y<0 then ship.y = 0 end picking() --animate the flame flame_spr += 1 if flame_spr==10 then flame_spr = 5 end --animate muzzle if muzzle>0 then muzzle -= 1 end --animate the background stars animatestars() --game over if lifes<=0 then mode="over" timer=20 --music(??) end --next level if #enemies==0 and timer<0 then nextlevel() end end ------------------------------- function update_start() timer = 48 --use btnp more if btnp(5) or btnp(4) then mode="level" start_init() --music(0) end end ------------------------------- function update_level() update_game() timer -= 1 if timer < 0 then spawnwave() mode="game" end end ------------------------------- function update_over() --use btnp more timer -= 1 if timer < 0 then if btnp(5) or btnp(4) then start_screen() end end end ------------------------------- function update_win() --use btnp more if btn(4)==false and btn(5)==false then btnreleased=true end timer -= 1 if timer < 0 and btnreleased then if btnp(5) or btnp(4) then start_screen() --level=1 btnreleased=false end end end -->8 --_draw() function draw_game() cls(0) --draw a backgruond starfield() --draw all particles for ap in all(particles) do --change the color if ap.type=="spark" then circfill(ap.x,ap.y,ap.size,ap.c) else paintp(ap) circfill(ap.x,ap.y,ap.size,ap.c) end ap.x += ap.sx ap.y += ap.sy ap.sx = ap.sx*0.85 ap.sy = ap.sy*0.85 ap.age += 1 if ap.age>ap.maxage then ap.size -= 0.5 if ap.size<0 then del(particles,ap) end end end --draw circles for acir in all(circles) do circ(acir.x,acir.y,acir.size,acir.c) acir.spd += 1 acir.size+=acir.spd if acir.size>128 then del(circles,acir) end end --draw shrinking waves(circle) --after draw enemies --this draws the ship --[[ if ship.invincible>0 then outline(ship,blink2()) end if ship.invincible<15 then drawaspr(ship) end --flames spr(flame_spr,ship.x,ship.y+8) ]]-- if ship.invincible<=0 then drawaspr(ship) spr(flame_spr,ship.x,ship.y+8) elseif sin(t/6)<0 then drawaspr(ship) spr(flame_spr,ship.x,ship.y+8) end --this draws the bullet for i=1,#bullets do local abullet=bullets[i] drawaspr(abullet) --spr(bul_spr,abullet.x,abullet.y) end --draw a muzzle circle explotion if muzzle>0 then if ship_spr==1 then circfill(ship.x+3,ship.y-1,muzzle,7) elseif ship_spr==3 then circfill(ship.x+4,ship.y-1,muzzle,7) else circfill(ship.x+3,ship.y-1,muzzle,7) circfill(ship.x+4,ship.y-1,muzzle,7) end end --draw all explotions --[[ local exframe={64,64,66,66,68,68,70,70,72,72} for anex in all(explods) do anex.time += 1 spr(exframe[anex.time],anex.x,anex.y,2,2) if anex.time>=#exframe then del(explods,anex) end end ]]-- --draw enemies for i=1,#enemies do local anen = enemies[i] --draw the waiting enemies if anen.flag then outline(anen,blink2()) end drawaspr(anen) --when being attacked if anen.invincible>0 then local s=anen.spr outline(anen,blink()) drawaspr(anen) anen.spr = anen.ani[#anen.ani] drawaspr(anen) anen.spr=s anen.invincible -= 1 end end --draw shrinking waves(circle) for asw in all(shwaves) do circ(asw.x,asw.y,asw.r,asw.c) asw.r += asw.spd if asw.spd>1 then asw.spd -= 1 end if asw.r>asw.maxr then del(shwaves,asw) end end --creating the ui print("score:"..score,45,1,12) --hearts ui for i=1,4 do --for loop i+=c if lifes>=i then spr(13,i*9-8,1) else spr(14,i*9-8,1) end end --bombs ui for i=1,3 do if bombs>=i then spr(29,128-i*9,1) end end end ------------------------------- function draw_start() cls(1) local title="shoot'm up" local tx=(128-(#title*4))/2 print(title,tx,40,12) title="press ❎ to start" tx=(128-(#title*4))/2 print(title,tx,90,blink()) end ------------------------------- function draw_level() draw_game() local title = "level "..level local tx = (128-(#title*4))/2 print(title,tx,40,blink()) end ------------------------------- function draw_over() cls(4) draw_game() --print("score:"..score,45,1,blink2()) local title="game over" local tx=(128-(#title*4))/2 print(title,tx,40,8) title="press ❎ to continue" tx=(128-(#title*4))/2 print(title,tx,90,7) title="score:"..score tx=(128-(#title*4))/2 print(title,tx,60,blink()) end ------------------------------- function draw_win() cls(3) draw_game() local title="you win" local tx=(128-(#title*4))/2 print(title,tx,40,7) title="press ❎ to continue" tx=(128-(#title*4))/2 print(title,tx,90,7) title="score:"..score tx=(128-(#title*4))/2 print(title,tx,60,blink()) end -->8 --waves and enemies spawn function spawnwave() if level==1 then --spawnen(1) attacfreq=60 placens({ {1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1}, {1,2,2,3,1,3,2,2,1} }) elseif level==2 then attacfreq=45 placens({ {1,1,0,2,3,2,0,1,1}, {1,1,0,3,3,3,0,1,1}, {1,2,0,3,3,3,0,2,1}, {2,2,0,1,1,1,0,2,2} }) elseif level==3 then attacfreq=30 placens({ {0,0,3,0,0,0,3,0,0}, {0,2,2,2,0,2,2,2,0}, {2,3,0,3,2,3,0,3,2}, {2,0,0,0,2,0,0,0,2} }) elseif level==4 then attacfreq=30 placens({ {2,3,3,2,0,2,3,3,2}, {3,4,0,3,0,3,4,0,3}, {3,0,0,3,0,3,0,0,3}, {2,3,3,2,0,2,3,3,2} }) --spawnen(level) end end function placens(types) for y=1,4 do for x=1,9 do if types[y][x] != 0 then spawnen(types[y][x],x*12,4+12*y) end end end end function nextlevel() level += 1 mode = "level" timer = 48 if level >=5 then mode="win" timer=30 end end --create enemies function spawnen(entype,enx,eny) local anen=fundspr() --type is scroe as well if entype == nil or entype == 1 then anen.type = 1 else anen.type = entype end anen.x = enx*1.5-36 -- enx+64-128*rnd() -- rnd(120) anen.y = eny-55 -- eny -- -10 anen.tx= enx --target x position