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-- set nearly my "usual" palette, ready for drawing the sprites | |
cls()pal(split"1,141,3,4,5,6,7,137,9,10,138,12,13,131,133",1) | |
-- draw 4 trees, 4 items and a bear. A lot of overdraw here, the 150 | |
-- is chosen because it is a number I duplicate later to appease | |
-- the compressor, and because it ensures scattering foliage | |
-- gives the impression of a bushy tree | |
for i=0,150do | |
-- draw the trunks using a mix of symbols and p8scii control codes | |
-- every sprite is created by using the ? print shorthand to draw | |
-- to the screen |
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cls()pal(split"1,141,3,4,5,6,7,137,9,10,138,12,13,131,133",1) | |
for i=0,150do | |
?"\^t\f5✽\-6\ff ✽\b\^w\f1\|e𝘷",rnd(i%5)+i%4*32+8,24+i/9 | |
y=rnd(26) | |
?"\^t\f3★\-b★\b\fe░\-9\f1ˇ",i%4*32+rnd(y)+6-y/4,y | |
?"\f3●\b\|f\fb●\b /\f8█\b\f9ˇ\fb█\b\f7⧗\f4█\fa\-9▒\f4\-a█\f1█1\b\b\b\f4m🐱",1,54 | |
end | |
memcpy(0,0x6000,0x2000) | |
::x::t,h,j,c,n,a,m,l={},8,8,0,0,0,split"apple,crisps,lemonade,sandwich" | |
for i=0,80do |
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palette_swap_shader = [[ | |
extern vec4 colours_lookup[16]; | |
extern vec4 screen_colours[16]; | |
extern int transparent_colour = 0; | |
vec4 transparent = vec4(0,0,0,0); | |
vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) { | |
vec4 texcolour = Texel(tex, texture_coords); |
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function init_palette() | |
--pal() | |
pal(2,141,1) | |
pal(7,135,1) | |
pal(8,137,1) | |
pal(10,140,1) | |
pal(11,138,1) | |
pal(12,134,1) | |
pal(14,131,1) |
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-- not actually a cart, but paste it into the pico-8 code section | |
-- diamond squared implementation | |
-- by ben jones/@powersaurus | |
-- based on this wikipedia image https://en.wikipedia.org/wiki/diamond-square_algorithm#/media/file:diamond_square.svg | |
-- https://en.wikipedia.org/wiki/diamond-square_algorithm | |
-- it is probably wrong. looks nice though | |
function _init() | |
printh("\n ███████████████") | |
printh(" █new board!!!!█") | |
printh(" ███████████████") |
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pico-8 cartridge // http://www.pico-8.com | |
version 27 | |
__lua__ | |
-- caped feline arena | |
-- raycaster demo | |
-- by @powersaurus | |
-- based heavily on http://lodev.org/cgtutor/raycasting.html | |
-- and http://lodev.org/cgtutor/raycasting2.html | |
-- and inspired by the work of @matthughson | |
-- Heap sort by @CasualEffects |
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program helloPascal; | |
uses crt; | |
type | |
Room = record | |
x: Integer; | |
y: Integer; | |
w: Integer; | |
h: Integer; | |
end; |
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pico-8 cartridge // http://www.pico-8.com | |
version 21 | |
__lua__ | |
-- basic perspective tline demo by @powersaurus | |
-- player rotation | |
a=0 | |
-- player screen pos | |
px=64 | |
py=64 |
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pico-8 cartridge // http://www.pico-8.com | |
version 19 | |
__lua__ | |
-- basic tline demo by @powersaurus | |
-- player rotation | |
a=270/360 | |
-- player screen pos | |
px=64 | |
py=64 |
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pico-8 cartridge // http://www.pico-8.com | |
version 18 | |
__lua__ | |
-- raycaster demo | |
-- by @powersaurus | |
-- based heavily on http://lodev.org/cgtutor/raycasting.html | |
-- and http://lodev.org/cgtutor/raycasting2.html | |
-- and inspired by the work of @matthughson | |
-- thanks for advice from @kometbomb and @doyousketch2 |
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