Graphics Tutorial

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Kayleigh Telega

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Aug 5, 2024, 1:23:19 PM8/5/24
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Sincegetting into Pico-8, I've enjoyed finding ways to optimize my code and fit a lot in a small space, and this has included making Tweetcarts. Recently, I've found ways to cram detailed sprite graphics into a tweet and have made various animated demos like these:

People have shown interest in learning my techniques, so I decided to make this tutorial. The ideas here could come in handy for tweetcarts, entries for TweetTweetJam or Pico1K Jam, or just fitting more into a regular cart.


In order to fit as much information as we can into a few characters, we'll need to use data strings with the largest possible range of of values, and therefore the largest range of symbols from Pico-8's character set.


Alternately, if you're not going to post your code to Twitter, such as in the case of the Pico1K Jam, you can use characters 0-255, and you don't need to worry about any counting as 2 chars, though symbols 0,10,13,34, and 92 will still require an extra backslash character, which the encoders below will add automatically.


Anyway, to turn our string into values, we'll use Pico-8's ord() function, and since the optimal range of characters we can use for tweets start at #35, we'll need to correct for this by adding 35 when encoding. When decoding, we'll subtract 35, like this: value = ord(string,character)-35. If you're not posting to Twitter, you can pick your minimum starting value, for example, setting it to 16 to avoid the escape sequence characters needed for symbols 0,10, and 13, or just setting it to 0 for the full range of characters.


Now we can find the maximum number of pixels that each string character can hold. So far I've used two different methods for encoding pixels into characters: directly encoding values for a number of pixels, or a simple version of Run Length Encoding (RLE). RLE is more efficient for sprites with lots of single-color spans, while direct encoding is better for more detailed graphics. For both types, there's a tradeoff between range of possible colors and how many pixels can be encoded within our character range. Here are some examples of different combinations:


Once we've encoded our strings, we need to decode them back into images. The most straightforward method would use a few nested loops-- two outer loops for horizontal and vertical position, and an inner loop to iterate through the pixel values described by each character. It would take up a large chunk of a tweet just for these loops, though, so we've got to condense things. Fortunately, we can do this using math, specifically the floor divide () and modulo (%) operators. The modulo operator lets us loop through a specific range of values, while floor divison lets us switch to a new value at a specific point. Used together, these can have all kinds of non-linear effects and replace various conditional logic. Here, index_variable%width gives horizontal position and index_variable\width gives vertical position, and the operators are also used along with ^ to iterate through the color values in a single character for per-pixel decoding, or without to separate the color and run length values for an RLE decoder. In both cases, v equals the value derived from each character of the data string (represented by empty double quotes).


The expression v\c^(i%p)%c, which I guess I'll call the pixel value, is where v, the value of each character, is separated out into its component values for each pixel. For instance, if there are 4 possible colors, the value for each pixel will be found by separating out the multiples of 4^0, 4^1, and 4^2,-- AKA 1,4, and 16.


Here, the run length is stored as a multiple of the total number of possible colors, and the desired color is added to that value. At decoding, we get the pixel value v%c by using modulo, and the run length by using floor division. An inner 'for' loop then sets the specified number of pixels to the correct color.


Now we need some encoders to build strings for our decoders. The following two encoders work by scanning the top left portion of the spritesheet left to right and top to bottom, and storing either direct pixel values or color and length values in each character. They also automatically determine the largest color value present, and use that to determine how many pixels can be contained in each character. Since color 0 (transparent) is used, the total number of colors will be 1 greater than the highest color value, so if color 9 is used, there are 10 potential colors. If you aren't posting to Twitter and want to use the most possible characters, you can set 'min_val' to 0 and 'max_val' to 255 to use all 256 of them.


To make the most of your data strings, you'll need to optimize your spritesheet. For example, here are the raw spritesheets for the demos I showed earlier (well, half of the frames for the Lemmings one).


While Jelpi uses colors from Pico-8's full palette and works better with RLE, the Lemmings and Pitfall Harry sprites only use 4 and 2 colors respectively, and both are stored more efficiently using direct pixel encoding. Because of the math involved, if you want to restrict your palette to save space, you'll need to draw the sprites using the lowest-numbered colors. With 4 colors we have to use colors 0-3, and with 2 colors, we use 0 and 1. It looks weird, but we'll fix it later.


