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============================================================================================

PICO-8 v0.1.11g https://www.pico-8.com (c) Copyright 2014-2018 Lexaloffle Games LLP Author: Joseph White // hey@lexaloffle.com

PICO-8 is built with: SDL2 http://www.libsdl.org Lua 5.2 http://www.lua.org // see license.txt GIFLIB http://giflib.sourceforge.net/ WiringPi http://wiringpi.com/

============================================================================================

Welcome to PICO-8!

PICO-8 is a fantasy console for making, sharing and playing tiny games and other computer 
programs. When you turn it on, the machine greets you with a shell for typing in Lua programs 
and provides simple built-in tools for creating sprites, maps and sound.

The harsh limitations of PICO-8 are carefully chosen to be fun to work with, encourage small
but expressive designs and hopefully to give PICO-8 cartridges their own particular look and 
feel.

:: Keys

Toggle Fullscreen: Alt+Enter 
Quit: Alt+F4 or command-Q
Reload/Run/Restart cart: Ctrl+R
Quick-Save: Ctrl+S
Mute/Unmute: Ctrl+M
Player 1 defaults: Cursors + ZX / NM / CV
Player 2 defaults: SDFE + tab,Q / shift A
Enter or P for pause menu (while running)
// use KEYCONFIG to change the defaults.

:: Specs

Display: 128x128, fixed 16 colour palette
Input: 6-button controllers
Cartridge size: 32k
Sound: 4 channel, 64 definable chip blerps
Code: Lua (max 8192 tokens of code) 
Sprites: Single bank of 128 8x8 sprites (+128 shared)
Map: 128x32 8-bit cels (+128x32 shared)

:: Hello World

After PICO-8 boots, try typing some of these commands followed by enter:

	PRINT("HELLO WORLD")
	RECTFILL(80,80,120,100,12)
	CIRCFILL(70,90,20,14)
	FOR I=1,4 DO PRINT(I) END

(Note: PICO-8 only displays upper-case characters -- just type normally without capslock!)

You can build up an interactive program by using commands like this in the code editing
mode along with two special callback functions _UPDATE and _DRAW. For example, the following
program allows you to move a circle around with the cursor keys. Press escape to switch
to the code editor and type or copy & paste the following code:

X = 64  Y = 64
FUNCTION _UPDATE()
 IF (BTN(0)) THEN X=X-1 END
 IF (BTN(1)) THEN X=X+1 END
 IF (BTN(2)) THEN Y=Y-1 END
 IF (BTN(3)) THEN Y=Y+1 END
END

FUNCTION _DRAW()
 RECTFILL(0,0,127,127,5)
 CIRCFILL(X,Y,7,14)
END

Now press escape to return to the console and type RUN (or press CTRL-R) to see it 
in action. See the example cartridges for more complex programs.

If you want to store your program for later, use the SAVE command:

> SAVE PINKCIRC

And load it again:

> LOAD PINKCIRC

:: Example Cartridges

These cartridges are included with PICO-8 and can be installed by typing:

INSTALL_DEMOS
CD DEMOS

HELLO      Greetings from PICO-8
API        Demonstrates most PICO-8 functions
JELPI      Platform game demo w/ 2p support 
CAST       2.5D Raycaster demo
MANDEL     Mandelbrot explorer
COLLIDE    Example wall and actor collisions
BUTTERFLY  Serpinsky triangles thing
DRIPPY     Draw a drippy squiggle
STOMPY     Music cart

To run a cartridge, open PICO-8 and type:

LOAD JELPI
RUN

Press escape to stop the program, and once more to enter editing mode.

:: File System

These commands can be used to manage files and directories (folders):

DIR         list the current directory
CD BLAH     change directory
CD ..       go up a directory
CD /        change back to top directory (on PICO-8's virtual drive)
MKDIR BLAH  make a directory
FOLDER      open the current directory in the host operating system's file browser

LOAD BLAH  load a cart from the current directory
SAVE BLAH  save a cart to the current directory

If you want to move files around, duplicate them or delete them, use the FOLDER 
command and do it in the host operating system.

The default location for PICO-8's drive is:

Windows: C:/Users/Yourname/AppData/Roaming/pico-8/carts
OSX: /Users/Yourname/Library/Application Support/pico-8/carts
Linux: ~/.lexaloffle/pico-8/carts

You can change this and other settings in pico-8/config.txt

Tip: The drive directory can be mapped to a cloud drive (provided by Dropbox, Google
Drive or similar) in order to provide a single disk shared between PICO-8 machines 
spread across different host machines.

:: Loading and Saving

When using LOAD and SAVE, the .P8 extention can be omitted and is added automatically.
	
Saving to a .p8.png extention will save the cartridge in a special image format that
looks like a cartridge.

Use a filename of "@CLIP" to load or save to the clipboard.

Once a cartridge has been loaded or saved, it can also be quick-saved with CTRL-S

:: Saving .p8.png carts with a text label and preview image

	To generate a label image saved with the cart, run the program first and press F7 to grab
	whatever is on the screen. The first two lines of the program starting with '--' are also 
	drawn to the cart's label.

	e.g.
	-- OCEAN DIVER LEGENDS
	-- BY LOOPY


:: Code size restrictions for .png format

	When saving in .png format, the compressed size of the code must be less than 15360 bytes.
	To find out the current size of your code, use the INFO command. The compressed size limit 
	is not enforced for saving in .p8 format.

:: Using an External Text Editor

It is possible to edit .p8 files directly with a separate text editor. Using CTRL-R to run a
cartridge will automatically re-load the file if:

	1. There are no unsaved changes in the PICO-8 editors, AND
	2. The file differs in content from the last loaded version
	
If there are changes to the cart on disk /and/ in the editor, a notification is displayed:

	DIDN'T RELOAD; UNSAVED CHANGES

PICO-8 does not fully support upper-case characters, and they are automatically converted to
lower-case when viewed in the code editor. Note that this also causes unsaved changes to exist, 
which means that CTRL-R will stop automatically re-loading the version on disk until it is
manually LOAD()ed.

Glyph characters (normally typed with shift-A..Z) are stored in .p8 format and in the
host operating system's clipboard as rough unicode equivalents. 

:: Backups

If you quit without saving changes, or overwrite an existing file, a backup of the 
cartridge is saved to {appdata}/pico-8/backup.

:: Configuration

:: config.txt

	You can find some settings in config.txt. Edit the file when PICO-8 is not running.

	Windows: C:/Users/Yourname/AppData/Roaming/pico-8/config.txt
	OSX: /Users/Yourname/Library/Application Support/pico-8/config.txt
	Linux: ~/.lexaloffle/pico-8/config.txt

	Use the -home switch (below) to use a different path to store config.txt and other data.
	

:: Commandline parameters

	// note: these override settings found in config.txt
	
	pico-8 [switches] [filename.p8]
	
	-width n                 set the window width 
	-height n                set the window height 
	-windowed n              set windowed mode off (0) or on (1)
	-sound n                 sound volume 0..256
	-music n                 sound volume 0..256
	-joystick n              joystick controls starts at player n (0..7)
	-pixel_perfect n         1 for unfiltered screen stretching at integer scales (on by default)
	-draw_rect x,y,w,h       absolute window coordinates and size to draw pico-8's screen 
	-run filename            load and run a cartridge
	-x filename              execute a PICO-8 cart headless and then quit
	-p param_str             pass a parameter string to the specified cartridge
	-splore                  boot in splore mode
	-home path               set the path to store config.txt and other user data files
	-desktop path            set a location for screenshots and gifs to be saved
	-screenshot_scale n      scale of screenshots.  default: 3 (368x368 pixels)
	-gif_scale n             scale of gif captures. default: 2 (256x256 pixels)
	-gif_len n               set the maximum gif length in seconds (1..120)
	-gui_theme n             use 1 for a higher contrast editor colour scheme
	-timeout n               how many seconds to wait before downloads timeout (default: 30)
	-software_blit n         use software blitting mode off (0) or on (1)
	-foreground_sleep_ms n   how many milliseconds to sleep between frames.
	-background_sleep_ms n   how many milliseconds to sleep between frames when running in background

:: Controller Setup

PICO-8 uses the SDL2 controller configuration scheme. It will detect common controllers
on startup and also looks for custom mappings in sdl_controllers.txt in the same directory 
as config.txt. sdl_controllers.txt has one mapping per line.

To generate a custom mapping string for your controller, use either the controllermap
program that comes with SDL2, or try http://www.generalarcade.com/gamepadtool/

To set up which keyboard keys trigger joystick buttons presses, use KEYCONFIG.

:: Screenshots, Videos and Cartridge Labels

While a cartridge is running use:

	F6 Save a screenshot to desktop
	F7 Capture cartridge label image
	F8 Start recording a video
	F9 Save GIF video to desktop (max: 8 seconds by default)
	
	// if F6..F9 are not available on your system, use CTRL-6..9

You can save a video at any time (it is always recording) -- use F8 just to reset
the video starting point if you want something less than 8 seconds long.

To change the maximum gif length, edit gif_len in config.txt to specify the number
of seconds to record for. The gif format can not match 30fps exactly, so PICO-8 
instead uses the closest match: 33.3fps.

:: Sharing Cartridges

There are three ways to share carts made in PICO-8:

	1. Share the .p8 or .p8.png file directly with other PICO-8 users
	
		Type FOLDER to open the current folder in your host operating system.

	2. Post the cart on the Lexaloffe BBS to get a web-playable version

		http://www.lexaloffle.com/pico-8.php?page=submit
		
	3. Export the cartridge to a stand-alone html/js or native binary player
		(see the exporters section for details)

:: Exporters / Importers

The EXPORT command can be used to generate png, wav files and stand-alone html and native
binary cartridge players. The output format is inferred from the filename extention (e.g.
.png).

You are free to distribute and use exported cartridges and data as you please, provided 
that you have permission from the author and contributors.