anen.ty= eny anen.hitbox={1,6,1,7} anen.mission="flyin" --anen.spr = 21 anen.spr = enspr(anen) anen.lifes = enlifes(anen) anen.invincible = 0 add(enemies,anen) end --choose spr for enemies function enspr(en) if en.type==1 then en.ani={21,22,23,24,25,26} return 21 elseif en.type==2 then en.ani={128,129,130,131,132,133} return 128 elseif en.type==3 then en.ani={144,145,146,147,148,149} return 144 elseif en.type==4 then en.ani={160,162,68} en.hitbox={2,13,2,13} en.size={2,2} return 160 end end --making lifes for enemies function enlifes(en) if en.type==1 then return 3 elseif en.type==2 then return 5 elseif en.type==3 then return 3 elseif en.type==4 then return 3 end end --[[ explanation for enemy types 1◆green enemy 2◆red enemy 5◆tech enemy 100◆boss ]]-- --[[ notebooks for create a spr write a function to create including: ◆type-subfunction to decide anis,hitedanis etc. ◆score ◆max lives ◆size-{w,h}spr ◆hitbox-{x1,x2,y1,y2} ◆volum/hit volume and generate ◆spr-exacte aniframe of the spr ◆x,y ◆aniframe-for drawing ]]-- -->8 --behavior function doenemy(en) if en.mission=="flyin" then en.y+=(en.ty-en.y)/8 en.x+=(en.tx-en.x)/8 if abs(en.y-en.ty)<0.1 then en.y = en.ty end if abs(en.x-en.tx)<0.1 then en.x = en.tx end if en.x==en.tx and en.y==en.ty then en.mission = "stay" end elseif en.mission=="stay" then return elseif en.mission=="attac" then --hint for attacing if en.shake>0 then en.shake-=1 en.x+=sin(t/2.5) --en.sy=1-rnd(2) return end if en.type==1 then en.sy=1.5 en.sx=1.5*sin(t/42) if en.x<32 then en.sx+=1-(en.x/32) elseif en.x>96 then en.sx-=1-((en.x-96)/24) end move(en) elseif en.type==2 then --red:fly to the same x then down en.sy=cos(t/30) --(t%6)/30+cos(t/30)/30 en.sx=5*sin((4+rnd()+t)/24)+2*(rnd()-0.5) en.sx+=(ship.x-en.x)/8 if en.x<=ship.x+1 and en.x>=ship.x-1 and en.flag==false then en.wait=25 en.tx=en.x en.ty=145 --en.lifes=6 en.flag=true end if en.flag then en.sy=1-rnd(2) en.sx=1-rnd(2) en.wait-=1 if en.wait<=0 then en.mission="flyin" en.flag=false end end --[[if en.x<8 then en.sx+=5-5*(en.x/8) elseif en.x>104 then en.sx-=5-5*((en.x-104)/16) end]]-- move(en) elseif en.type==3 then elseif en.type==4 then end end end function picking() if mode!="game" then return end if t%attacfreq==attacfreq-1 then pickattac() end end function pickattac() local limit = min(10,#enemies) local picker=flr(rnd(limit)) picker=#enemies-picker if picker<=0 then return end local en=enemies[picker] --rnd(enemies) if en.mission=="stay" then en.mission="attac" --attacing hint en.shake=20 end end function move(obj) obj.y+=obj.sy obj.x+=obj.sx end function killen(en) del(enemies,en) sfx(4) explode(en.x+4,en.y+4,"en"..en.type) getscore(en) if en.mission=="attac" then pickattac() end end
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01 14154344 04 41154344 00 41424344 00 41424344 00 41424344 00 41424344 00 41424344 00 41424344 03 05060744
stackrobats-0
Stackrobats
beepyeah
[ "puzzle", "sokoban", "game" ]
3
2
2026-03-17 17:15:26
2026-03-17 21:52:37
155,652
https://www.lexaloffle.com/bbs/?tid=155652
-- stackrobats -- by tom and arthur brinton -- 2023-25 -- you are the leader of a -- troupe of acrobats-- -- only the leader may accept -- the trophy after each feat. -- 26 feats -- check for bugs with playtesters cartdata("beepyeah-stackrobats") function _init() mode="menu" menuitem(1, "main menu", function() mode="menu" ;music(0);camera()end) menuitem(2, "prev. level", function() level-=1;max(level,1);sfx(3);levelinit()end) --menu,game,message,win menuchoice=1 levelselect=1 menusprites={17,38,39,40} ms=17 --head location vars hx=0 hy=0 anim=true starttimes=true intro = 200 feats={"the carry","the drop", "tower of power","leaning tower", "handoff","rebuild","ladder down", "step down","highwire", "pick a path","the show goes on", "the leap","step right up", "jump and stack","build up", "up and down","barrels of fun", "roll out","roll up","trap-ease", "the climb","team up","potholes", "pit crew","rung-around", "troupes and ladders", "the big top","hangers-on", "tight squeeze","grand finale"} body={} goal={} goal.x=0 goal.y=0 goal.s=6 barrels={} fw={} level=1 levelunlocked = dget(0) or 1 levelselect=levelunlocked endtimes=-1 mx,my=0,0 at=0 end function _update60() if (at==100) at=0 else at+=1 if mode=="menu" and intro<1 then if btnp(⬆️) or btnp(⬇️) then sfx(7) if menuchoice==1 then menuchoice=2 else menuchoice=1 end end if menuchoice==1 then if btnp(➡️) then levelselect+=1 sfx(6) elseif btnp(⬅️) then levelselect-=1 sfx(6) end levelselect=min(levelselect,levelunlocked) levelselect=max(levelselect,1) end if btnp(❎) then sfx(5) if menuchoice==1 then mode="game" level=levelselect levelinit() music(-1) else mode="help" music(-1) end end elseif mode=="help" or mode=="win" then if btnp(🅾️) then mode="menu" music(0) end elseif mode=="game" then foreach(body,findhead) movebarrels() anim = false for b in all(body) do --check if animating if (b.dx != b.x * 8 or b.dy != b.y * 8) then anim = true break end end if (not anim and endtimes<0) movebot() if (not anim) checkfall() if (not anim) checktouch() if hx==goal.x and hy==goal.y and not anim and endtimes<0 then sfx(11) makefw(goal.x*8+3,goal.y*8-2,10) makefw(goal.x*8+4,goal.y*8-1,9) endtimes=72 end if (endtimes>0) endtimes-=1 if endtimes==1 and not starttimes then endtimes=-1 level+=1 if level>#feats then --win game mode music(4) mode="win" else levelinit() end elseif endtimes==1 and starttimes then endtimes=-1 starttimes=false end end end function _draw() cls() if mode=="menu" then if intro>0 then intro-=1 if intro>100 then fillp(0b1001011001101001) rectfill(0,0,128,128,1) fillp() spr(76,52,46,2,2) print("beep \nyeah!