PICO 8 the tiny fantasy console
The thing about consoles is that to be real time, you need to abide by and respect limitations. As opposed to using
new all over the place, console programming requires preallocation and pools to be predictable and resilient in a constrained environment.
It looks like lexaloffle decided to make an engine of sorts, combined with development tools to make things happen!
Welcome, PICO 8! More than a year late on my part for noticing.
PICO 8, the program, is an emulator of sorts for a console that does not exist–hence “fantasy”. It is quite restrictive, but it comes with some pretty neat tools:
- Code editor (with lua)
- Sprite editor
- Map editor
- Sound effect editor
- Music tracker editor
Game code executes a version of lua. As with the restrictive elements of PICO 8, game code is also limited. It appears that counting of code size in lua is not characters, but rather AST elements.
Luckily, you can use (ctrl/cmd)+(A/C/P) to copy and paste the code to another editor–as 128 pixels wide is quite limiting.
Tiny demo for a tiny console
If you want to try out my first cart, hit play. It also has some short tune, though I can’t claim much musical affinity. However, inputs are ignored, treat it as a video, not a game
It’s got a simple API to write pixels to the screen, though as an 8-bit console of sorts, it certainly is not strong or fast.
I attempted to make a distance aided raymarcher, turns out that even when doing ray calculation wrong, you can get interesting results. However, these results are primarily an artifact of how many steps it takes to overflow the fractional numbers.
Yes, overflow. Turns out that the PICO 8 uses fixed point math! It’s pretty neat, something I’ve wanted to try on micro-controllers and such. However, such arithmetic miss a significant benefit! Infinity! That is, instead of overflowing from positive to negative or vice versa, IEEE 754 Floating Point, standard floating points we know and love have a couple magic values that can be occupied.