:: Sprite Sheet (.png)

	IMPORT BLAH.PNG     --  expects 128x128 png and colour-fits to the pico-8 palette
	EXPORT BLAH.PNG     --  use folder() to locate the exported png

:: SFX and Music (.wav)

	EXPORT BLAH.WAV     --  export music from the current pattern (when editor mode is MUSIC)
	EXPORT BLAH.WAV     --  export the current SFX (when editor mode is SFX)
	EXPORT BLAH%D.WAV   --  exports all of the SFXs as blah0.wav, blah1.wav .. blah63.wav

:: HTML Player (.html)

	To generate a stand-alone html player (foo.html and foo.js):
	> EXPORT FOO.HTML
	
	Or just the .js file:
	> EXPORT FOO.JS
	
	Optionally provide a custom html template with the -p switch:
	> EXPORT FOO.HTML -P ONE_BUTTON
	
	This will use the file {application data}/pico-8/plates/one_button.html as the
	html shell, replacing a special string, ##js_file##, with the .js filename.
	

:: Binary Player (.bin)

	To generate stand-alone executables for Windows, Linux (64-bit) and Mac OSX:
	
	> EXPORT FOO.BIN
	
	By default, the cartridge label is used as an icon with no transparency. To 
	specificy an icon from the sprite sheet, use -i and optionally -s and/or -c 
	to control the size and transparency.
	
		-I N  Icon index N with a default transparent colour of 0 (black).
		-S N  Size NxN sprites. Size 3 would be produce a 24x24 icon.
		-C N  Treat colour N as transparent. Use 16 for no transparency.

	For example, to use a 2x2 sprite starting at index 32 in the spritesheet, 
	using colour 12 as transparent, and bundling an extra cartrige C0.P8:
	
		> EXPORT FOO.BIN -I 32 -S 2 -C 12 C0.P8

:: Exporting Multiple Cartridges

Up to 16 cartridges can be bundled together by passing them to EXPORT, when generating
stand-alone html or native binary players

EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME2.P8

During runtime, the extra carts can be accessed as if they were local files:

RELOAD(0,0,0x2000, "DAT1.P8") -- load spritesheet from DAT1.P8
LOAD("GAME2.P8") -- load and run another cart

:: Splore

SPLORE is a built-in utility for browsing and organising both local and bbs (online)
cartridges. Type SPLORE [enter] to launch it, or launch PICO-8 with -splore. 

It is possible to control SPLORE entirely with a joystick:
LEFT and RIGHT to navigate lists of cartridges
UP AND DOWN to select items in each list
X,O or MENU to launch the cartridge

While inside a cart, press MENU to favourite a cartridge or exit to splore.
If you're using a keyboard, it's also possible to press F to favourite an item
while it is selected in the cartridge list view.

When viewing a list of BBS carts, use the top list item to re-download a list of
cartridges. If you are offline, the last downloaded list is displayed, and it is
still possible to play any cartridges you have downloaded.

If you have installed PICO-8 on a machine with no internet access, you can also
use INSTALL_GAMES to add a small selection of pre-installed BBS carts to your
favourites list.

:: Quirks of PICO-8

Common gotchas to watch out for:

- The bottom half of the spritesheet and bottom half of the map occupy the same memory.
	// Best use only one or the other if you're unsure how this works.
- PICO-8 numbers only go up to 32767.99.
	// If you add 1 to a counter each frame, it will overflow after around 18 minutes!
- Lua arrays are 1-based by default, not 0-based. FOREACH starts at T[1], not T[0].
- cos() and sin() take 0..1 instead of 0..PI*2, and sin() is inverted.
- sgn(0) returns 1.
- Toggle fullscreen: use alt-enter on OSX (command-F is used for searching text).
- When you want to export a .png cartridge, use SAVE, not EXPORT. EXPORT will save only the spritesheet!

============================================================================================ Editor Modes

Press escape to toggle between console and editor
Click editing mode tabs at top right to switch or press ALT+LEFT/RIGHT


** WARNING: The second half of the sprite sheet (banks 2 and 3), and the bottom half
of the map share the same cartridge space. It's up to you how you use the data, but
be aware that drawing on the second half of the sprite sheet could clobber data on
the map and vice versa.

:: Code Editor

Hold shift to select (or click and drag with mouse)
CTRL-X, C, V to cut copy or paste selected
CTRL-Z, Y to undo, redo
CTRL-F to search for text in the current tab
CTRL-G to repeat the last search again
CTRL-L to jump to a line number
CTRL-UP, DOWN to jump to start or end
ALT-UP, DOWN to navigate to the previous, next function
CTRL-LEFT, RIGHT to jump by word
CTRL-D to duplicate current line
TAB to indent a selection (shift to un-indent)

To enter special characters that represent buttons, use SHIFT-L,R,U,D,O,X
Or press CTRL-K to toggle glyph mode

:: Tabs

	Click the [+] button at the top to add a new tab.
	Navigate tabs by left-clicking, or with ctrl-tab, shift-ctrl-tab.
	To remove the last tab, delete any contents and then moving off it (CTRL-A, del, ctrl-tab)
	When running a cart, a single program is generated by concatenating all tabs in order.

:: Code limits

	The current number of code tokens is shown at the bottom right. One program can have a
	maximum of 8192 tokens. Each token is a word (e.g. variable name) or operator. Pairs of
	brackets, and strings each count as 1 token. commas, periods, LOCALs, semi-colons, ENDs,
	and comments are not counted.
	
	Right click to toggle through other stats (character count, compressed size).
	If a limit is reached, a warning light will flash. This can be disabled by right-clicking.

:: Sprite Editor

The sprite editor is designed to be used both for sprite-wise editing and for freeform 
pixel-level editing. The sprite navigator at the bottom of the screen provides an 8x8-wise 
view into the sprite-sheet, but it is possible to use freeform tools (pan, select) when
dealing with larger or oddly sized areas.

Draw Tool
	Click and drag on the sprite to plot pixels
	Applies to visible area
	Hold CTRL to search and replace a colour
	Use right mouse button to select colour

Stamp Tool
	Click to stamp whatever is in the copy buffer
	Hold LCONTROL to treat colour 0 (black) as transparent 

Select Tool // shortcut: LSHIFT or S
	Create a selection
	Enter or click to select none.
	
	If a pixel-wise selection is not present, many operations are instead applied
	to a sprite-wise selection. To select sprites, shift-drag in the sprite navigator.

Pan Tool // shortcut: space
	View the spritesheet.

Fill Tool
	Fill with the current colour
	Applies to the current selection
	If no selection, applies to visible area

Extra keys
	CTRL-Z to undo // single step only in 0.2.0
	CTRL-C to copy selected area or selected sprites
	CTRL-V to paste to current sprite location
	Q,W to switch to previous/next sprite
	1,2 to switch to previous/next colour
	Tab to toggle fullscreen view
	Mousewheel or < and > to zoom (centered in fullscreen)
	

Operations on selected area or selected sprites:
	f to flip
	v to flip vertically
	r to rotate (must be square selection)
	Cursor keys to move (loops if sprite selection)
	
Sprite flags
	The 8 coloured circles are sprite flags for the current sprite.
	Each one can be true (on) or false (off), and are accessed by
	using the FSET and FGET functions. They are indexed from 0, from
	the left (0,1,2..7). See fset() for more information.

:: Map Editor

The pico-8 map is a 128x32 (or 128x64 using shared space) block of 8-bit values.
Each value is shown in the editor as a reference to a sprite (0..255), but you can
of course use the data to represent whatever you like.

The tools are similar to the ones used in sprite editing mode. Select a sprite
and click and drag to paint values into the map.	

To draw multiple sprites, select from sprite navigator with shift+drag
To copy a block of values, use the selection tool and then stamp tool to paste
To pan around the map, use the pan tool or hold space
Q,W to switch to previous/next sprite
Mousewheel or < and > to zoom (centered in fullscreen)

:: SFX Editor

There are 64 SFX ("sound effects") in a cartridge, used for both sound and music.

Each SFX has 32 notes, and each note has:
	A frequency   (C0..C5)
	An instrument (0..7)
	A volume      (0..7)
	An effect     (0..7)

Each SFX also has these properties:

	A play speed (SPD) : the number of 'ticks' to play each note for.
		// This means that 1 is fastest, 3 is 3x as slow, etc.

	Loop start and end : this is the note index to loop back and to
		// Looping is turned off when the start index >= end index

There are 2 modes for editing/viewing a SFX: Pitch mode (more suitable
for sound effects) and tracker mode (more suitable for music). The mode
can be changed using the top-left buttons, or toggled with TAB.


1. Pitch Mode

	Click and drag on the pitch area to set the frequency for each note,
	using the currently selected instrument (indicated by colour).
	
	Hold shift to apply only the selected instrument
	Hold CTRL to snap entered notes to the C minor pentatonic scale


2. Tracker Mode

	Each note shows: frequency octave instrument volume effect
	To enter a note, use q2w3er5t6y7ui zsxdcvgbhnjm (piano-like layout)
	Hold shift when entering a note to transpose -1 octave .. +1 octave
	New notes are given the selected instrument/effect values
	To delete a note, use backspace or set the volume to 0
	
	Click and then shift-click to select a range that can be copied
	(CTRL-C) and pasted (CTRL-V)
	
	Navigation:
		PAGEUP/DOWN or CTRL-UP/DOWN to skip up or down 4 notes
		HOME/END to jump to the first or last note
		CTRL-LEFT/RIGHT to jump across columns
		
	
3. Controls for both modes

	- + to navigate the current SFX
	< > to change the speed.
	SPACE to play/stop
	SHIFT-SPACE to play from the current SFX quarter (group of 8 notes)
	A to release a looping sample
	Left click or right click to increase / decrease the SPD or LOOP values
		// Hold shift when clicking to increase / decrease by 4
		// Alternatively, click and drag left/right or up/down
	Shift-click an instrument, effect, or volume to apply to all notes.


