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README.md
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- name: license
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dtype: string
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- name: thread_id
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dtype: int32
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- name: thread_url
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dtype: string
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- name: lua_code
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dtype: string
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- name: token_count
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dtype: int32
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- name: char_count
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dtype: int32
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- name: has_init
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dtype: bool
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- name: has_update
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dtype: bool
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- name: has_draw
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dtype: bool
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- name: is_duplicate
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dtype: bool
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- name: spritesheet
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dtype: image
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- name: label_image
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dtype: image
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- name: map_image
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dtype: image
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- name: map_data
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list: uint8
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- name: sprite_flags
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list: uint8
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- name: gfx_hex
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dtype: string
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- name: sfx_hex
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dtype: string
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- name: music_hex
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dtype: string
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splits:
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- name: train
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num_bytes: 456531640
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num_examples: 10967
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download_size: 303731870
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dataset_size: 456531640
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configs:
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- config_name: default
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data_files:
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- split: train
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path: data/train-*
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---
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| 1 |
---
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+
license: cc-by-nc-sa-4.0
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+
task_categories:
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+
- text-generation
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+
- image-to-text
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+
language:
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- en
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+
tags:
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- pico-8
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- games
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- pixel-art
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- lua
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- code-generation
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- retro
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- fantasy-console
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- sprites
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- chiptune
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+
- game-development
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+
pretty_name: "PICO-8 Games"
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+
size_categories:
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+
- 10K<n<100K
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---
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+
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# PICO-8 Games Dataset
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<p align="center">
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<img src="showcase.gif" alt="PICO-8 Games Showcase" width="384">
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</p>
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+
**The first multimodal dataset of PICO-8 games.** 10,967 cartridges scraped from the [Lexaloffle BBS](https://www.lexaloffle.com/bbs/?cat=7#sub=2), each decomposed into Lua source code, pixel-art spritesheets, tile maps, sound effects, music patterns, and metadata.
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+
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<p align="center">
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<img src="hero_grid.png" alt="Top 48 PICO-8 games by star count" width="800">
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<br>
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<em>Label screenshots from the top 48 games by star count</em>
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</p>
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+
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## What's Inside
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+
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+
Every PICO-8 cartridge is a self-contained game packed into a single file. This dataset cracks each one open into its component parts:
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<p align="center">
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<img src="modalities.png" alt="Cart modalities breakdown" width="800">
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<br>
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<em>The anatomy of a PICO-8 cartridge (Celeste by Matt Thorson & Noel Berry)</em>
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</p>
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| Modality | Format | Description |
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|----------|--------|-------------|
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| **Lua source code** | String (up to 65,535 chars) | The complete game logic in PICO-8's Lua dialect |
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+
| **Spritesheet** | 128x128 PNG (16 colors) | Up to 256 8x8 sprites — all the game's pixel art |
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+
| **Label image** | 128x128 PNG | The developer's chosen screenshot representing the game |
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| **Tile map** | 128x32 grid of tile indices | The spatial layout of game levels |
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| **Sound effects** | 64 SFX slots, hex-encoded | Each SFX has 32 notes with pitch, waveform, volume, and effects |
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| **Music patterns** | 64 patterns, hex-encoded | 4-channel music sequencer data referencing SFX slots |
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| **Sprite flags** | 256 bytes | 8 boolean flags per sprite, used for collision/behavior |
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## Dataset Schema
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```python
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{
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# --- Metadata ---
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"cart_id": str, # Unique cart identifier (lid)
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"title": str, # Game title
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"author": str, # Author username
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+
"description": str, # Author's description (when available)
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+
"tags": list[str], # User-applied tags ("platformer", "shooter", etc.)