\ngames",52,67,5) print("beep \nyeah!\ngames",52,66,7) else spx=72-(intro) spy=16+sin(intro/25)*16 fillp(0b0101101001011010) circfill(spx+2, spy+4, 7,0x5d) fillp() spr(18,72,16) end if (intro==1)music(0) else fillp(0b0101010101010101) rectfill(0,0,128,128,1) fillp() fillp(0b0101101001011010) circfill(72+2, 16+4, 7,0x5d) fillp() spr(19,72-2,16+2) for pp=1,15 do pal(pp,0) end spr(64,20,27,11,2) pal() spr(64,20,24,11,2) rectfill(36,47,92,53,0) print("by tom brinton",37,48,2) rectfill(24,72,104,112,0) map(112,48,0,0,16,16) if (at%20==0) ms=menusprites[ceil(rnd(#menusprites))] spr(ms,72,16) print("feat "..levelselect.."..",52,78,15) print("how to play",52,92,15) if (menuchoice==1) then if (levelselect>1) spr(25,30,76) if (levelselect<levelunlocked or levelselect==1) spr(26,40,76) elseif (menuchoice==2) then spr(26,40,90) end end elseif mode=="help" then fillp(0b0111101111011110) rectfill(0,0,128,128,1) fillp() spr(17,16,16) print("this is the leader of\nthe acrobat troupe",32,16,15) spr(18,16,32) spr(16,16,40) print("activate other acrobats\nby touching them",32,34,15) spr(6,16,56) print("the leader must grab\nthe trophy to win",32,54,15) spr(5,16,72) spr(22,16,80) print("use the highwire and\ntrampolines to reach\nyour goal",32,71,15) print("let the show begin!",28,98,8) print("press z to return",32,112,2) elseif mode=="game" then sx,sy=mx*8,my*8 camera(sx,sy) fillp(0b0111110101111101) rectfill(sx,sy,sx+128,sy+128,1) fillp() drawshadows() map(mx,my,sx,sy,16,16) foreach(body,drawbody) foreach(barrels, drawbarrel) levelstring="feat "..level..": "..feats[level] print(levelstring,sx+63-(#levelstring*4)/2,sy+2,0) print(levelstring,sx+64-(#levelstring*4)/2,sy+1,2) if (endtimes<1 or starttimes) drawgoal() if endtimes>0 then local endt=endtimes if (starttimes) endt=64-endt fillp(0b0101101001011010.1) rectfill(sx,sy,sx+128,sy+128,0) fillp() for i= 0,72,8 do curl=1 for j=0,15 do curl*=1+(endtimes/400) --if (starttimes) curtx=((sx+64)-endt)-i spr(104,curtx-curl,sy+j*8) curtx=((sx+64)+endt)+i spr(104,curtx+curl,sy+j*8) end end end foreach(fw,drawfw) elseif mode=="win" then camera() for i=at/1000,2,.02 do aline(64,128,i,150,1) end if (at==50) makefw() foreach(fw,drawfw) map(96,48,0,0,16,16) if (at%20==0) ms=menusprites[ceil(rnd(#menusprites))] spr(ms,56,96) spr(96,32,40,8,2) end end function drawshadows() for b in all(body) do if b.alive then fillp(0b0101101001011010) circfill(b.dx+2, b.dy+4, 7,0x5d) fillp() end end for b in all(body) do if b.alive then spr(19,b.dx-2,b.dy+2) end end end --goal function drawgoal() gang=at/99 spr(goal.s,goal.x*8, goal.y*8-sin(gang)*1.5) goal.s+=.25 if(goal.s==11) then goal.s=7 end end -->8 --level set up function levelinit() --refresh map reload(0x1000, 0x1000, 0x2000) mx=((level-1)%8)*16 my=flr((level-1)/8)*16 body={} barrels={} starttimes=true endtimes=72 if (level>levelunlocked) levelunlocked=level if (levelunlocked>#feats) levelunlocked=#feats dset(0,levelunlocked) for i = mx,mx+16 do for j = my,my+16 do mt=mget(i,j) if mt==17 then makebody(i,j,true,true) mset(i,j,0) elseif mt==16 then makebody(i,j,true,false) mset(i,j,0) elseif mt==18 then makebody(i,j,false) mset(i,j,0) elseif mt==6 then goal.x=i goal.y=j goal.s=6 mset(i,j,0) elseif mt==50 then makebarrel(i,j) mset(i,j,0) end end end end -->8 --movement functions function touchingbody(o) if not o.alive then return end for b in all(body) do if not b.alive then if (abs(b.x-o.x) <2 and b.y==o.y) or (abs(b.y-o.y) <2 and b.x==o.x) then b.alive=true touchingbody(b) end end end end function canmove(cx, cy) if fget(mget(cx, cy), 0) then return false end for b in all(body) do if cx == b.x and cy == b.y then return false end end for br in all(barrels) do if cx == br.x and cy == br.y then return false end end return true end function is_on_or_entering_ladder(b, dy) local y = b.y + dy return is_ladder(b.x, y) end function is_ladder(x, y) return fget(mget(x, y), 3) end function is_blocked(x, y, ignore_active) -- check solid tile if fget(mget(x, y), 0) then return true end -- check barrels for br in all(barrels) do if br.x == x and br.y == y then return true end end -- check other acrobats for b in all(body) do if b.x == x and b.y == y then if not ignore_active or (not b.alive) then return true end end end return false end function is_occupied_by_stationary_active(x, y) for b in all(body) do if b.x == x and b.y == y and b.alive and not b.climbing then return true end end return false end function isonground(o) local below = o.y + 1 -- solid ground check if fget(mget(o.x, below), 0) then return true end -- barrel support check for br in all(barrels) do if br.x == o.x and br.y == below then return true end end -- ladder top support check -- allows standing directly on top of a ladder if is_ladder(o.x, below) then return true end return false end function canblastmove(cx, cy) -- block if another acrobat is there for b in all(body) do if cx == b.x and cy == b.y then return false end end -- block if a barrel is there for br in all(barrels) do if cx == br.x and cy == br.y then return false end end -- allow if it's a "walkable" tile (flag 1) or not solid if fget(mget(cx, cy), 1) then return true end if not fget(mget(cx, cy), 0) then return true end return false end function isonwalkway(o) if