:: Effects

	0 none
	1 slide          //  Slide to the next note and volume
	2 vibrato        //  Rapidly vary the pitch within one quarter-tone
	3 drop           //  Rapidly drop the frequency to very low values
	4 fade in        //  Ramp the volume up from 0
	5 fade out       //  Ramp the volume down to 0
	6 arpeggio fast  //  Iterate over groups of 4 notes at speed of 4
	7 arpeggio slow  //  Iterate over groups of 4 notes at speed of 8
	
	If the SFX speed is <= 8, arpeggio speeds are halved to 2, 4

:: Music Editor

Music in PICO-8 is controlled by a sequence of 'patterns'. Each pattern is a list of
4 numbers indicating which SFX will be played on that channel.


:: Flow control

	Playback flow can be controlled using the 3 buttons at the top right.

	When a pattern has finished playing, the next pattern is played unless:

	- there is no data left to play (music stops)
	- a STOP command is set on that pattern (the third button)
	- a LOOP BACK command is set (the 2nd button), in which case the music player searches
		back for a pattern with the LOOP START command set (the first button) or returns to
		pattern 0 if none is found.

	When a pattern has SFXes with different speeds, the pattern finishes playing when
	the left-most non-looping channel has finished playing. This can be used to set up
	time signatures that don't divide into 32, or double-time drum beats etc.


:: Copying music between or within cartridges

	To select a range of patterns: click once on the first pattern in the pattern 
	navigator, then shift-click on the last pattern. Selected patterns can be copied 
	and pasted with CTRL-C and CTRL-V. When pasting into another cartridge, the SFX 
	that each pattern points to will also be pasted (possibly with a different index) 
	if it does not already exist.


:: SFX Instruments

	In addition to the 8 built-in instruments, custom instruments can be defined using 
	the first 8 SFX. Use the toggle button to the right of the instruments to select an 
	index, which will show up in the instrument channel as green instead of pink.

	When an SFX instrument note is played, it essentially triggers that SFX, but alters 
	the note's attributes:

		Pitch is added relative to C2
		Volume is multiplied
		Effects are applied on top of the SFX instrument's effects

	For example, a simple tremolo effect could be implemented by defining an instrument 
	in SFX 0 that rapidly alternates between volume 5 and 2. When using this instrument
	to play a note, the volume can further be altered as usual (via the volume channel
	or using the fade in/out effects). In this way, SFX instruments can be used to control 
	combinations of detailed changes in volume, pitch and texture.

	SFX instruments are only retriggered when the pitch changes, or the previous note
	has zero volume. This is useful for instruments that change more slowly over time.
	For example: a bell that gradually fades out. To invert this behaviour, effect 3
	(normally 'drop') can be used when triggering the note. All other effect values	have 
	their usual meaning when triggering SFX instruments.	

============================================================================================ Lua Syntax Primer

PICO-8 programs are written using Lua syntax, but do not use the standard Lua library.
The following is a brief summary of essential Lua syntax.

For more details, or to find out about proper Lua, see www.lua.org.

:: Comments

	-- use two hyphens like this to ignore everything until the end of the line
	--[[ multi-line
	comments ]]


:: Types and assignment

	Types in Lua are numbers, strings, booleans and tables;

	NUM = 12/100
	S = "THIS IS A STRING"
	B = FALSE
	T = {1,2,3}

	Numbers in PICO-8 are all 16:16 fixed point. They range from -32768.0 to 32767.99999
	
	Hexadecimal notation with optional fractional parts can be used:
		0x11        -- 17
		0x11.4000   -- 17.25

	Numbers written in decimal are rounded to the closest fixed point value. To see the
	32-bit hexadecimal representation, use PRINT(TOSTR(VAL,TRUE)):
	
		?TOSTR(-32768,TRUE)      -- 0x8000.0000 
		?TOSTR(32767.99999,TRUE) -- 0x7fff.ffff
	
	Dividing by zero evaluates to 0x7fff.ffff if positive, or -0x7fff.ffff if negative. 
	

:: Conditionals

	IF NOT B THEN
		PRINT("B IS FALSE")
	ELSE
		PRINT("B IS NOT FALSE")
	END

	-- with ELSEIF

	IF X == 0 THEN
		PRINT("X IS 0")
	ELSEIF X < 0 THEN
		PRINT("X IS NEGATIVE")
	ELSEIF X > 0 THEN
		PRINT("X IS POSITIVE")
	ELSE
		PRINT("THIS IS LINE IS NEVER REACHED")
	END

	IF (4 == 4) THEN PRINT("EQUAL") END
	IF (4 ~= 3) THEN PRINT("NOT EQUAL") END
	IF (4 <= 4) THEN PRINT("LESS THAN OR EQUAL") END
	IF (4 > 3) THEN PRINT("MORE THAN") END

:: Loops

	FOR X=1,5 DO
		PRINT(X)
	END
	-- prints 1,2,3,4,5

	X = 1
	WHILE(X <= 5) DO
		PRINT(X)
		X = X + 1
	END

	FOR X=1,10,3 DO PRINT(X) END   -- 1,4,7,10

	FOR X=5,1,-2 DO PRINT(X) END  -- 5,3,1


:: Functions and Local Variables

	Y=0 
	FUNCTION PLUSONE(X)
		LOCAL Y = X+1
		RETURN Y
	END
	PRINT(PLUSONE(2)) -- 3
	PRINT(Y)          -- 0


:: Tables

	In Lua, tables are a collection of key-value pairs where the key and value types can both 
	be mixed. They can be used as arrays by indexing them with integers.

	A={} -- create an empty table
	A[1] = "BLAH"
	A[2] = 42
	A["FOO"] = {1,2,3}

	-- Arrays use 1-based indexing by default

	A = {11,12,13,14}
	PRINT(A[2]) -- 12

	-- The size of a table indexed with sequential 1-based integers:

	PRINT(#A)   -- 4

	-- Indexes that are strings can be written using dot notation

	PLAYER = {}
	PLAYER.X = 2 -- is equivalent to PLAYER["X"]
	PLAYER.Y = 3

	-- see also the tables section in the api reference below.


:: PICO-8 Shorthand

	PICO-8 also allows several non-standard, shorter ways to write common patterns.

	1. IF THEN END statements on a single line can be expressed without the THEN & END

	IF (NOT B) I=1 J=2

	-- is equivalent to: IF (NOT B) THEN I=1 J=2 END
	-- everything must be written on the same line, and with the condition in brackets
	

	2. unary math operators

	a += 2  -- equivalent to: a = a + 2
	a -= 2  -- equivalent to: a = a - 2
	a *= 2  -- equivalent to: a = a * 2
	a /= 2  -- equivalent to: a = a / 2
	a %= 2  -- equivalent to: a = a % 2


	3. != operator

	Not shorthand, but pico-8 also accepts != instead of ~= for "not equal to"

============================================================================================ API

PICO-8 is built on the Lua programming language, but does not include the Lua standard library.
Instead, a small api is offered in keeping with PICO-8's minimal design and limited screen
space. For an example program that uses most of the api functions, see /DEMOS/API.P8 

Functions are written here as:
function_name parameter [optional_parameter]

System functions called from commandline can omit the usual brackets and string quotes:
load blah.p8 --> load("blah.p8")

System

load filename [breadcrumb [param_str]]
save filename

	Load or save a cartridge
	
	When loading from a running cartridge, the loaded cartridge is immediately run with
	parameter string param_str, and a menu item is inserted and named breadcrumb, that
	returns the user to the loading cartridge.
	
	Filenames that start with '#' are taken to be a BBS cart followed by its id:
	load("#1234") -- download [and run] cart number 1234
	
	If the id is of the cart's parent post, then the latest version is downloaded.
	BBS carts can be loaded from other BBS carts or local carts, but not from exported carts. 
	
	
folder

	Open the carts folder in the host operating system.

dir (also aliased as ls)

	List files in the current directory. When called from a running program, returns a list 
	of all .p8 and .p8.png files in the same directory.

run

	Run from the start of the program
	Can be called from inside a program to reset program.

stop [message]

	Stop the cart and optionally print a message

resume

	Run from the existing cart state (flakey)

reboot
	
	Reboot the machine
	Useful for starting a new project

info

	Print out some information about the cartridge:
	Code size, tokens, compressed size
	
	Also displayed:
	
		UNSAVED CHANGES   When the cartridge in memory differs to the one on disk
		EXTERNAL CHANGES  When the cartridge on disk has changed since it was loaded
			(e.g. by editing the program using a separate text editor)
	
flip

	Flip the back buffer to screen and wait for next frame (30fps)
	Don't normally need to do this -- _draw() calls it for you.

	If your program does not call flip before a frame is up, and a _draw() callback
	is not in progress, the current contents of the back buffer are copied to screen.

printh str [filename] [overwrite]

	Print a string to host operating system's console for debugging.

	If filename is set, append the string to a file on the host operating system
		// (in the current directory -- use FOLDER to view)
	Setting overwrite to true causes that file to be overwritten rather than appended.
	Use a filename of "@clip" to write to the host's clipboard.
		// use stat(4) to read the clipboard, but the contents of the clipboard are only
		// available after pressing CTRL-V during runtime (for security reasons).

stat x

	Get system status where x is:

	0  Memory usage (0..2048)
	1  CPU used since last flip (1.0 == 100% CPU at 30fps)
	4  Clipboard contents (after user has pressed CTRL-V)
	6  Parameter string
	7  Current framerate
	
	16..19  Index of currently playing SFX on channels 0..3
	20..23  Note number (0..31) on channel 0..3
	24      Currently playing pattern index
	25      Total patterns played
	26      Ticks played on current pattern

	80..85  UTC time: year, month, day, hour, minute, second
	90..95  Local time

	100     Current breadcrumb label, or nil


extcmd x

	Special system command, where x is a string:
	
		"pause"      request the pause menu be opened
		"reset"      request a cart reset
		"go_back"    follow the current breadcrumb (if there is one)

	Additional commands that are ignored when running as a BBS cart:
	
		"label"      set cart label
		"screen"     save a screenshot
		"rec"        set video start point
		"video"      save a .gif to desktop
		"audio_rec"  start recording audio
		"audio_end"  save recorded audio to desktop

Program Structure

There are 3 special functions that, if defined by the user, are called during program 
execution:

	_update()
		Called once per update at 30fps

	_draw()
		Called once per visible frame
	
	_init()
		Called once on program startup


_draw() is normally called at 30fps, but if it can not complete in time, PICO-8 will
attempt to run at 15fps and call _update() twice per visible frame to compensate.


