Undune2 working but graphics corrupted
Tried latest build on MiyooMini and Windows SDL2 and got the same result:

It looks like this on Pico8:

The "select" icon appears instead as a hexadecimal string when selecting vehicles and the title bar is corrupted.
Thanks for the report. I noticed these issues as well when I got this game working, but haven't yet done more thorough investigation into the root causes.
The two issues described should be fixed now. Both had to do with P8SCII control codes not matching pico 8 behavior. I assume those control codes were used to save tokens. I'm going to leave this open though, because although Undune is arguably playable, the map is still not correct, the build menu text is not placed correctly, and there may well be other issues.
Many thanks for those undune2 fixes! :) (and apols for the duplicate Slipways issue)
One of the first graphical issues you can still get with Undune2 is when selecting Atreides as your house. The glitch looks like:

That's because in the Undune2 code it's doing: spr(6, 0, 40, 16,16) to draw the sprite.
i.e. it's trying to pick the 6th sprite but then draw 16 sprite widths even though the spritesheet is 128x128. So we really should cap the width.
In Graphics::spr in graphics.cpp you could add something like:
if (spr_x + spr_w > 128) spr_w = 128 - spr_x; if (spr_y + spr_h > 128) spr_h = 128 - spr_y;
Before copySpriteToScreen to clamp the values.
Most of the graphical issues on Undune 2 should be fixed now, and it seems to be playable in my quick tests. The up and down arrows in the build menu are still not rendering though. I think I have the bug narrowed down to an lua issue the combination of a shorthand if and shorthand print.