fget(mget(o.x,o.y+1),1) then return true end return false end -->8 --body parts function makebody(bx,by,ba,bh) local b={} b.x=bx b.y=by b.dx=bx*8 b.dy=by*8 b.alive=ba b.head=bh b.animating=false b.climbing = false add(body,b) end function findhead (b) --set head location vars if b.head then hx=b.x hy=b.y end --animate motion if b.dx<b.x*8 then b.dx+=2 elseif b.dx>b.x*8 then b.dx-=2 end if b.dy<b.y*8 then b.dy+=2 elseif b.dy>b.y*8 then b.dy-=2 end end function movebot() --reset level if btnp(❎) then sfx(4) levelinit() end --launch if btnp(🅾️) then --are you on a movement block if can_blast("up") then blast("up") elseif can_blast("left") then blast("left") elseif can_blast("right") then blast("right") end end if btnp(⬆️) then sort(body, topdown) local ladder_found=false for b in all(body) do if b.alive and (is_ladder(b.x,b.y) or is_ladder(b.x,b.y-1)) then ladder_found=true break end end if ladder_found then for b in all(body) do if b.alive and not is_blocked(b.x,b.y-1,true) then b.y-=1 b.climbing=true end end sfx(1) end end if btnp(⬇️) then sort(body, bottomup) local ladder_found=false for b in all(body) do if b.alive and (is_ladder(b.x,b.y) or is_ladder(b.x,b.y+1)) then ladder_found=true break end end if ladder_found then for b in all(body) do if b.alive and not is_blocked(b.x,b.y+1,true) then b.y+=1 b.climbing=true end end sfx(1) end end --move left or right if btnp(⬅️) then sort(body, rtol) for b in all(body) do if b.alive then local tx = b.x - 1 -- is there a barrel? local pushed = false for br in all(barrels) do if br.x == tx and br.y == b.y then -- try to push barrel if canmove(br.x - 1, br.y) then br.x -= 1 b.x -= 1 pushed = true break end end end if not pushed and canmove(tx, b.y) then b.x -= 1 end end end sfx(1) elseif btnp(➡️) then sort(body, ltor) for b in all(body) do if b.alive then local tx = b.x + 1 -- is there a barrel? local pushed = false for br in all(barrels) do if br.x == tx and br.y == b.y then -- try to push barrel if canmove(br.x + 1, br.y) then br.x += 1 b.x += 1 pushed = true break end end end if not pushed and canmove(tx, b.y) then b.x += 1 end end end sfx(1) end --check if on walkway and can move down local walkway=false for b in all(body) do if b.alive and isonwalkway(b) then walkway=true end end if walkway and btnp(⬇️) then blast("down") end end function checkfall() -- acrobats fall sort(body, bottomup) for b in all(body) do -- skip fall if climbing ladder if b.climbing then b.climbing = false -- clear for next frame else -- skip if supported by anything local below = b.y + 1 local supported = false -- check solid ground if fget(mget(b.x, below), 0) then supported = true end -- check barrels for br in all(barrels) do if br.x == b.x and br.y == below then supported = true break end end -- check other acrobats for other in all(body) do if other != b and other.x == b.x and other.y == below then supported = true break end end -- fall if not supported and not active if not supported and not b.alive then b.y += 1 sfx(2) end end end -- barrels fall sort(barrels, bottomup) for br in all(barrels) do if canmove(br.x, br.y + 1) then br.y += 1 sfx(2) end end end function checktouch() --check for body parts to activate foreach(body,turnoff) for b in all(body) do if b.head then touchingbody(b) end end --if nothing active is touching the ground, --fall until something is local floating = true for b in all(body) do if b.alive then -- treat ladder as support, and also treat "just climbed" as supported for 1 frame if isonground(b) or is_ladder(b.x, b.y) or b.climbing then floating = false break end end end if floating then for b in all(body) do if b.alive then b.y += 1 sfx(2) anim = true end end end end function can_blast(dir) for b in all(body) do if b.alive then if dir == "up" and mget(b.x, b.y+1) == 22 then return true end if dir == "left" and mget(b.x+1, b.y) == 23 then return true end if dir == "right" and mget(b.x-1, b.y) == 24 then return true end end end return false end function blast(dir) local dx, dy = 0, 0 if dir == "up" then dy = -1 elseif dir == "down" then dy = 1 elseif dir == "left" then dx = -1 elseif dir == "right" then dx = 1 end if dir == "up" then sort(body, bottomup) elseif dir == "down" then sort(body, topdown) elseif dir == "left" then sort(body, rtol) elseif dir == "right" then sort(body, ltor) end for b in all(body) do if b.alive then local nx = b.x + dx local ny = b.y + dy while canblastmove(nx, ny) do b.x = nx b.y = ny nx += dx ny += dy end end end checktouch() sfx(3) end function turnoff(b) if (not b.head) b.alive=false end function drawbody(b) local drx=b.dx local dry=b.dy if b.head then if btn(➡️) then spr(38,drx,dry) elseif btn(⬅️) then spr(39,drx,dry) else if at>90 then spr(40,drx,dry) --blink else spr(17,drx,dry) --norm end end return end --draw other acrobat sprites if b.alive then spr(16,drx,dry) else spr(18,drx,dry) end end -->8 --misc function sort(a,cmp) for i=1,#a do local j = i while j > 1 and cmp(a[j-1],a[j]) do a[j],a[j-1] = a[j-1],a[j] j = j - 1 end end end function topdown(a,b) return a.y<b.y end function bottomup(a,b) return a.y>b.y end function ltor(a,b) return a.x<b.x end function rtol(a,b) return a.x>b.x end function aline(x0, y0, angle, length, col) local x1 = x0 + cos(angle) * length local y1 = y0 + sin(angle) * length line(x0, y0, x1, y1, col) -- end function makefw(fwx,fwy,fwc) fwl= 60 fcl= fwc or 7+ceil(rnd(5)) fx= fwx or rnd(128) fy= fwy or rnd(72) for i=1,10 do local f={} f.x=fx f.y=fy f.sp=1 f.a=i/10 f.c=fcl f.s=2 f.l=fwl add(fw,f) end end function drawfw(f) f.sp*=.96 f.x+=cos(f.a)*f.sp f.y-=sin(f.a)*f.sp f.y+=.5+rnd()/2 f.s-=.03 if (rnd()>.3)circfill(f.x,f.y,f.s,f.c) f.l-=1 if (f.l<1) del(fw,f) end -->8 --barrels function makebarrel(bx,by) local b={} b.x=bx b.y=by b.dx=bx*8 b.dy=by*8 b.s=50 add(barrels,b) end function drawbarrel(b) spr(b.s,b.dx,b.dy) end function movebarrels() for br in all(barrels) do if br.dx < br.x * 8 then br.dx += 2 elseif br.dx > br.x * 8 then br.dx -= 2 end if br.dy < br.y * 8 then br.dy += 2 elseif br.dy > br.y * 8 then br.dy -= 2 end end end