:: Running PICO-8 at 60fps

	If _update60() is defined instead of _update(), PICO-8 will run in 60fps mode:

	- both _update60() and _draw() are called at 60fps
	- half the PICO-8 CPU is available per frame before dropping down to 30fps
	
	Note that not all host machines are capable of running at 60fps. Older machines,
	and / or web versions might also request PICO-8 to run at 30 fps (or 15 fps), even
	when the PICO-8 CPU is not over capacity. In this case, multiple _update60 calls
	are made for every _draw call in the same way.

Graphics

PICO-8 has a fixed capacity of 128 8x8 sprites, plus another 128 that overlap with the
bottom half of the map data ("shared data"). These 256 sprites are collectively called
the sprite sheet, and can be thought of as a 128x128 pixel image.

All of PICO-8's drawing operations are subject to the current draw-state. The draw-state
includes a camera position (for adding an offset to all coordinates), palette mapping 
(for recolouring sprites), clipping rectangle, a drawing colour, and a fill pattern.

The draw state is reset each time a program is run. This is equivalent to calling:
clip() camera() pal() color(6)

Colours indexes:

 0  black   1  dark_blue   2  dark_purple   3  dark_green  
 4  brown   5  dark_gray   6  light_gray    7  white
 8  red     9  orange     10  yellow       11  green       
12  blue   13  indigo     14  pink         15  peach
	

clip [x y w h]

	Sets the screen's clipping region in pixels
	clip() to reset


pget x y
pset x y [c]

	Get or set the colour (c) of a pixel at x, y.


sget x y
sset x y [c]

	Get or set the colour (c) of a spritesheet pixel.


fget n [f]
fset n [f] v

	Get or set the value (v) of a sprite's flag
	f is the flag index 0..7
	v is boolean and can be true or false

	The initial state of flags 0..7 are settable in the sprite editor,
	using the line of little colourful buttons.

	The meaning of sprite flags is up to the user, or can be used to
	indicate which group ('layer') of sprites should be drawn by map.

	If the flag index is omitted, all flags are retrieved/set as a bitfield
	fset(2, 1+2+8)   -- sets bits 0,1 and 3
	fset(2, 4, true) -- sets bit 4
	print(fget(2))   -- 27 (1+2+8+16)


print str [x y [col]]

	Print a string
	If only str is supplied, and the cursor reaches the end of the screen,
	a carriage return and vertical scroll is automatically applied.
	

cursor x y

	Set the cursor position and carriage return margin


color col

	Set the default color to be used by drawing functions


cls [col]

	Clear the screen and reset the clipping rectangle
	

camera [x y]

	Set a screen offset of -x, -y for all drawing operations
	camera() to reset


circ     x y r [col]
circfill x y r [col]

	Draw a circle or filled circle at x,y with radius r
	If r is negative, the circle is not drawn

line x0 y0 x1 y1 [col]

	draw line


rect     x0 y0 x1 y1 [col]
rectfill x0 y0 x1 y1 [col]

	Draw a rectangle or filled rectangle


pal c0 c1 [p]

	Draw all instances of colour c0 as c1 in subsequent draw calls

	pal() to reset to system defaults (including transparency values and fill pattern)
	
	Two types of palette (p; defaults to 0)
		0 draw palette   : colours are remapped on draw    // e.g. to re-colour sprites
		1 screen palette : colours are remapped on display // e.g. for fades
	c0 colour index 0..15
	c1 colour index to map to


palt c t

	Set transparency for colour index to t (boolean)
	Transparency is observed by spr(), sspr() and map()
	e.g. palt(8, true) -- red pixels not drawn
	palt() resets to default: all colours opaque except colour 0



spr n x y [w h] [flip_x] [flip_y]

	draw sprite n (0..255) at position x,y
	width and height are 1,1 by default and specify how many sprites wide to blit.
	Colour 0 drawn as transparent by default (see palt())
	flip_x=true to flip horizontally
	flip_y=true to flip vertically


sspr sx sy sw sh dx dy [dw dh] [flip_x] [flip_y]

	Stretch rectangle from sprite sheet (sx, sy, sw, sh) // given in pixels
	and draw in rectangle (dx, dy, dw, dh)
	Colour 0 drawn as transparent by default (see palt())
	dw, dh defaults to sw, sh
	flip_x=true to flip horizontally
	flip_y=true to flip vertically
	

fillp p

	The PICO-8 fill pattern is a 4x4 2-colour tiled pattern observed by:
		circ() circfill() rect() rectfill() pset() line()
	
	p is a bitfield in reading order starting from the highest bit. To calculate the value
	of p for a desired pattern, add the bit values together:
	
		.-----------------------.
		|32768|16384| 8192| 4096|
		|-----|-----|-----|-----|
		| 2048| 1024| 512 | 256 |
		|-----|-----|-----|-----|
		| 128 |  64 |  32 |  16 |
		|-----|-----|-----|-----|
		|  8  |  4  |  2  |  1  |
		'-----------------------'
	
	For example, FILLP(4+8+64+128+  256+512+4096+8192) would create a checkerboard pattern.
	
	This can be more neatly expressed in binary: FILLP(0b0011001111001100)
	The default fill pattern is 0, which means a single solid colour is drawn.
	
	To specify a second colour for the pattern, use the high bits of any colour parameter:
	
		FILLP(0b0011010101101000)
		CIRCFILL(64,64,20, 0x4E) -- brown and pink
	
	An additional bit 0b0.1 can be set to indicate that the second colour is not drawn.
	
		FILLP(0b0011001111001100.1) -- checkboard with transparent squares
	
	The fill pattern can also be set by setting bits in any colour parameter:

		POKE(0x5F34, 1) -- sets integrated fillpattern + colour mode
		CIRCFILL(64,64,20, 0x114E.ABCD) -- sets fill pattern to ABCD

		-- bit  0x1000.0000 means the non-colour bits should be observed
		-- bit  0x0100.0000 transparency bit
		-- bits 0x00FF.0000 are the usual colour bits
		-- bits 0x0000.FFFF are interpreted as the fill pattern

Tables

add t v

	Add value v to the end of table t.
	Equivalent to t[#t+1] = v

		FOO={}        -- create empty table
		ADD(FOO, 11)
		ADD(FOO, 22)
		PRINT(FOO[2]) -- 22

del t v

	Delete the first instance of value v in table t
	The remaining entries are shifted left one index to avoid holes.
	Note that v is the value of the item to be deleted, not the index into the table!
	del() can be called safely on a table's item while iterating over that table.

		A={1,10,2,11,3,12}
		FOR ITEM IN ALL(A) DO
			IF (ITEM < 10) THEN DEL(A, ITEM) END
		END
		FOREACH(A, PRINT) -- 10,11,12
		PRINT(A[3])       -- 12


all t

	Used in FOR loops to iterate over all items in a table (that have a 1-based integer index), 
	in the order they were added.

		T = {11,12,13};
		ADD(T,14)
		ADD(T,"HI")
		FOR V IN ALL(T) DO PRINT(V) END -- 11 12 13 14 HI
		PRINT(#T) -- 5


foreach t f

	For each item in table t, call function f with the item as a single parameter.

		FOREACH(T, PRINT)


pairs t

	Used in FOR loops to iterate over table t, providing both the key and value for each item.
	Unlike all(), pairs() iterates over every item regardless of indexing scheme.
	Order is not guaranteed.

		T = {["HELLO"]=3, [10]="BLAH"}
		T.BLUE = 5;
		FOR K,V IN PAIRS(T) DO
			PRINT("K: "..K.."  V:"..V)
		END

	Output:
	
		K: 10  v:BLAH
		K: HELLO  v:3
		K: BLUE  v:5

Input

btn [i [p]]

	get button i state for player p (default 0) 
	i: 0..5: left right up down button_o button_x
	p: player index 0..7

	If no parameters supplied, returns a bitfield of all 12 button states for player 0 & 1
		// P0: bits 0..5  P1: bits 8..13

	Default keyboard mappings to player buttons:
		player 0: cursors, Z,X / C,V / N,M
		player 1: ESDF, LSHIFT,A / TAB,Q,E


btnp [i [p]]

	btnp is short for "Button Pressed"; Instead of being true when a button is held down, 
	btnp returns true when a button is down AND it was not down the last frame. It also
	repeats after 15 frames, returning true every 4 frames after that (at 30fps -- double
	that at 60fp). This can be used for things like menu navigation or grid-wise player 
	movement.

Audio

sfx n [channel [offset [length]]]

	play sfx n on channel (0..3) from note offset (0..31) for length notes
	n -1 to stop sound on that channel
	n -2 to release sound on that channel from looping
	Any music playing on the channel will be halted
	offset in number of notes (0..31)
	
	channel -1 (default) to automatically choose a channel that is not being used
	channel -2 to stop the sound from playing on any channel

	
music [n [fade_len [channel_mask]]]

	play music starting from pattern n (0..63)
	n -1 to stop music
	fade_len in ms (default: 0)
	channel_mask specifies which channels to reserve for music only
		e.g. to play on channels 0..2: 1+2+4 = 7
	
	Reserved channels can still be used to play sound effects on, but only when that
	channel index is explicitly requested by sfx().