In addition to this, the Lemmings sprites aren't laid out horizontally as you might expect, but vertically. That's because they're only six pixels wide, so placing them side-by-side would take 1/3 more space than necessary. You'll also notice there aren't full frames of animation for Jelpi's run because there wasn't enough space. Because Jelpi's head is the same in each frame and only the position of the legs change, I just drew the head once and stored stacked animation frames of the 2-pixel high leg area, which will be displayed using the sspr(). Jelpi does move up and down a pixel during the run cycle, but that can be added at runtime by altering the vertical sprite position based on the current frame in the animation cycle using '%' and '\'. As you can see, even with efficient compression, it takes some thought and ingenuity to squeeze sprite graphics and animation down to a few hundred characters.


If you restricted your sprites' color range to save space, you'll need to set the pixels back to the right colors. There are a few different ways to do this, but each one takes around a dozen characters or more, so experiment and compare how many chars it takes to recolor vs. just encoding the right colors in the first place.


Using the Lemmings sprites above as an example of recoloring indexed color sprites, I've come up with two main solutions for this. The first lets you recolor using Pico-8's standard palette, as you can see in the second lemming , and the second lets you use any mixture of colors from the standard and dark palettes, which can be a better fit, as seen in the third lemming.


The standard color method uses a small extra string placed inside an ord() function to act as a lookup table. Place this into the sset() command in the decoder as the third input, with the pixel value v\4^(i%3)%4 used as the string position input. It will intercept the pixel values of 0-3 which the output of the string produces, and instead of using it to color the pixels directly, it will use the small string as a lookup table for the corrected colors. Note that you only need 1 less than the number of colors in your palette, (e.g. 3 string characters for a palette of 4 colors). This is because there's no entry 0 in the string, so color 0 will remain unchanged and transparent, which we'll want. As for which characters to use, you can use any which are in the correct column of the character set, though I like to use chars 48-63 as shown in green below, because it makes things more intuitive for 10 out of the 16 colors. Using these characters, our lookup string will have characters from columns 13,11, and 15, or "=;?".


For recoloring using mixed standard and dark palette colors, the most compact way I've found is to declare a small table at the beginning of your code instead of using a lookup string. Like the standard color method, this won't effect color 0, just keep in mind that colors 1-whatever will have those new values wherever they are used. The dark palette colors are usually called by their color palette index number+128, so for medium blue we'd add 12 (light blue) and 128 for 140. I've found that the same effect can be had by just subtracting 16, though, instead of adding 128, which can save a character. So, to get medium blue, we can use 12-16= -4. Likewise, for medium green, we can use 11-16= -5.


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Now, the Pitfall sprites are more of a special case. They're one bit, or just 0 and 1. This saves space and allows 6 on or off pixels per character for a 92-character range, or 7 if you're using a range of 221 characters, but by default everything will just be dark blue. I've come up with two main methods for dealing with this as well. The first is just setting every 'on' pixel to a certain consistent value, and the second recreates the look of Atari graphics by recoloring the 1-bit sprite on every scanline.


Changing the sprite color from dark blue to a single other color is very simple. Since every non-transparent pixel equals 1, just multiply the pixel value v\2^(i%6)%2 by the color you want. In the case above, I used 11.


The 80 here represents twice the width of pixels of all our sprites, which are 40 pixels wide, and the floor divide means this value will count up by 1 every time i increases by 80, or every two rows, so each character in our lookup string will color two rows of pixels. If we replaced 80 with 40, we'd be able to color each individual row with a string entry. An offset (120) is added to i here because if not, no color would be assigned until two rows had been completed, cutting of Pitfall Harry's head (yikes...). The offset here is 120 specifically because that means the pixels will be set to the color of the first symbol only for the first row, (80 to get to 1, plus 40 so the value will change to 2 after 40 pixels, or 1 row), which is helpful because his brown hair is only one pixel tall.

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