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01 08494344 00 08094344 00 08090a44 02 08490a44 03 00424344
newitiruni-0
Blackjack
drd1000
[]
0
1
2026-03-17 15:30:29
2026-03-17 15:30:29
CC4-BY-NC-SA
155,651
https://www.lexaloffle.com/bbs/?tid=155651
-- blackjack -- ◆♥◆♥ function _init() -- suits = {"hearts","diamonds","spades","clubs"} -- hearts = {2,3,4,5,6,7,8,9,10,11,12,13,14} -- diamonds = {2,3,4,5,6,7,8,9,10,11,12,13,14} -- spades = {2,3,4,5,6,7,8,9,10,11,12,13,14} -- clubs = {2,3,4,5,6,7,8,9,10,11,12,13,14} -- thecards = {"ace",2,3,4,5,6,7,8,9,10,"jack","queen","king"} cardworth = {11,2,3,4,5,6,7,8,9,10,10,10,10,1} -- reject 0 value cards dealtcards={0,14,28,42} playerhand={} dealerhand={} playervalue=0 dealervalue=0 whoseturn=0 winner=0 gameover=0 firstdeal=1 money=50 bet=5 oldbet=5 playercanbet=0 startgame() end function _update() cardvalue() if gameover==1 then checkscores() if btnp(❎) or btnp(🅾️) then startgame() end else if choice==0 then if (btnp(🅾️)) choice=1 --hit if (btnp(❎)) choice=2 --stay if firstdeal==1 then if (btnp(⬇️)) choice=3 --ddown end hitorstay() end end end function _draw() cls(3) drawcards() drawtable() if winner>0 then showwinner() end end -->8 function drawtable() print("dealer must stand on 17",17,86,10) print("and draw to 16",34,94,10) print("blackjack pays 3:2",27,102,10) -- there has to be a better way -- to switch the text back to -- white print("",0,0,7) if whoseturn==0 then print("press 🅾️ to hit or ❎ to stay",5,112) if firstdeal==1 then print("press ⬇️ to double down",16,120) end end end function drawcards() local cardno=0 for card in all(playerhand) do cardno+=1 local suit = flr(card/14) local value = card - (suit*14) spr(suit+16,cardno*8+cardno,8) spr(value,cardno*8+cardno,16) -- shows the card as 1-54 -- print(card,(8*cardno),14) end print(money.." zorkmids",70,0) print(bet.." wager",70,7) print("total",0,26) print(playervalue,0,34) cardno=0 for card in all(dealerhand) do cardno+=1 suit = flr(card/14) value = card - (suit*14) if cardno==1 then if gameover==1 then spr(suit+16,8*cardno+cardno,50) spr(value,8*cardno+cardno,58) else spr(14,8*cardno+cardno,50) spr(14,8*cardno+cardno,58,1,1,0,1) end -- hide the dealers 1st card else spr(suit+16,8*cardno+cardno,50) spr(value,8*cardno+cardno,58) --print(card,(8*cardno),64) end end end function showwinner() print("total",0,68) print(dealervalue,0,76) whoseturn=1 if winner==1 then print("you win!",60,34) elseif winner==2 then print("dealer wins!",60,34) elseif winner==3 then print("push!",60,34) elseif winner==4 then print("blackjack!",60,34) end if broke==1 then print("no more money!",35,44,8) print("press ❎ or 🅾️ to sell house",10,120,7) else print("press ❎ or 🅾️ to redeal",16,112) print("press ⬆️ or ⬇️ to change bet",7,120) end end -->8 function startgame() local card=0 -- rejct 0 value cards dealtcards={0,14,28,42} playerhand={} dealerhand={} playervalue=0 dealervalue=0 whoseturn=0 winner=0 gameover=0 firstdeal=1 paidout=0 choice=0 if broke==1 then money=50 broke=0 bet=5 end card=dealcard() add(playerhand,card) card=dealcard() add(playerhand,card) card=dealcard() add(dealerhand,card) card=dealcard() add(dealerhand,card) cardvalue() if dealervalue == 21 or playervalue == 21 then gameover=1 checkscores() else hitorstay() end end function dealcard() local card=0 local alreadydealt=1 while alreadydealt > 0 do card=flr(rnd(51))+1 alreadydealt=count(dealtcards,card) end add(dealtcards,card) sfx(8) return card end function hitorstay() local card=0 if whoseturn==0 then --remember initial bet in case --player doubles down oldbet=bet --hit if choice==1 then card = dealcard() add(playerhand,card) choice=0 cardvalue() firstdeal=0 --stand elseif choice==2 then choice=0 whoseturn=1 --double down elseif choice==3 then if money-(bet*2)<0 or not firstdeal then else choice=0 bet*=2 firstdeal=0 card = dealcard() add(playerhand,card) cardvalue() whoseturn=1 end end else --dealer draws under 17 if dealervalue<17 then card = dealcard() add(dealerhand,card) else gameover=1 end end checkscores() end function cardvalue() local card=0 local cardscore=0 local suit=0 playervalue=0 dealervalue=0 for i=1,2 do if (i==1) whosehand=playerhand if (i==2) whosehand=dealerhand for card in all(whosehand) do suit = flr(card/14) card = card-(14*suit) cardscore = cardworth[card] if i==1 then playervalue+=cardscore end if i==2 then dealervalue+=cardscore end end end -- going over 21 and having -- an ace makes the ace's -- value 1 if playervalue>21 then playervalue=acescheck(playerhand,playervalue) end if dealervalue>21 then dealervalue=acescheck(dealerhand,dealervalue) end end -- sets only the needed -- amount of aces to 1 to get -- under 21 function acescheck(hand,score) local acesno=count(hand,1)+ count(hand,15)+count(hand,29)+ count(hand,43) while score>21 and acesno>0 do score-=10 acesno-=1 end return