Map

The PICO-8 map is a 128x32 grid of 8-bit cels, or 128x64 when using the shared memory. When 
using the map editor, the meaning of each cel is taken to be an index into the spritesheet 
(0..255). However, it can instead be used as a general block of data.


mget x y
mset x y v

	get or set map value (v) at x,y

map cel_x cel_y sx sy cel_w cel_h [layer]

	draw section of map (in cels) at screen position sx, sy (pixels)
	if layer is specified, only cels with the same flag number set are drawn
		// Bitfield. So 0x5 means draw sprites with bit 0 and bit 2 set.
		// defaults to all sprites

	exception: sprite 0 is always taken to mean empty.

	e.g. map(0,0, 20,20, 4,2)
	-> draws a 4x2 blocks of cels starting from 0,0 in the map, to the screen at 20,20
	
	If cel_w and cel_h are not specified, defaults to 128,32 
	(the top half of the map -- use 128,64 for the full map including shared memory)

Memory

PICO-8 has 3 types of memory:

	1. Base RAM (32k): see layout below. Access with peek() poke() memcpy() memset()
	2. Cart ROM (32k): same layout as base ram until 0x4300
	3. Lua RAM (2MB): compiled program + variables

	Technical note: // you probably don't need to know this
	
		While using the editor, the data being modified is in cart rom, but api functions such as spr() 
		and sfx() only operate on base ram. PICO-8 automatically copies cart rom to base ram (i.e.
		calls reload()) in 3 cases:

		1. When a cartridge is loaded
		2. When a cartridge is run
		3. When exiting any of the editor modes


:: Base ram memory layout
	0x0    gfx
	0x1000 gfx2/map2 (shared)
	0x2000 map
	0x3000 gfx_props
	0x3100 song
	0x3200 sfx
	0x4300 user data
	0x5e00 persistent cart data (256 bytes)
	0x5f00 draw state
	0x5f40 hardware state
	0x5f80 gpio pins (128 bytes)
	0x6000 screen (8k)

	User data has no particular meaning and can be used for anything via memcpy(), peek() & poke().
	Persistent cart data is mapped to 0x5e00..0x5eff but only stored if cartdata() has been called.
	Colour format (gfx/screen) is 2 pixels per byte: low bits encode the left pixel of each pair.
	Map format is one byte per cel, where each byte normally encodes a sprite index.


peek addr
poke addr val

	Read and write one byte to an address in base ram.
	Legal addresses are 0x0..0x7fff
	Reading out of range returns 0
	Writing out of range causes a fault
	
peek4 addr
poke4 addr val

	32-bit versions. Read and write one number (val) in little-endian format.
	addr does not need to be aligned to 4-byte boundaries.

memcpy dest_addr source_addr len

	Copy len bytes of base ram from source to dest
	Sections can be overlapping

reload dest_addr source_addr len [filename]

	Same as memcpy, but copies from cart rom
	The code section ( >= 0x4300) is protected and can not be read.
	If filename specified, load data from a different cartridge.
		// (must be local -- bbs cartridges can not be read in this way)

cstore dest_addr source_addr len [filename]

	Same as memcpy, but copies from base ram to cart rom
	cstore() is equivalent to cstore(0, 0, 0x4300)
	Can use for writing tools to construct carts or to visualize the state 
	of the map / spritesheet using the map editor / gfx editor.
	The code section ( >= 0x4300) is protected and can not be written to.
	
	If a filename is specified, the data is written directly to that
	cartridge on disk. Up to 64 cartridges can be written in one session.
	See the 'Cartridge Data' section for additional notes on using cstore.
	
	
memset dest_addr val len

	Set len bytes to val
	(quite fast -- can use to draw unclipped horizonal scanlines etc)

Math

max x y
min x y
mid x y z

	Returns the maximum, minimum, or middle value of parameters
	For example, mid(7,5,10) returns 7

flr  x
ceil x

	Returns the closest integer that is equal to or below / above x 
	
	?flr ( 4.1) -->  4
	?ceil( 4.1) -->  5
	?flr (-2.3) --> -3
	?ceil(-2.3) --> -2


cos x
sin x

	Returns the cosine of x, where 1.0 indicates a full circle
	sin is inverted to suit screenspace
	e.g. sin(0.25) returns -1

	If you'd prefer radian-based trig functions without the y inversion, 
	paste the following snippet near the start of your program:

	cos1 = cos function cos(angle) return cos1(angle/(3.1415*2)) end
	sin1 = sin function sin(angle) return sin1(-angle/(3.1415*2)) end


atan2 dx dy

	Converts dx, dy into an angle from 0..1
	As with cos/sin, angle is taken to run anticlockwise in screenspace
	e.g. atan(1, -1) returns 0.125

sqrt x

	Return the square root of x

abs x

	Returns the absolute (positive) value of x

rnd x
	Returns a random number n, where 0 <= n < x
	If you want an integer, use flr(rnd(x))

srand x
	Sets the random number seed
	The seed is automatically randomized on cart startup


Binary Operations

	band x y
	bor  x y
	bxor x y
	bnot x
	rotl x y
	rotr x y
	shl  x n -- shift left n bits
	shr  x n -- arithmetic right shift
	lshr x n -- logical right shift

Custom Menu Items

menuitem index [label callback]

	Add an extra item to the pause menu

	Index should be 1..5 and determines the order each menu item is displayed
	label should be a string up to 16 characters long
	callback is a function called when the item is selected by the users

	When no label or function is supplied, the menu item is removed

	example:
	menuitem(1, "restart puzzle", function() reset_puzzle() sfx(10) end)

Strings

s = "the quick brown fox"

-- length

	print(#s)          --> 19


-- joining strings
	
	print("three "..4) --> "three 4"


-- sub() to grab substrings

	print(sub(s,5,9))  --> "quick"
	print(sub(s,5))  --> "quick brown fox"

Types

type val

	returns the name of the type of value x as a string

tostr val [hex]

	returns val as a string
	
	if hex is true and val is a number, an unsigned hexadecimal writing of 
	the number is returned in the format "0x0000.0000". You can use this to
	inspect the internal representation of PICO-8 numbers.
	
	if val is a boolean, it is written as "true" or "false"
	
	all other val types are written as "[typename]"
	
tonum val

	converts val to a number
	if val is a string, the number is taken to be decimal unless prefixed with "0x"
	if the conversion fails, tonum returns no value.

Cartridge Data

Using cartdata(), dset(), and dget(), 64 numbers (256 bytes) of persistent data 
can be stored on the user's PICO-8 that persists after the cart is unloaded or
PICO-8 is shutdown. This can be used as a lightweight way to store things like 
high scores or to save player progress. It can also be used to share data across 
cartridges / cartridge versions.

If you need more than 256 bytes, it is also possible to write directly to the
cartridge using cstore(). The disadvantage is that the data is tied to that
particular version of the cartridge. e.g. if a game is updated, players will
lose their savegames. Also, some space in the data sections of the cartridge
need to be left available.

Another alternative is to write directly to a second cartridge by specifying
a fourth parameter to cstore(). This requires a cart swap (which in reality
only means the user needs to watch a spinny cart animation for 1 second).

	CSTORE(0,0,0x2000, "spritesheet.p8")
	-- later:
	RELOAD(0,0,0x2000, "spritesheet.p8") -- restore the saved data


cartdata id

	cartdata() opens a permanent data storage slot indexed by id, that can be
	used to store and retrieve up to 256 bytes (64 numbers) worth of data using 
	DSET() and DGET().
	
		CARTDATA("zep_dark_forest") -- can only be set once per session
		-- later in the program..
		DSET(0, score)
	
	id is a string up to 64 characters long, and should be unusual enough that 
	other cartridges do not accidentally use the same id.

	e.g. cartdata("zep_jelpi")

	legal characters are a..z, 0..9 and underscore (_)

	returns true if data was loaded, otherwise false

	cartdata can not be called more than once per cartridge execution.

	Once a cartdata id has been set, the area of memory 0x5e00..0x5eff is mapped 
	to permanent storage, and can either be accessed directly or via dget/dset.


dget index

	Get the number stored at index (0..63)
	Use this only after you have called cartdata()

dset index value

	Set the number stored at index (0..63)
	Use this only after you have called cartdata()

	There is no need to flush written data -- it is automatically
	saved to permanent storage even if POKE()'ed directly.

GPIO

GPIO stands for "General Purpose Input Output", and allows machines to comunicate with 
each other. PICO-8 maps bytes in the range 0x5f80..0x5fff to gpio pins that can be
poke()ed (to output a value -- e.g. to make an LED light up) or peek()ed (e.g. to read
the state of a switch).

GPIO means different things for different host platforms:

CHIP:         0x5f80..0x5f87 mapped to xio-p0..xio-p7
Pocket CHIP:  0x5f82..0x5f87 mapped to GPIO1..GPIO6
	// xio-p0 & p1 are exposed inside the prototyping area inside the case.
Raspberry Pi: 0x5f80..0x5f8f mapped to wiringPi pins 0..7
	// see http://wiringpi.com/pins/ for mappings on different models

CHIP and Raspberry Pi values are all digital: 0 (LOW) and 255 (HIGH)

Note that to have access to gpio pins, you may need to run pico8 as root: 

sudo pico8

A simple program to blink any LEDs attached on and off:

t = 0
function _draw()
 cls(5)
 for i=0,7 do
  val = 0
  if (t % 2 < 1) val = 255
  poke(0x5f80 + i, val)
  circfill(20+i*12,64,4,val/11)
 end
 t += 0.1
end

:: HTML

Cartridges exported as HTML / .js use a global array of integers (pico8_gpio) to 
represent gpio pins. The shell HTML should define the array:

var pico8_gpio = Array(128);

Mouse and Keyboard Input

// experimental! The html implementation is still limited & buggy.

Mouse and keyboard input can be achieved by enabling devkit input mode:

POKE(0x5F2D, 1)

Note that not every PICO-8 will have a keyboard or mouse attached to it, so when posting
carts to the Lexaloffle BBS, it is encouraged to make keyboard and/or mouse control 
optional and off by default, if possible. When devkit input mode is enabled, a message is
displayed to BBS users warning them that the program is expecting input beyond the 
standard 6-button controllers.

The state of the mouse and keyboard can be found in stat(x):

STAT(30) -- (Boolean) True when a key
STAT(31) -- (String) character returned by keyboard
STAT(32) -- Mouse X
STAT(33) -- Mouse Y
STAT(34) -- Mouse buttons (bitfield)
STAT(36) -- Mouse wheel event

Additional Lua Features

PICO-8 also exposes 2 features of Lua for advanced users: Metatables and Coroutines.