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+
"stars": int, # Community star/like count (primary quality signal)
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+
"reply_count": int, # Number of thread replies (engagement signal)
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+
"date_posted": str, # Original post date (YYYY-MM-DD HH:MM:SS)
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+
"date_updated": str, # Last update date
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+
"license": str, # "CC4-BY-NC-SA" or "" (71% are CC4-licensed)
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+
"thread_id": int, # BBS thread ID
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"thread_url": str, # Direct link to the BBS thread
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+
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# --- Code ---
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"lua_code": str, # Complete Lua source code
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+
"token_count": int, # Approximate PICO-8 token count
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+
"char_count": int, # Character count of Lua code
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+
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# --- Quality flags ---
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"has_init": bool, # Has _init() function
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+
"has_update": bool, # Has _update() or _update60() function
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+
"has_draw": bool, # Has _draw() function
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"is_duplicate": bool, # Exact code duplicate of a higher-starred cart
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+
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# --- Visual data ---
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"spritesheet": Image, # 128x128 RGB spritesheet (PICO-8's 16-color palette)
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+
"label_image": Image, # 128x128 cart label screenshot (if captured by dev)
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| 90 |
+
"map_image": Image, # Rendered tile map using spritesheet (if map data exists)
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+
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# --- Raw data (for lossless roundtripping) ---
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+
"gfx_hex": str, # Raw spritesheet as hex digits
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+
"map_data": list[int], # Raw tile indices (uint8)
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| 95 |
+
"sprite_flags": list[int], # Raw sprite flags (uint8)
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| 96 |
+
"sfx_hex": str, # Raw sound effect data
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| 97 |
+
"music_hex": str, # Raw music pattern data
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+
}
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+
```
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| 100 |
+
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+
## Quick Start
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| 102 |
+
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```python
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from datasets import load_dataset
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| 105 |
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| 106 |
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ds = load_dataset("Fraser/pico-8-games")
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# Browse the top games
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top = ds["train"].sort("stars", reverse=True)
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for row in top.select(range(10)):
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print(f"{row['title']:30s} {row['stars']:4d} stars by {row['author']}")
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| 112 |
+
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# Filter to high-quality, unique, CC4-licensed games
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+
hq = ds["train"].filter(lambda x: (
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x["stars"] >= 10
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and not x["is_duplicate"]
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and x["has_init"] and x["has_update"] and x["has_draw"]
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| 118 |
+
and x["license"] == "CC4-BY-NC-SA"
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))
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print(f"High-quality subset: {len(hq)} games")
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```
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## Running a Cart
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| 124 |
+
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PICO-8 carts are playable games. To run one:
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| 126 |
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**1. In the browser** — Visit the `thread_url` for any cart and click "Play" on the BBS page.
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| 128 |
+
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| 129 |
+
**2. With PICO-8** ($15, [lexaloffle.com](https://www.lexaloffle.com/pico-8.php)) — Reconstruct the `.p8` text file:
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| 130 |
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| 131 |
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```python
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| 132 |
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row = ds["train"][0]
|
| 133 |
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| 134 |
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# Build the .p8 file from dataset columns
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| 135 |
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p8_text = "pico-8 cartridge // http://www.pico-8.com\nversion 42\n"
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| 136 |
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p8_text += f"__lua__\n{row['lua_code']}\n"
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| 137 |
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p8_text += f"__gfx__\n{row['gfx_hex']}\n"
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| 138 |
+
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| 139 |
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# Add map data (convert byte array back to hex lines)
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| 140 |
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map_bytes = row["map_data"]
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| 141 |
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if map_bytes:
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| 142 |
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p8_text += "__map__\n"
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| 143 |
+
for y in range(0, len(map_bytes), 128):
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| 144 |
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line = "".join(f"{b:02x}" for b in map_bytes[y:y+128])
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| 145 |
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p8_text += line + "\n"
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| 146 |
+
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| 147 |
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# Add sprite flags
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flags = row["sprite_flags"]
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| 149 |
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if flags:
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| 150 |
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p8_text += "__gff__\n"
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| 151 |
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p8_text += "".join(f"{b:02x}" for b in flags) + "\n"
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| 152 |
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p8_text += f"__sfx__\n{row['sfx_hex']}\n"
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| 154 |
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p8_text += f"__music__\n{row['music_hex']}\n"
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| 155 |
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| 156 |
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with open("game.p8", "w") as f:
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| 157 |
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f.write(p8_text)
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| 158 |
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# Then: pico8 -run game.p8
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| 159 |
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```
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| 160 |
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| 161 |
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## Extracting Components
|
| 162 |
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|
| 163 |
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### Render the spritesheet
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| 164 |
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| 165 |
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Each cart's spritesheet is a 128x128 image using PICO-8's fixed 16-color palette. It's stored both as a rendered PNG and as raw hex for lossless access.