score end function checkscores() if gameover==1 then if playervalue==dealervalue then winner=3 end if playervalue>dealervalue then winner=1 end if playervalue<dealervalue then winner=2 end if dealervalue>21 then winner=1 end if playervalue>21 then winner=2 end --blackjack if firstdeal==1 and playervalue==21 and dealervalue<21 then winner=4 end payout() elseif playervalue>21 then whoseturn=1 winner=2 gameover=1 end end function payout() if paidout==0 then if winner==1 then sfx(10) money+=bet end if winner==2 then sfx(9) money-=bet end if winner==4 then sfx(11) money+=flr(bet*1.5) end paidout=1 bet=oldbet end nomoney() changebet() end function nomoney() if money<1 then broke=1 end end function changebet() if btnp(⬆️) then bet+=1 end if btnp(⬇️) then bet-=1 end if (bet>money) bet=money if (bet<1) bet=1 if (bet>10) bet=10 end
1,382
5,940
true
true
true
false
Not supported with pagination yet
[]
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kusanoripo-0
Minesweeper with autoreveal
drd1000
[ "minesweeper" ]
0
1
2026-03-17 15:27:34
2026-03-17 15:27:34
CC4-BY-NC-SA
155,650
https://www.lexaloffle.com/bbs/?tid=155650
-- minesweeper -- 🐱 -- ttd -- try to shorten code -- unhide entire map on win/lose function _init() gamemap={} playermap={} xsize=8 gamestart=0 totalbombs=0 uncheckedspaces = xsize*xsize lastgame=0 -- win or lose animclock=0 px=0 -- players x,y position py=0 firstmove=1 end function _update() if gamestart==0 then updatemenu() else moveplayer() end end function _draw() cls(0) if gamestart==0 then startmenu() else drawmap() drawplayer() zeroboard() end end -->8 function drawmap() --"adjustment" is used to --move the map more to the --center of the screen local xx=0 local yy=0 if animclock > 20 then animclock = 0 end animclock+=1 print("uncovered:"..uncheckedspaces,0,0) if firstmove==0 then print("bombs:"..totalbombs,70,0) end local adjustment = (15 - xsize)*3 for i=1,xsize do for j=1,xsize do local maptile=playermap[i][j] xx = i*8 + adjustment yy = j*8 + adjustment --make flags wave if maptile == 1 then if animclock > 15 then spr(18,xx,yy) elseif animclock > 10 then spr(17,xx,yy) elseif animclock > 5 then spr(16,xx,yy) else spr(17,xx,yy) end else spr(maptile,xx,yy) end end end end function startmenu() gamestart = 0 totalbombs = 0 if lastgame == 0 then print ("welcome to minesweeper!",0,0,7) end if lastgame == 1 then print ("you won!",0,0,11) end if lastgame == 2 then print ("you lost!",0,0,8) end -- change txt back to white -- is there a better way? print ("",0,100,7) -- make the flashing menu if animclock>4 then animclock=0 end if animclock>2 then spr(96,25,12) spr(96,93,12) for i=1,8 do spr(63+i,(i*8)+22,12) end elseif animclock<=2 then for i=1,8 do spr(97,25,12) spr(97,93,12) spr(79+i,(i*8)+22,12) end end animclock+=1 print ("how wide?",0,70) -- only allow set map sizes uncheckedspaces = xsize*xsize print (xsize, 60, 80) print ("press x/❎ to check", 0, 30) print ("press z/🅾️ to place flag", 0, 40) spr(1,100,38) print ("press ⬆️/⬇️ to change width",0, 60) print ("press ❎/🅾️ to start", 24, 100) end function drawplayer() if px>xsize then px=xsize end if px<1 then px=1 end if py<1 then py=1 end if py>xsize then py=xsize end adjustment = (15 - xsize)*3 xx = px*8+adjustment yy = py*8+adjustment spr(13,xx,yy) end -->8 -- this is a poor way to place -- bombs function createmap() totalbombs=0 local l_spot=0 for i=1,xsize do gamemap[i] = {} playermap[i] = {} for j=1,xsize do --1/8 chance for bomb l_spot=flr(rnd(8))+1 if l_spot==1 then totalbombs+=1 else l_spot=3 end gamemap[i][j] = l_spot playermap[i][j] = 2 end end if totalbombs > flr(xsize*xsize/6)+1 or totalbombs < flr(xsize*xsize/6) then createmap() end end function updatemenu() firstmove = 1 if btnp(2) then xsize+=1 end if xsize > 15 then xsize = 15 end if btnp(3) then xsize-=1 end if xsize < 3 then xsize = 3 end if btnp(4) or btnp(5) then gamestart=1 end if gamestart == 1 then sfx(-1) createmap() sfx(3) end end function moveplayer() if btnp(0) then px-=1 end-- ⬅️ if btnp(1) then px+=1 end-- ➡️ if btnp(2) then py-=1 end-- ⬆️ if btnp(3) then py+=1 end-- ⬇️ if btnp(4) then -- place flag or remove it if playermap[px][py]==2 then playermap[px][py]=1 elseif playermap[px][py]==1 then playermap[px][py]=2 end end if btnp(5) then sfx(4) checkbomb(px,py) end end function checkbomb(xx,yy) local bomb=0 -- first move is always safe if firstmove == 1 then if gamemap[xx][yy] == 1 then gamemap[xx][yy]=0 totalbombs-=1 end firstmove = 0 end if gamemap[xx][yy]==1 then losegame() end -- don't recheck spaces if playermap[xx][yy] < 3 then for i=-1,1 do for j=-1,1 do -- checks surrounding spaces -- for bombs and makes sure -- they are inside the board. if xx+i >= 1 and xx+i <= xsize and yy+j >= 1 and yy+j <= xsize then if gamemap[xx+i][yy+j] == 1 then bomb+=1 end end end end playermap[xx][yy]=bomb+3 uncheckedspaces-=1 end if uncheckedspaces == totalbombs then wingame() end end function losegame() sfx(-1) sfx(1) lastgame=2 startmenu() end function wingame() sfx(-1) sfx(2) lastgame=1 startmenu() end function zeroboard() local xx=0 local yy=0 for xx=1,xsize do for yy=1,xsize do if playermap[xx][yy]==3 then for i=-1,1 do for j=-1,1 do if xx+i >= 1 and xx+i <= xsize and yy+j >= 1 and yy+j <= xsize then checkbomb(xx+i,yy+j) end end end end end end end
1,193
4,596
true
true
true
false
Not supported with pagination yet
[]
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End of preview. Expand in Data Studio