For more information, please refer to the Lua 5.2 manual.

:: Metatables

	Metatables can be used to define the behaviour of objects under particular operations.
	For example, to use tables to represent 2D vectors that can be added together, the 
	'+' operator is redefined by defining an "__add" function for the metatable:

		vec2d={
		 __add=function(a,b) 
		 	return {x=(a.x+b.x), y=(a.y+b.y)} 
		 end
		}
	
		v1={x=2,y=9} setmetatable(v1, vec2d)
		v2={x=1,y=5} setmetatable(v2, vec2d)
		v3 = v1+v2
		print(v3.x..","..v3.y) -- 3,14


	setmetatable t, m

		set table t metatable to m
	
	getmetatable t
	
		return the current metatable for table t, or nil if none is set

:: Coroutines

	Coroutines offer a way to run different parts of a program in a somewhat concurrent 
	way, similar to threads. A function can be called as a coroutine, suspended with 
	yield() any number of times, and then resumed again at the same point.
	
		function hey()
			print("doing something")
			yield()
			print("doing the next thing")
			yield()
			print("finished")
		end
		
		c = cocreate(hey)
		for i=1,3 do coresume(c) end
	
	
	cocreate f
	
		Create a coroutine for function f.
		
	coresume c [p0 p1 ..]
	
		Run or continue the coroutine c. Parameters p0, p1.. are passed to the
		coroutine's function.
		
		Returns true if the coroutine completes without any errors
		Returns false, error_message if there is an error.
		
		** Runtime errors that occur inside coroutines do not cause the program
		to stop running. It is a good idea to wrap coresume() inside an assert().
		If the assert fails, it will print the error message generated by 
		coresume.
		
		assert(coresume(c))


	costatus c
	
		Return the status of coroutine c as a string:
			"running"
			"suspended"
			"dead"
	
	yield
		
		Suspend execution and return to the caller.

VERSION HISTORY

v0.1.11g
	
	Added: CTRL-C to copy contents of commandline
	Added: stat(100..102) for current breadcrumb label, bbs cart id, and hostname (web)
	Added: content_filter in config.txt
	Added: Cartverse cart id support (not live server-side yet though)
	Fixed: Tab preview does not show on mouseover
	Fixed: Can't paste uppercase characters into commandline
	Fixed: Preprocessor can't handle glyphs in form: "♥.x += 1"
	Fixed: Unsaved changes sometimes reported when filename is not set
	Fixed: Pause menu doesn't open inside infinite loop inside _draw
	Fixed: load() crashes when "parameter string" parameter is not a string
	Fixed: cstore(),reload() crash when external cart filename is not a string
	Fixed: printh(str, "@clip") fails for glyph characters in str


v0.1.11f

	Fixed: Pause menu doesn't open inside an infinite loop
	Fixed: Binary and hex string digits outside of 0xffff.ffff alter result


v0.1.11e

	Added: stat(30..31) for devkit keyboard input
	Added: extcmd("pause") extcmd("reset") extcmd("breadcrumb")
	Added: lshr(), ceil(), rotl(), rotr(), peek4(), poke4()
	Added: stat(12..15) to grab the position of the pause menu (x0,y0,y1,y1)
	Added: DPAD game controller buttons mapped to LRUD
	Added: CTRL-click on song navigator to scroll by 4 patterns
	Added: Can type and paste glyphs in commandline
	Added: Notification when CTRL-R fails to reload because of unsaved changes
	Added: Notification when code automatically converted to lower-case
	Added: INFO() checks for "external changes" (e.g. when using a separate text editor)
	Added: .p8.png format can be used with cstore() and carts bundled in multicarts
	Added: Can optionally set fill pattern using colour parameter 
	Changed: Glyphs can be used as variable names
	Changed: Glyphs stored in clipboard and .p8 format as roughly corresponding unicode
	Changed: .p8 format skips storing tailing rows of data that match default state
	Changed/Fixed: shr(x,n) is now equivalent to calling shr(x,1) n times when n >= 32
	Fixed: Error message and stack trace line numbers 0 or slightly out
	Fixed: Unclosed block error navigates cursor to <eof> rather than start of block
	Fixed: Exported binaries can load carts outside of bundle
	Fixed: BBS cart loaded from a local cart loses data cstore()ed during previous run
	Fixed: btn() returns same as btnp()
	Fixed: btnp(6) always returns false
	Fixed: Missing mask pixels in cart download animation frame
	Fixed: Crash when try to load a directory as a cart
	Fixed: Sometimes cursor position set by keyboard mouse emulation in code editor
	
	
v0.1.11d

	Added: t() aliased to time()
	Fixed: time() always returns 0 when there is no _update function
	Fixed: (raspi) Keyboard stops responding after pressing CTRL-F, CTRL-Z
	Fixed: (raspi) Double keypresses in sound editor when entering notes
	Fixed: stat(6) pads parameter string with spaces


v0.1.11c
	
	Added: Local and UT time queries using stat()
	Added: host_framerate_control (config.txt) to improve performance on slower machines and web 
	Added: Control over cpu usage when running in background (-background_sleep_ms / config.txt)
	Added: Windows icon in exported exe
	Added: F11 to toggle fullscreen
	Added: export -c switch to indicate transparent icon colour 
	Added: show_backup_messages (config.txt) to turn off backup notifications
	Added: SFX instruments documentation in pico8.txt
	Added: Error message when trying to export carts with code size over the compressed limit
	Changed: If config.txt is not found, the same directory as the executable is searched
	Changed: If sdl_controllers.txt exists in the same directory as the executeable, it is processed first
	Changed: Shorthand if () statements must be written on a single line
	Fixed: reload() from bundled, non-primary cart in exported html multicart reads only original data
	Fixed: Exported binaries wrongly observe F7 (capture label)
	Fixed: Loading carts from earlier versions alters SFX data not intended for audio
	Fixed: Old version of fill patterns documentation near end of pico8.txt
	Fixed: 'backed up unsaved changes' message displayed during runtime for cstored() carts
	Fixed: PICO-8 runs too slowly when in background (new default background_sleep_ms: 20)
	Fixed: Saving screenshots and videos from exported binaries are named 0_*
	Fixed: Compressed size limit warning on save doesn't mention exported carts
	Fixed: btn(), btnp() don't work in infinite loops
	Fixed: btnp() timing inconsistent between 30fps / 60fps / during frame-skipping / with no _update
	Fixed: Can't move between channels while music is playing in song mode


v0.1.11b

	Fixed: Preprocessor bug regressions: "if (..) or", "a.b -= c - d"
	Fixed: Crash when pressing menu button on an empty favourites list


v0.1.11
	
	Added: Binary exporters (Windows, Linux, Mac OSX)
	Added: Code tabs
	Added: Splore cart menu
	Added: Fill patterns
	Added: Custom sfx instruments
	Added: load("#1234") to load [and run] a BBS cart
	Added: -x switch // execute a cart headless, for making command-line tools
	Added: Compressed size display and limit warning lights in code editor
	Added: CTRL-L to jump to a line number in code editor
	Added: numbers can be written in binary: 0b10100010 
	Added: tostr(), tonum()
	Added: extcmd(): audio_rec, audio_end to record all audio output.
	Added: ls() returns a list of local files if called while running
	Added: getmetatable()
	Added: coroutine error reporting // wrap coresume() in assert()
	Added: sfx() can take a 4th parameter: number of notes to play
	Added: Live sfx and music editing + better navigation controls
	Added: Transpose selected sfx notes relative to C by entering a note w/ SHIFT held
	Added: Insert and delete sfx rows with enter and backspace
	Added: Hidden note data is shown in sfx editor when relevant (slide, arps)
	Added: Warning displayed when unsaved changes backed up
	Added: Separate animation for downloading vs. loading a cart
	Added: export -p switch to supply a customized html template 
	Added: Mousewheel when devkit mouse enabled: stat(36) // not supported in web
	Added: < > to change zoom level in gfx and map editors
	Changed: Rebalanced / fixed api cpu costs
	Changed: Screenshot and gif filenames based on current cart if available
	Changed: add() returns the added object
	Changed: removed global hpf on audio
	Changed: (sfx) can slide to volume 0
	Changed: removed master low pass filter
	Changed: assert() can take an optional error_message parameter
	Changed: ? (shorthand for print()) can be prefixed by whitespace 
	Changed: shl(), shr() return 0 if second parameter >= 32
	Changed: Automatically drop down to software blitting mode if opengl fails
	Changed: Lua memory limit set to 2MB (was 1MB)
	Changed: Some options (-width, -show_fps) apply only to the session; not saved to config.txt
	Updated: Internal game controller mappings from SDL_GameControllerDB
	Fixed: Pops & clicks in audio when switching between playing SFX
	Fixed: Crash in audio mixer because of bad locking
	Fixed: Crash when loading .p8 files with more than 64k of code
	Fixed: Indexing of sparse tables fails after removing n/2 elements
	Fixed: Calling stat() inside an infinite loop crashes
	Fixed: Resetting cartridge corrupts cartridge data in range 0x5e00..0x5eff
	Fixed: Can not recover from a cart error caused by glitchy data on resetting 
	Fixed: String->negative number conversion off by 0x0.0001 (-1 --> 0xffff0001)
	Fixed: Crash when running cart closed to 64k char limit
	Fixed: Cursor can't move to the right of last character in code editor
	Fixed: Missing highlighted keywords: in, add, del, menuitem
	Fixed: Preprocessor bugs: "a+=1+2\n*3", "a+=(1)ba=42", "a[(1)]+=1"
	Fixed: Preprocessor performs replacements inside a string printed with ?
	Fixed: Display freezes when terminating a program running at >100% cpu
	Fixed: Quick-running (CTRL-R) clobbers some editor state (e.g. current sprite page)
	Fixed: Loading a .p8 file with a future version reports a generic failure
	Fixed: alt-enter to toggle fullscreen also triggers pause menu
	Fixed: Splore scrolling jumps around when list gets too long


