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by Lerc 2966 days ago
The PICO-8 is where the current trend for fantasy consoles began. There's a growing number of them (I'm making one myself). They all have slightly different areas of focus.

Some are scripting language based, some emulate CPUs. TIC-80 programs are "64KB of Lua or Moonscript or JavaScript". My own is 8-bit AVR (128k rom, 64k ram). Z80 seems a popular base as well.

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Celeste, which was released to rave reviews this past year for the Switch, started life as a PICO-8 game. I played it on the PICO-8 at first and was blown away!

Enjoy: https://www.lexaloffle.com/bbs/?tid=2145

PICO-8 (and I assume, TIC-80 as well) are actually great for prototyping bigger game development projects - specifically due to its harsh constraints, which force a limited scope and sharp focus on the design.

I'm actually in the process of making SlipWays, a fast-paced 4X game for PC that started as a PICO-8 prototype (https://krajzeg.itch.io/slipways). A major reason for the tight game design of the game were the tight confines on the console.

I love SlipWays! It's really impressive that you crammed a game that deep into such a small system. That and Celeste were big inspirations to look into PICO-8 myself. Looking forward to the full release.
One of the coolest hidden easter eggs in the main release of Celeste is stumbling upon the little room with the PICO-8 version of the game (https://i.imgur.com/7iNbBNA.png). I didn't know PICO-8 was a thing, so imagine my surprise when I found an entire complete game built into the main game!
Do you know how it was ported to the Switch?

TIC-80 uses SDL, which doesn't have a working port (for the Switch) so far as I know.

The commercial release of Celeste is a new game, written from scratch, implemented in C# (XNA/FNA/MonoGame). It includes a port of the original. I'm kind of curious if they actually wrote a PICO-8 emulator for that or just ported it to C#.
They have a Github repo with some of the source code up (mostly just stuff to do with character movement and control).

https://github.com/noelfb/celeste

Apparently it's based on this framework:

https://bitbucket.org/MattThorson/monocle-engine/src/default...

They ported the PICO-8 version line by line to C#. Since there aren't that many lines, apparently it wasn't that hard.
There is an SDL port for the Switch but it's under NDA and you need to request access for it [1].

[1] https://twitter.com/icculus/status/981730137736712192

There's an SDL port, but it can't be publicly distributed due to NDAs.
Boy, wouldn’t it be fun if there was a Z80-based retro console with an 8-bit color screen and easy access from modern machines (USB, etc)?
Amstrad CPC with a HxC card...
To me it seems that trend started somewhere along with Notch's dcpu16 and assorted virtual hardware from 0x10c.
Pico 8 and Voxatron (its predecessor/3d succesor) both predate the 0x10c experiment I believe.
Hmm, I can only trace PICO-8 as far back as late 2014, while 0x10c happened in 2012. However Lexaloffle likes to label it, Voxatron is hardly a fantasy console, it's a voxel game engine (with fantasy console features retrofitted in later on).
That's interesting. I'm currently building a Chip-8 emulator using an Atmega1284, keypad and SSD1306.

What ram chip are you using? I've been looking at 23K640 but it's proving a nightmare to get running on a breadboard.

PICO-8’s limits are partly tbere to try to ensure all games run on all platforms at full speed including raspberry pi.

it can export a stand alone game for windows, macos, linux, and html5