|
| 166 |
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|
| 167 |
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```python
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| 168 |
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# The spritesheet is already a PIL Image
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| 169 |
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row = ds["train"][0]
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| 170 |
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row["spritesheet"].save("sprites.png")
|
| 171 |
+
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| 172 |
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# Or parse individual 8x8 sprites from the hex data
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| 173 |
+
gfx = row["gfx_hex"]
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| 174 |
+
lines = gfx.strip().split("\n")
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| 175 |
+
# Each hex digit = one pixel (4-bit color index)
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| 176 |
+
# Sprite 0 is at (0,0), sprite 1 at (8,0), ..., sprite 16 at (0,8)
|
| 177 |
+
sprite_id = 42
|
| 178 |
+
sx = (sprite_id % 16) * 8
|
| 179 |
+
sy = (sprite_id // 16) * 8
|
| 180 |
+
for y in range(8):
|
| 181 |
+
row_pixels = lines[sy + y][sx:sx + 8]
|
| 182 |
+
print(row_pixels) # e.g. "00770700" — each digit is a color index
|
| 183 |
+
```
|
| 184 |
+
|
| 185 |
+
### Extract the tile map
|
| 186 |
+
|
| 187 |
+
The map is a grid of tile indices referencing sprites from the spritesheet:
|
| 188 |
+
|
| 189 |
+
```python
|
| 190 |
+
import numpy as np
|
| 191 |
+
from PIL import Image
|
| 192 |
+
|
| 193 |
+
PICO8_PALETTE = [
|
| 194 |
+
(0,0,0), (29,43,83), (126,37,83), (0,135,81),
|
| 195 |
+
(171,82,54), (95,87,79), (194,195,199), (255,241,232),
|
| 196 |
+
(255,0,77), (255,163,0), (255,236,39), (0,228,54),
|
| 197 |
+
(41,173,255), (131,118,156), (255,119,168), (255,204,170),
|
| 198 |
+
]
|
| 199 |
+
|
| 200 |
+
row = ds["train"][0]
|
| 201 |
+
map_data = row["map_data"] # flat list of uint8 tile indices
|
| 202 |
+
# Reshape to 32 rows x 128 columns (some carts use 64 rows, sharing sprite memory)
|
| 203 |
+
width = 128
|
| 204 |
+
height = len(map_data) // width
|
| 205 |
+
tiles = np.array(map_data).reshape(height, width)
|
| 206 |
+
|
| 207 |
+
print(f"Map size: {width}x{height} tiles = {width*8}x{height*8} pixels")
|
| 208 |
+
print(f"Unique tiles used: {len(np.unique(tiles))}")
|
| 209 |
+
```
|
| 210 |
+
|
| 211 |
+
### Parse sound effects
|
| 212 |
+
|
| 213 |
+
Each SFX slot contains 32 notes. The hex format encodes pitch, waveform, volume, and effect per note:
|
| 214 |
+
|
| 215 |
+
```python
|
| 216 |
+
row = ds["train"][0]
|
| 217 |
+
sfx_lines = row["sfx_hex"].strip().split("\n")
|
| 218 |
+
|
| 219 |
+
for i, line in enumerate(sfx_lines[:4]): # First 4 SFX
|
| 220 |
+
# First 2 chars: editor mode, next 2: speed, next 2: loop start, next 2: loop end
|
| 221 |
+
header = line[:8]
|
| 222 |
+
notes = line[8:]
|
| 223 |
+
speed = int(header[2:4], 16)
|
| 224 |
+
print(f"SFX {i}: speed={speed}, {len(notes)//5} notes")
|
| 225 |
+
# Each note is 5 hex chars: pitch(2) waveform(1) volume(1) effect(1)
|
| 226 |
+
```
|
| 227 |
+
|
| 228 |
+
### Parse music patterns
|
| 229 |
+
|
| 230 |
+
Music patterns sequence up to 4 SFX channels together:
|
| 231 |
+
|
| 232 |
+
```python
|
| 233 |
+
row = ds["train"][0]
|
| 234 |
+
music_lines = row["music_hex"].strip().split("\n")
|
| 235 |
+
|
| 236 |
+
for i, line in enumerate(music_lines[:8]):
|
| 237 |
+
# Each line: 2 flag chars + 4 channel values (2 hex chars each)
|
| 238 |
+
flags = int(line[0:2], 16)
|
| 239 |
+
channels = [int(line[2+j*2:4+j*2], 16) for j in range(4)]
|
| 240 |
+
# Bit 0-2 of each channel byte: loop flags; bits 6+: SFX index (0-63, 65+ = off)
|
| 241 |
+
ch_display = [f"sfx {c & 0x3f}" if c < 65 else "---" for c in channels]
|
| 242 |
+
print(f"Pattern {i}: {' | '.join(ch_display)} flags={flags:08b}")
|
| 243 |
+
```
|
| 244 |
+
|
| 245 |
+
## Quality Distribution
|
| 246 |
+
|
| 247 |
+
<p align="center">
|
| 248 |
+
<img src="quality_analysis.png" alt="Quality analysis plots" width="900">
|
| 249 |
+
</p>
|
| 250 |
+
|
| 251 |
+
| Star Tier | Count | % |
|
| 252 |
+
|-----------|------:|---:|
|
| 253 |
+
| 0 stars | 858 | 7.8% |
|
| 254 |
+
| 1-4 stars | 4,049 | 36.8% |
|
| 255 |
+
| 5-9 stars | 2,653 | 24.1% |
|
| 256 |
+
| 10-49 stars | 2,868 | 26.0% |
|
| 257 |
+
| 50-99 stars | 206 | 1.9% |
|
| 258 |
+
| 100-199 stars | 246 | 2.2% |
|
| 259 |
+
| 200+ stars | 133 | 1.2% |
|
| 260 |
+
|
| 261 |
+
**Suggested quality tiers for downstream use:**
|
| 262 |
+
- **Featured** (200+ stars): 133 exceptional games — Celeste, POOM, Porklike, etc.