v0.1.10c

	Fixed: atan flips sign for very negative values of x close to zero


v0.1.10b
	Fixed: HTML exporter carts don't run
	Fixed: HTML export 60fps support broken
	Fixed: HTML export when path has a space in it (common for OSX)
	Fixed: atan2 ignores sign of y
	Fixed: (Raspberry Pi) Crash when access gpio not as root
	

v0.1.10

	Added: Multi-cart export in html
	Added: Cart reset glitch
	Added: Demo carts: bounce, sort
	Added: .p8 format can now store cart labels
	Added: Splore navigation keys: pageup/down, home, end
	Added: Splore usage hint shown on empty favourites list
	Added: Warning on boot when data folder is read-only or can't be created
	Added: Pressing tab with code selected indents those lines (shift-tab to un-indent)
	Added: Double click word to select it
	Added: Trigger screenshot/video/label capture from inside program: extcmd()
	Changed: CTRL+left/right in code editor skips to end of word or span of non-whitespace
	Changed: When a cart terminates from splore, button press is required to continue
	Changed: load("@clip") can only be called from commandline (security)
	Fixed: Can over-allocate host memory if exceed it within one frame
	Fixed: atan2(-1, -32768) crash, and error for small values of dy
	Fixed: (Web) using cstore() on self causes unloadable cart (bug introduced in 0.1.8?)
	Fixed: (web) Pressing ctrl-v crashes the player (should do nothing)
	Fixed: (Raspberry Pi) WiringPi library required in static build
	Fixed: (Raspberry Pi) Crash on exit when launching via desktop icon
	Fixed: (Raspberry Pi) keyboard input broken (observed on raspi2s)


v0.1.9b

	Added: Alternative function key mapping: ctrl-6..9 for F6..F9
	Added: Alternative glyph entry method: (ctrl-k) to toggle glyph mode
	Changed: Enter glyphs with shift a..z, but can be disabled in config.txt 
	Changed: Increased emscripten ram to 128MB (some carts at risk of running out)
	Fixed: Crash when window size is tiny or minified
	Fixed: Crash on toggling fullscreen mode
	Fixed: printh can write files outside filetree (security issue)
	Fixed: show_fps (can also now be toggled with ctrl-1)
	Fixed: Shorthand if/then syntax error when using the form: (functionname)(param)
	Fixed: log.txt not saved in path specified by -home switch
	Fixed: Default application data folder created even when -home specified
	Fixed: Missing dynamic builds (pico8_dyn) from linux archives
	Fixed: Removed unneeded RPATH from linux binaries
	Fixed: export foo%d.wav fails to write multiple files 

v0.1.9

	Added: Copy and paste sprites and whole cartridges directly to BBS posts 
	Added: JAM category in splore
	Added: GPIO support for Raspberry Pi
	Added: Read clipboard using stat(4) after user presses CTRL-V
	Added: printh() can optionally write to a file or the host clipboard
	Added: Editor tool information and tips shown on mouseover
	Added: Set desktop path with -desktop (screenshots and gifs are saved here)
	Added: Warning on saving .p8 when compressed code size exceeds .p8.png limit
	Added: Alternative editor colours // config.txt: gui_theme 1
	Added: Dotted line every 8 rows in song view
	Added: -screenshot_scale (default: 3) and -gif_scale (default: 2)
	Added: Can use ctrl-up, ctrl-down to jump to start and end of code
	Added: CTRL-M to mute/unmute sound
	Added: HTML5-exported carts support 60fps
	Added: Timeout switch for splore downloads: -timeout
	Changed: Glyph characters typed with alt + a..z 
	Changed: stat(0) does not include allocations waiting to be garbage collected
	Changed: Unfiltered screen stretching at integer scales by default
	Changed: Removed -aspect and -scale settings (use draw_rect instead)
	Fixed: -home has no effect under Windows
	Fixed: Sometimes frame skipping starts before CPU usage has reached 100%
	Fixed: Double-speed BTNP() timing in 60fps mode
	Fixed: Exported HTML fails when _update60 is used instead of _update
	Fixed: Can't copy and paste button glyphs
	Fixed: Lines containing glyphs do not scroll far enough horizontally 
	Fixed: Loading .p8 renamed as .p8.png from splore freezes
	Fixed: Bucketfill in map doesn't sync to shared memory
	Fixed: fset fails when de-setting flags
	Fixed: Syntax error when beginning with the form: IF (..) [OR|AND]\n  
	Fixed: cls() costs twice as much cpu as it should
	Fixed: wav file exporter missing some data / writing truncated buffers
	Fixed: Entering new notes in song view doesn't observe current volume, instrument
	Fixed: alt-tab sometimes generates alt character text entry event
	Fixed: Resuming a cancelled download in splore causes crash
	Fixed: Controller attributes in log.txt always shown as -1	
	
	
v0.1.8

	Added: 60fps support
	Added: Music exporter
	Added: Custom GIF length (maximum 120 seconds)
	Added: -,+ to navigate sprite tabs, sfx, music patterns
	Added: sfx editor: navigate with home, end, pageup/down, mousewheel
	Added: <, > to modify sfx speed, or click and drag
	Added: Middle mouse button to pan around spritesheet / map
	Added: Shortcut command for splore: S
	Added: Pre-installed selection of BBS cart (use INSTALL_GAMES)
	Added: Warning when saving .p8.png with no label 
	Added: (OSX) logging to ~/Library/Logs (viewable with Console.app)
	Added: -pixel_perfect switch (on by default)
	Added: -draw_rect switch
	Changed: Can not CTRL-S save over a loaded bbs cart
	Changed: Only .p8 files listed by dir() and by splore
	Changed: Command history increased to 256
	Changed: exit() / shutdown() have no effect while running cart
	Fixed: Memory usage (stat(0)) inconsistent across host platforms
	Fixed: Spinny disks shows when reloading current cart with load()
	Fixed: GIF saver does not respect 64x64 / mirrored modes
	Fixed: Miscellaneous multi-line comments / strings issues
	Fixed: Empty map cels cost cpu in mapdraw()
	Fixed: mapdraw() slowdown when drawing bottom half of map
	Fixed: preprocess changes semantics when += and : operators on same line
	Fixed: Identifiers starting with underscore counted as extra token
	Fixed: Saving .png exceeding compressed code limit fails silently
	Fixed: Right-clicking a sprite does not set the currently edited sprite
	Fixed: (Windows) extra space added to pasted lines
	Fixed: spr() expensive when drawn with low negative coordinates
	Fixed: pipe character identical to colon character
	Fixed: (Raspberry Pi) shift key appends a character when entering text
	Fixed: Editor mode buttons are still clickable during cart runtime
	Fixed: When loading a .p8.png file, label is reset and needs to be re-captured
	Fixed: export() does not report failure
	Fixed: mset()'d changes in shared memory not readable via peek() / sget()
	Fixed: cstore() saving edited code
	Fixed: audio pop between patterns during music playback

v0.1.7

	Added: menuitem()
	Added: button glyphs in code (shift-L, R, U, D, X, O)
	Added: Customisable data directory (e.g. pico8 -home mydata)
	Added: Web gpio pins: read and write pico8_gpio[] in javscript 
	Fixed: SPLORE search doesn't reset
	Fixed: Splore skipping 33rd cart listing after loading more items
	Fixed: Crash when selecting a local binary file in splore
	Fixed: Semicolon can't be used as a list or statement separator 
	Fixed: Exported html can not cstore self


v0.1.6

	Added: SPLORE local & bbs cartridge explorer
	Added: setmetatable(), cocreate(), coresume(), costatus(), yield()
	Added: Spinning cart icon to show when a cart is swapped / written to
	Added: Permanent storage when carts played in a browser
	Added: Adjustable aspect ratio (-aspect 420 for 1:1)
	Changed: Lua memory limit: 1024k (was 512k)
	Changed: Music channel now resumes after being clobbered by an sfx 
	Changed: Arpeggios double speed when SFX speed <= 8
	Changed: Exceeding compressed code limit does not block saving in .p8 format 
	Changed: spr() half as expensive, to be consistent with map()
	Changed: Fractional hex number notation: 0x0.3 == 0x0.3000, (was 0x0.0003)
	Changed: : operator doesn't count as an extra token (same as .)
	Changed: cstore() writes directly to disk
	Changed: cstore(), reload() return number of bytes read / written
	Changed: save() while running does nothing. (use cstore() instead)
	Changed: load() while running loads and runs the specified cartridge 
	Fixed: Small pops in audio mixer caused by sound wave discontinuities
	Fixed: HTML5-exported sound clicks badly under Chrome
	Fixed: Display palette is not oberserved when exporting GIFs
	Fixed: Rapid keypresses causes duplicate readings in tracker & text editor
	Fixed: += inside comments breaks preprocessor
	Fixed: sspr() cpu cost the same when clipped
	Fixed: cartdata() with bad parameters crashes
	Fixed: EXPORT from commandline can not be used without brackets and quotes
	

v0.1.5

	Added: Raspberry Pi Build
	Added: Keyboard configuration for player buttons (KEYCONFIG) 
	Added: Music tracker select / copy / paste
	Added: Single-level undo in audio tools
	Added: Live preview of frequencies in sound editor
	Fixed: Command history extends past last reboot
	Fixed: Sfx exporter broken
	Fixed: Slashes at end of path resolve to double slashes
	Fixed: Load cart from commandline under Windows
	

v0.1.4d
v0.1.4c

	Fixed: International character entry inserting extra characters
	Fixed: Lines with tabs have broken cursor placement and display boundary

