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Nintendo Switch Discussion

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PerskaCreated:
Is there a command reference out for the Switch version? I don't see anything on the site, but I never did make it past the login wall. Did they do anything to let you z-order the sprites? I don't see anything, but it might be there. Looks like you can at least use a generated image now instead of everything being pulled from file. For the z-order question, I am thinking of double dragon/final fight. You don't want a person in the background drawn over the top of someone in the foreground.

I believe all of the images here are taken from videos.

That explains it, thanks.

I feel that while this a thread for Nintendo Switch discussion, FUZE BASIC discussion should be moved to another thread. I feel like this thread should be more about SmileBASIC 4, since it's coming out soon, at least until it releases.

I feel that while this a thread for Nintendo Switch discussion, FUZE BASIC discussion should be moved to another thread. I feel like this thread should be more about SmileBASIC 4, since it's coming out soon, at least until it releases.
I think it's appropriate to have all Nintendo Switch topics encompassed here. And it's not like there's many details coming out about SmileBASIC 4, so we make do with what we get here.

So 12 noticed that some of the FUZE videos are missing... I don't know which ones are gone on the current channel (a 3D demo and some other things, maybe?), but I do know that their old channel was deleted (https://www.youtube.com/channel/UC2xD4m1Obefwy0c7IxNgyVQ) Notable missing videos (from old channel) include the one discussed here http://smilebasicsource.com/forum?fpid=24537#post_24537 Also, the .wmv files in /bin were on the old channel

Makes you wonder if they're covering for something. Not sure what they'd have to gain though? Or if they've seen this thread, even.

They're trying to wipe out all evidence of "Hello FUZE fans" :(

Will FUZE have dlc?

I believe they have DLC planned. I don't imagine it will work much better than the SmileBasic DLC did as it would threaten to either be passed around easily or divide the community.

Found this just a few minutes ago, thought I would share https://www.fuze.co.uk/about-fuze4-nintendo-switch.html

Over $1,000 worth of high-quality gaming assets I wonder how they calculated this figure.


NEWS FLASH Petitcom 4 will be released on May 23rd 2019 (JST) 3000 yen https://www.petc4.smilebasic.com/ (and Pres. Notohoho's tweet) Man, he makes us wait long but announces it quick!

NEWS FLASH Petitcom 4 will be released on May 23rd 2019 (JST) 3000 yen https://www.petc4.smilebasic.com/ (and Pres. Notohoho's tweet) Man, he makes us wait long but announces it quick!
Some articles: Gamer.ne.jp (the most info) todo: add more articles

NEWS FLASH Petitcom 4 will be released on May 23rd 2019 (JST) 3000 yen https://www.petc4.smilebasic.com/ (and Pres. Notohoho's tweet) Man, he makes us wait long but announces it quick!
Some articles: Gamer.ne.jp (the most info) todo: add more articles
Damn, that's a week from now. Any idea if old programs will work on SB4? If so, that might mean that new programs will work with SBAPI (which would make life a whole lot easier)

SB3 programs are incompatible because of breaking language changes, but you'll be able to load contents of the SB3 keys in SB4. Downloading SB4 programs to SB3 is not possible (guessing because project structure is different and incompatible--porting programs up is the more likely use case, anyway) Source: https://twitter.com/notohoho/status/1128663991847309312

- CONST keyword exists. - Array literals exist arrays have a nicer initializer notation. probably not real literals(source) - SYSPARAM command (source) - LAYER, LFILTER, LMATRIX commands for I guess changing the display size/orientation/effects - SUB* commands: SUBRUN, XSUBSCREEN, allow splitting the screen layout and running programs alongside the editor + the software keyboard is a program and uses SUBRUN (?) - 128 MB available memory - uploaded projects 20 MB cap (I think there's a tweet saying you can purchase more) - HD joycon vibration is available so someone better make the ice cube demo - screen resolution from 128x128 to 1280x720 (startup is 400x240) - graphics pages are now 2048x2048 - a special graphics page exists at page -1 that is read-only and always returns & HFFFFFFFF - 5 text pages - clipping, coordinate transformation, filter and special composition for each [sprite] layer (up to 8) - layer transforms take any 4x4 or 2D affine transformation matrix - Layer filters are mosaic, blur, color conversion, raster deformation (h & v) - Composition options: multiplication with color, additive with layer below, multiplicative (https://www.petc4.smilebasic.com/spec) Reference manual: https://sup4.smilebasic.com/doku.php?id=reference:top Keyword list
IF THEN ELSE IF ENDIF CASE WHEN OTHERWISE ENDCASE GOTO GOSUB RETURN ON LOOP ENDLOOP FOR NEXT WHILE WEND REPEAT UNTIL BREAK CONTINUE
 DEF END DEFOUT VAR DIM AND OR XOR NOT DATA READ RESTORE PRINT TPRINT INPUT LINPUT CALL SWAP OUT COMMON EXEC
Along with running subprograms, state of the interpreter can be polled with ENVSTAT and there are ENV commands for working with moving resources from the main environment to sub-environments? Console input history can be read, ENVFOCUS polls/acquires focus, and HELPINFO/HELPGET can even read from the help manual Arrays with 2+ dimensions can be accessed as 1D arrays. Variables are untyped and can take any type at any time. e.g. A$=100:A$="11" is legal. backslash at the end of a line = line continuation Advanced Sound Processing Unit content seems to be available in the base software. LAST(A) = LEN(A) - 1 CONST allows any type, ENUM sets only integer types Text screens can also have callbacks assigned (CALL TEXT) SYSPARAM gets some system environment info (LANG, SYSBEEP, TABSTEP, KEYREPEAT, MOUSE CURSOR) PERFBEGIN/PERFEND are for microsecond measurement, up to 7 counters METAEDIT alows editing project metadata (title, description, icon) for display on the home menu variadic functions DEF VARFUNC * OUT * DEFARG(i), DEFARGC(), DEFOUTC() for checking args, num args, num output Case statement
CASE A
 WHEN 0: PRINT "A" 
 WHEN 1: PRINT "B" 
 OTHERWISE: PRINT "X" 
ENDCASE
TPUT screen, X, Y, character/string, attribute : short LOCATE:PRINT combination DIM(array, [dimension]) (function form) retrieves dimension length ?? prints information about a variable, including length and contents of arrays DIM ARRAY[] shorthand for 1D 0-length array

- CONST keyword exists. - Array literals exist arrays have a nicer initializer notation. not real literals(same as above source) - SYSPARAM command (source)
Are these two links supposed to point to the same tweet? If so, then where is this array initialization syntax? I can't seem to find it in that video.

- CONST keyword exists. - Array literals exist arrays have a nicer initializer notation. not real literals(same as above source) - SYSPARAM command (source)
Are these two links supposed to point to the same tweet? If so, then where is this array initialization syntax? I can't seem to find it in that video.
Oh sorry, I changed the first one later. The initialization syntax can be seen here: https://sup4.smilebasic.com/doku.php?id=reference:ๅค‰ๆ•ฐใ‚„้…ๅˆ—ใฎๅฎš็พฉใ€ๆ“ไฝœใซ้–ขใ™ใ‚‹ๅ‘ฝไปค