|
| 263 |
+
- **High quality** (50+ stars): 585 polished, community-recognized games
|
| 264 |
+
- **Solid** (10+ stars): 3,453 games that found an audience
|
| 265 |
+
- **Full corpus**: 10,967 games including experiments, demos, tools, and art
|
| 266 |
+
|
| 267 |
+
Use `is_duplicate=False` to exclude 53 carts that are exact code copies of higher-starred originals (mostly Celeste/Jelpi mods).
|
| 268 |
+
|
| 269 |
+
## About PICO-8
|
| 270 |
+
|
| 271 |
+
[PICO-8](https://www.lexaloffle.com/pico-8.php) is a fantasy console by [Lexaloffle](https://www.lexaloffle.com/) — a deliberately constrained environment for making tiny games:
|
| 272 |
+
|
| 273 |
+
- **Display**: 128x128 pixels, 16 fixed colors
|
| 274 |
+
- **Code**: Lua subset, max 8,192 tokens / 65,535 characters
|
| 275 |
+
- **Sprites**: 256 8x8 sprites on a 128x128 sheet
|
| 276 |
+
- **Map**: 128x32 tiles (or 128x64 sharing sprite memory)
|
| 277 |
+
- **Sound**: 64 SFX slots, 64 music patterns, 4 channels
|
| 278 |
+
- **Input**: 6 buttons (directional pad + O/X)
|
| 279 |
+
|
| 280 |
+
Every game's complete source code, art, sound, and music fits in a single `.p8.png` file — a 160x205 PNG with data steganographically encoded in the least significant bits.
|
| 281 |
+
|
| 282 |
+
## How This Dataset Was Built
|
| 283 |
+
|
| 284 |
+
1. **Index**: Scraped all ~368 pages of the [PICO-8 BBS Releases](https://www.lexaloffle.com/bbs/?cat=7#sub=2) category
|
| 285 |
+
2. **Download**: Fetched 10,999 `.p8.png` cart files (14 were unavailable)
|
| 286 |
+
3. **Parse**: Converted each cart to `.p8` text format using [shrinko8](https://github.com/thisismypassport/shrinko8), then extracted all sections
|
| 287 |
+
4. **Render**: Generated spritesheet and map PNGs using the PICO-8 palette
|
| 288 |
+
5. **Quality**: Computed entry point flags, duplicate detection, and star/engagement metadata
|
| 289 |
+
|
| 290 |
+
Data was collected in March 2026. The scraper respected rate limits (1.5s between requests) and identified itself via User-Agent.
|
| 291 |
+
|
| 292 |
+
## Citation
|
| 293 |
+
|
| 294 |
+
```bibtex
|
| 295 |
+
@dataset{pico8games2026,
|
| 296 |
+
title={PICO-8 Games Dataset},
|
| 297 |
+
author={Fraser Greenlee},
|
| 298 |
+
year={2026},
|
| 299 |
+
url={https://huggingface.co/datasets/Fraser/pico-8-games},
|
| 300 |
+
note={10,967 PICO-8 cartridges from the Lexaloffle BBS}
|
| 301 |
+
}
|
| 302 |
+
```
|
| 303 |
+
|
| 304 |
+
## License
|
| 305 |
+
|
| 306 |
+
71% of carts in this dataset are released under [CC4-BY-NC-SA](https://creativecommons.org/licenses/by-nc-sa/4.0/) by their authors. The remaining 29% have no explicit license specified. Filter on the `license` column for your use case. The dataset metadata and tooling are released under CC-BY-NC-SA-4.0.
|