v0.1.4b

	Fixed: OSX command-key combinations broken
	
v0.1.4
	
	Added: spritesheet importing and exporting with import("blah.png"), export("blah.png")
	Added: sfx exporting with export("blah%d.wav")
	Added: External cartridge parameter for reload() and cstore()
	Added: Persistent cartridge data mapped to 0x5e00
	Added: Click token limit to toggle token & char limit display
	Added: assert(), type()
	Added: P to pause
	Changed: code char limit: 64k (was 32k)
	Changed: local declarations and semicolons not counted as tokens
	Changed: Pairs of brackets and block delimitations count as one token
	Changed: Only _update() or _draw() need to exist to enter main loop
	Changed: Allow forward-slash in code editor
	Changed: info() reports current (last loaded or saved) filename
	Changed: html5 version compiled with NO_DYNAMIC_EXECUTION 
	Changed: can only cstore up to 64 different files in one session
	Changed: load() automatically copies data section of cart to base ram
	Fixed: Shift-drag-copy sprites -> paste only pastes 1x1
	Fixed: ".." should count as one token
	Fixed: Tracker displaying D instead of .
	Fixed: Multi-line comments
	Fixed: Crash on run when code close to char limit
	Fixed: When over token limit, can not run any command
	Fixed: Unused high bits in SFX section not saved in .p8 format
	Fixed: Camera position memory mapping out of sync
	Fixed: pico8.txt link broken in windows installer
	Fixed: print() crashes when parameter is not a string or numbers
	Fixed: Multi-line strings & escape chars mess up tokenizer and print()
	Fixed: Joystick not responding when left stick is up to the left
	Fixed: Alt-F4 saves screenshot before quitting
	Fixed: Sprite editor mode button doesn't show fullscreen mode
	Fixed: -sound parameter not working in html5 version 
	
	
v0.1.3

	Added: paste into commandline
	Fixed: lua standard libraries accessible
	Fixed: command-line loading doesn't work
	Fixed: music pattern finished too early when all tracks set to looping 
	Fixed: peek()ing odd bytes in sfx address space masks bit 7
	Fixed: cstore and reload from code space should have no effect

v0.1.2

	Added: html5 cartridge exporter
	Added: Cartridge save data (64 fixed point numbers)
	Added: 8-player input
	Added: Demo carts: COLLIDE and BUTTERFLY
	Added: Command-line parameters // load cart, -run, settings
	Added: Alternative function keys (F6..F9 aliased as F1..F4)
	Added: pairs()
	Added: printh() for debugging
	Added: Tab completion for filenames in console
	Added: stack trace on runtime error
	Changed: music pattern length taken to be first non-looping channel's length
	Changed: noise instrument (6) has low frequency white noise scaled by volume
	Changed: screenshot captures whole window contents at display resolution
	Changed: del() moves remaining items up one index to maintain a packed table
	Changed: add(),del(),count(),all() no longer store extra fields
	Changed: removed count() from docs -- now just a legacy function. Use # operator instead.
	Changed: cursor only blinks while window is active
	Changed: peek(), poke() and binary operations (band()..) have no function call overhead
	Changed: yellow slightly warmer
	Changed: No camera snapping after pan in map mode
	Fixed: sqrt() crashing for 0 or >= 32761
	Fixed: Semi-colon characters in text editor
	Fixed: Long lines split when saving in .p8 format 
	Fixed: pget() does not respect camera position
	Fixed: Error message when peeking or poking outside of legal address space
	Fixed: Search replace colour fills one pixel outside of selected region
	Fixed: Playing an empty music pattern breaks subsequent music playback
	Fixed: Invalid sfx editing state on startup
	Fixed: Painting instruments values in frequency view also sets volumes
	Fixed: Inconsistent gif recording speeds
	Fixed: Unmapped joystick support
	Fixed: Compressed code size sometimes larger than uncompressed
	Fixed: mid() fails when first argument is not smallest
	Fixed: Scroll wheel changes sprite/map zoom while in code editor
	Fixed: CTRL-R (quick-run) drawing over current line in command mode
	Fixed: Label capture (F7) does not respect screen palette state
	Fixed: Syntax highlighting of api functions and hex numbers
	Fixed: Looping to 0 with negative step finishes at 1
	Fixed: nil values printed as false instead of nil
	Fixed: Hexadecimal fractional parts
	Fixed: btnp() unresponsive when skipping frames
	Fixed: Editing mode is lost when using ctrl-r to run
	Fixed: Tracker note entry keys mapped, messing up piano-like layout
	Fixed: Shared gfx/map memory out of sync after some editor operations
	Fixed: Alt-gr character entry
	Fixed: Can map display palette to entries >= 16 using poke()
	Fixed: Using shift to select in code editor has wrong selection range
	Fixed: Dragging above top of text causes selection to flip to end
	Fixed: Duplicate at end of file listing
	
	
v0.1.1

	Added: Token-based code limiting (8192 tokens, 32k ascii text)
	Added: Freeform move, pan and selection in sprite and map editors
	Added: Flood-fill tool (sprite and map)
	Added: .GIF saver
	Added: CTRL-Stamp to stamp with transparency
	Added: Single-step undo for map and sprites
	Added: 2x2 brush
	Added: sqrt(), atan2()
	Added: CTRL-S to quick-save
	Added: CTRL-R reloads .p8 file and runs (useful for external text editing)
	Added: Automatic backups on overwriting or quitting without saving
	Added: Scroll wheel zooms in sprite editor
	Added: Customisable resolution //  e.g. pico8 -width 580
	Added: Strings highlighted as green
	Added: ALT-click can optionally simulate right click (see config.txt)
	Added: palt() to control transparency for spr(), sspr()
	Added: info()
	Changed: load() tries adding .p8.png, .png if file doesn't exist
	Changed: Draw operations apply only to selection when active
	Changed: Move operations (cursors) apply to selection if present
	Changed: Removed time()
	Changed: Random seed is random on cart startup
	Changed: api functions never read directly from cart rom
	Changed: sspr() can take negative values for dw, dh
	Fixed: Sparse table indexing with integers fails
	Fixed: Assignment operators and shortform if-then-else failing
	Fixed: sspr() failed when w0 == 128
	Fixed: Circle drawing broken when camera not (0,0)
	Fixed: CPU hogging
	Fixed: Noise instrument clobbers rnd() sequence
	Fixed: Audio system not resetting on program reset
	Fixed: % operator sometimes wrong for negative values
	Fixed: Length operator (#)
	Fixed: Power operator (^)
	Fixed: Line clipping bug on right and bottom edges
	Fixed: print() precision for whole numbers
	Fixed: print() broken for negative y values
	Fixed: tokenization and keyword highlighting
	Fixed: sprite properties not copied/pasted
	Fixed: Only sfx 0..32 could be used as music patterns
	Fixed: Saving and loading a .p8 file adds newline to end of code
	Fixed: Drag selection to left margin in code editor -> selects all
	
	
v0.1.0

	Added: demo cart: hello.p8 (use install_demos)
	Added: CTRL-R from anywhere to run cart or restart cart
	Added: use a,s to select colour in gfx editor
	Added: consistent operation cpu costs
	Added: btn(), btnp() with no arguments returns bitfield
	Added: fget(id) returns bitfield of that sprite's flags
	Changed: renamed mapdraw() to map() for consistency
	Changed: default sleep time is 5ms (better cpu consumption for laptops)
	Fixed: memory limiter
	Fixed: wonky line and circle drawing
	Fixed: shift-click volume in sfx editor to set all
	Fixed: number formatting is now never in scientific notation
	Fixed: clipped error messages in console
	Fixed: text undo stores rollback points when chaning line number
	Fixed: print(str) carriage returns to previous x


v0.0.5

	Added: help()
	Added: Ctrl+F / Ctrl+G to search for text, repeat search
	Added: del key in code editor
	Added: Short-hand single-line IF statements
	Added: Unary operators += -= /= *= %=
	Added: srand(), time(), added rnd() to docs
	Added: Ctrl+D to duplicate line
	Added: interactive ls() for multi-page file listings
	Added: band() bor() bxor() bnot() shl() shr()
	Added: runtime error line number
	Added: dir() (aliased to ls())
	Changed: print() only autoscrolls when called with no parameters
	Changed: alt+up/down to skip between function definitions (was ctrl)
	Changed: sspr() dw, dh defaults to sw, sh
	Fixed: Load crashes on files that are not .p8 format or directories
	Fixed: Misc editor cursor position glitches
	Fixed: Crash when syntax error occurs before viewing code
	Fixed: Broken newlines after rebooting
	Fixed: mkdir() called with no parameters creating "(null)" directory
	Fixed: scrolling past top of code with scrollwheel
	Fixed: alt-f4 to fastquit


v0.0.4

	Added: Jelpi demo cart
	Added: Internal carts // use install_demos()
	Added: Joystick support
	Added: Undo/redo in code editor
	Added: Scroll wheel in code editor
	Added: LCTRL + UP/DOWN to navigate functions in code editor
	Added: LALT + LEFT/RIGHT to switch editing modes
	Added: btnp()
	Added: Release looping sample (a in editor , sfx(-2, channel) in code)
	Changed: Music stops when pausing program execution
	Changed: Allow 8 settable sprite flags
	Changed: Made noise instrument more bassy
	Fixed: Home, end keys
	Fixed: Sprite flags 4,5 not saved
	Fixed: mset() discarding 4 high bits
	Fixed: Crash when highlighting long strings


v0.0.3

	Added: Palette mapping type 1 (on display)
	Added: Collections can be initialized with c={1,2,..}
	Added: holdframe() // used automatically by _draw(), update()
	Added: Sprite selections and operations across selections
	Added: Map selection and stamp tool
	Added: Immediate mode screen buffer preserved while switching views
	Added: Channel mask for music playback
	Added: Memory mapping for live sound data
	Added: .png cart format
	Added: Sprite navigation by keyboard (-, +)
	Fixed: Strict 4-channel sound
	Fixed: Automatic sfx channel selection (channel index: -1)


v0.0.2

	Added: Command history
	Added: P2 keys
	Added: Boot sequence
	Added: Windows, 64-bit linux builds
	Added: CPU cost of internal api functions
	Added: Separate song channel index and mute status
	Added: Memory mapping
	Added: Search/replace colour in sprite editor
	Added: Copy/paste sprites and map regions
	Improved: Immediate mode command editing
	Improved: Editor cursor behaviour
	Fixed: Automatic audio channel selection


v0.0.1 

	First Alpha

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