PICO-8 Games Dataset

PICO-8 Games Showcase

The first multimodal dataset of PICO-8 games. 10,967 cartridges scraped from the Lexaloffle BBS, each decomposed into Lua source code, pixel-art spritesheets, tile maps, sound effects, music patterns, and metadata.

Top 48 PICO-8 games by star count
Label screenshots from the top 48 games by star count

What's Inside

Every PICO-8 cartridge is a self-contained game packed into a single file. This dataset cracks each one open into its component parts:

Cart modalities breakdown
The anatomy of a PICO-8 cartridge (Celeste by Matt Thorson & Noel Berry)

Modality Format Description
Lua source code String (up to 65,535 chars) The complete game logic in PICO-8's Lua dialect
Spritesheet 128x128 PNG (16 colors) Up to 256 8x8 sprites — all the game's pixel art
Label image 128x128 PNG The developer's chosen screenshot representing the game
Tile map 128x32 grid of tile indices The spatial layout of game levels
Sound effects 64 SFX slots, hex-encoded Each SFX has 32 notes with pitch, waveform, volume, and effects
Music patterns 64 patterns, hex-encoded 4-channel music sequencer data referencing SFX slots
Sprite flags 256 bytes 8 boolean flags per sprite, used for collision/behavior

Dataset Schema

{
    # --- Metadata ---
    "cart_id":      str,        # Unique cart identifier (lid)
    "title":        str,        # Game title
    "author":       str,        # Author username
    "description":  str,        # Author's description (when available)
    "tags":         list[str],  # User-applied tags ("platformer", "shooter", etc.)
    "stars":        int,        # Community star/like count (primary quality signal)
    "reply_count":  int,        # Number of thread replies (engagement signal)
    "date_posted":  str,        # Original post date (YYYY-MM-DD HH:MM:SS)
    "date_updated": str,        # Last update date
    "license":      str,        # "CC4-BY-NC-SA" or "" (71% are CC4-licensed)
    "thread_id":    int,        # BBS thread ID
    "thread_url":   str,        # Direct link to the BBS thread

    # --- Code ---
    "lua_code":     str,        # Complete Lua source code
    "token_count":  int,        # Approximate PICO-8 token count
    "char_count":   int,        # Character count of Lua code

    # --- Quality flags ---
    "has_init":     bool,       # Has _init() function
    "has_update":   bool,       # Has _update() or _update60() function
    "has_draw":     bool,       # Has _draw() function
    "is_duplicate": bool,       # Exact code duplicate of a higher-starred cart

    # --- Visual data ---
    "spritesheet":  Image,      # 128x128 RGB spritesheet (PICO-8's 16-color palette)
    "label_image":  Image,      # 128x128 cart label screenshot (if captured by dev)
    "map_image":    Image,      # Rendered tile map using spritesheet (if map data exists)

    # --- Raw data (for lossless roundtripping) ---
    "gfx_hex":      str,        # Raw spritesheet as hex digits
    "map_data":     list[int],  # Raw tile indices (uint8)
    "sprite_flags": list[int],  # Raw sprite flags (uint8)
    "sfx_hex":      str,        # Raw sound effect data
    "music_hex":    str,        # Raw music pattern data
}

Quick Start

from datasets import load_dataset

ds = load_dataset("Fraser/pico-8-games")

# Browse the top games
top = ds["train"].sort("stars", reverse=True)
for row in top.select(range(10)):
    print(f"{row['title']:30s}  {row['stars']:4d} stars  by {row['author']}")

# Filter to high-quality, unique, CC4-licensed games
hq = ds["train"].filter(lambda x: (
    x["stars"] >= 10
    and not x["is_duplicate"]
    and x["has_init"] and x["has_update"] and x["has_draw"]
    and x["license"] == "CC4-BY-NC-SA"
))
print(f"High-quality subset: {len(hq)} games")

Running a Cart

PICO-8 carts are playable games. To run one:

1. In the browser — Visit the thread_url for any cart and click "Play" on the BBS page.

2. With PICO-8 ($15, lexaloffle.com) — Reconstruct the .p8 text file:

row = ds["train"][0]

# Build the .p8 file from dataset columns
p8_text = "pico-8 cartridge // http://www.pico-8.com\nversion 42\n"
p8_text += f"__lua__\n{row['lua_code']}\n"
p8_text += f"__gfx__\n{row['gfx_hex']}\n"

# Add map data (convert byte array back to hex lines)
map_bytes = row["map_data"]
if map_bytes:
    p8_text += "__map__\n"
    for y in range(0, len(map_bytes), 128):
        line = "".join(f"{b:02x}" for b in map_bytes[y:y+128])
        p8_text += line + "\n"

# Add sprite flags
flags = row["sprite_flags"]
if flags:
    p8_text += "__gff__\n"
    p8_text += "".join(f"{b:02x}" for b in flags) + "\n"

p8_text += f"__sfx__\n{row['sfx_hex']}\n"
p8_text += f"__music__\n{row['music_hex']}\n"

with open("game.p8", "w") as f:
    f.write(p8_text)
# Then: pico8 -run game.p8

Extracting Components

Render the spritesheet

Each cart's spritesheet is a 128x128 image using PICO-8's fixed 16-color palette. It's stored both as a rendered PNG and as raw hex for lossless access.

# The spritesheet is already a PIL Image
row = ds["train"][0]
row["spritesheet"].save("sprites.png")

# Or parse individual 8x8 sprites from the hex data
gfx = row["gfx_hex"]
lines = gfx.strip().split("\n")
# Each hex digit = one pixel (4-bit color index)
# Sprite 0 is at (0,0), sprite 1 at (8,0), ..., sprite 16 at (0,8)
sprite_id = 42
sx = (sprite_id % 16) * 8
sy = (sprite_id // 16) * 8
for y in range(8):
    row_pixels = lines[sy + y][sx:sx + 8]
    print(row_pixels)  # e.g. "00770700" — each digit is a color index

Extract the tile map

The map is a grid of tile indices referencing sprites from the spritesheet:

import numpy as np
from PIL import Image

PICO8_PALETTE = [
    (0,0,0), (29,43,83), (126,37,83), (0,135,81),
    (171,82,54), (95,87,79), (194,195,199), (255,241,232),
    (255,0,77), (255,163,0), (255,236,39), (0,228,54),
    (41,173,255), (131,118,156), (255,119,168), (255,204,170),
]

row = ds["train"][0]
map_data = row["map_data"]  # flat list of uint8 tile indices
# Reshape to 32 rows x 128 columns (some carts use 64 rows, sharing sprite memory)
width = 128
height = len(map_data) // width
tiles = np.array(map_data).reshape(height, width)

print(f"Map size: {width}x{height} tiles = {width*8}x{height*8} pixels")
print(f"Unique tiles used: {len(np.unique(tiles))}")

Parse sound effects

Each SFX slot contains 32 notes. The hex format encodes pitch, waveform, volume, and effect per note:

row = ds["train"][0]
sfx_lines = row["sfx_hex"].strip().split("\n")

for i, line in enumerate(sfx_lines[:4]):  # First 4 SFX
    # First 2 chars: editor mode, next 2: speed, next 2: loop start, next 2: loop end
    header = line[:8]
    notes = line[8:]
    speed = int(header[2:4], 16)
    print(f"SFX {i}: speed={speed}, {len(notes)//5} notes")
    # Each note is 5 hex chars: pitch(2) waveform(1) volume(1) effect(1)

Parse music patterns

Music patterns sequence up to 4 SFX channels together:

row = ds["train"][0]
music_lines = row["music_hex"].strip().split("\n")

for i, line in enumerate(music_lines[:8]):
    # Each line: 2 flag chars + 4 channel values (2 hex chars each)
    flags = int(line[0:2], 16)
    channels = [int(line[2+j*2:4+j*2], 16) for j in range(4)]
    # Bit 0-2 of each channel byte: loop flags; bits 6+: SFX index (0-63, 65+ = off)
    ch_display = [f"sfx {c & 0x3f}" if c < 65 else "---" for c in channels]
    print(f"Pattern {i}: {' | '.join(ch_display)}  flags={flags:08b}")

Quality Distribution

Quality analysis plots

Star Tier Count %
0 stars 858 7.8%
1-4 stars 4,049 36.8%
5-9 stars 2,653 24.1%
10-49 stars 2,868 26.0%
50-99 stars 206 1.9%
100-199 stars 246 2.2%
200+ stars 133 1.2%

Suggested quality tiers for downstream use:

  • Featured (200+ stars): 133 exceptional games — Celeste, POOM, Porklike, etc.
  • High quality (50+ stars): 585 polished, community-recognized games
  • Solid (10+ stars): 3,453 games that found an audience
  • Full corpus: 10,967 games including experiments, demos, tools, and art

Use is_duplicate=False to exclude 53 carts that are exact code copies of higher-starred originals (mostly Celeste/Jelpi mods).

About PICO-8

PICO-8 is a fantasy console by Lexaloffle — a deliberately constrained environment for making tiny games:

  • Display: 128x128 pixels, 16 fixed colors
  • Code: Lua subset, max 8,192 tokens / 65,535 characters
  • Sprites: 256 8x8 sprites on a 128x128 sheet
  • Map: 128x32 tiles (or 128x64 sharing sprite memory)
  • Sound: 64 SFX slots, 64 music patterns, 4 channels
  • Input: 6 buttons (directional pad + O/X)

Every game's complete source code, art, sound, and music fits in a single .p8.png file — a 160x205 PNG with data steganographically encoded in the least significant bits.

How This Dataset Was Built

  1. Index: Scraped all ~368 pages of the PICO-8 BBS Releases category
  2. Download: Fetched 10,999 .p8.png cart files (14 were unavailable)
  3. Parse: Converted each cart to .p8 text format using shrinko8, then extracted all sections
  4. Render: Generated spritesheet and map PNGs using the PICO-8 palette
  5. Quality: Computed entry point flags, duplicate detection, and star/engagement metadata

Data was collected in March 2026. The scraper respected rate limits (1.5s between requests) and identified itself via User-Agent.

Citation

@dataset{pico8games2026,
  title={PICO-8 Games Dataset},
  author={Fraser Greenlee},
  year={2026},
  url={https://huggingface.co/datasets/Fraser/pico-8-games},
  note={10,967 PICO-8 cartridges from the Lexaloffle BBS}
}

License

71% of carts in this dataset are released under CC4-BY-NC-SA by their authors. The remaining 29% have no explicit license specified. Filter on the license column for your use case. The dataset metadata and tooling are released under CC-BY-NC-SA-4.0.

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