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Discostew

Discostew Inactive

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  1. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 Don't think so, because there's no information on how many elements there are per channel....
  2. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Don't think so, because there's no information on how many elements there are per channel.
  3. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 I came across something odd. It seems that the smaller resolution I set for XSCREEN, the more pr...
  4. Discostew Discostew edited a post on thread [SB4] TLOAD causes map to disappear if I move too far True about using AND in SB4 because tile sizes can be 24, 48, etc. Well, if you aren't planni...
  5. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far True about using AND in SB4 because tile sizes can be 24, 48, etc. Well, if you aren't planni...
  6. Discostew Discostew edited a post on thread [SB4] TLOAD causes map to disappear if I move too far Two things regarding that code. First is that should OX or OY in the function be negative, it wi...
  7. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far Two things regarding that code. First is that should OX or OY in the function be negative, it wi...
  8. Discostew Discostew edited a post on thread [SB4] TLOAD causes map to disappear if I move too far I noticed you changed your NTLOAD parameter values for W and H (inputting XW and XH). What do th...
  9. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far I noticed you changed your NTLOAD parameter values for W and H (inputting XW and XH). What do th...
  10. Discostew Discostew edited a post on thread [SB4] TLOAD causes map to disappear if I move too far Are you accessing [0,1] to get the next tile? Remember, 2 entries/pixels per tile, the first b...
  11. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far Are you accessing [0,1] to get the next tile? Remember, 2 entried/pixels per tile, the first b...
  12. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far Maybe I misunderstood what you were trying to do. Are you using graphic pages as a temporary b...
  13. Discostew Discostew posted on thread [SB4] TLOAD causes map to disappear if I move too far You two talking about using graphic pages to hold map data got me interested, so I did a very qu...
  14. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 I know the first Final Fantasy had a world map size of 256x256 tiles (if tiles were 16x16 pixels...
  15. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 For me, it's mainly to get some of the functionality I had back with PTC, as that was on the D...
  16. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Funny how one looks at various instructions, and think of ways to use them for a particular func...
  17. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 RINGCOPY has various limitations. Firstly, if both destination and source are 2D, they must ha...
  18. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 I should have been more specific. There are commands that can utilize both 1D and 2D arrays, a...
  19. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Is there a way to have a 2D array be treated like a 1D array, besides copying from 2D to 1D?
  20. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 My current method for scrolling involves using SCROLL to shift the current text-screen content...
  21. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 My current method for scrolling involves using SCROLL to shift the current text-screen content...
  22. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 What I'm saying is this. Imagine loading your map to a text-screen. If the X/Y are (0,0), then...
  23. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Actually, I think I know what's going on. You use CLS to clear the text-screen prior to TLOAD, y...
  24. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Use TCOORD to convert from display coordinates to text screen coordinates?
  25. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 I was hoping for a more automated approach much like how one can use layer composition to do t...
  26. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 I was hoping for a more automated approach much like how one can use layer composition to do t...
  27. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Is there a way to do color subtraction? Would really help with the effect I'm trying to do, as u...
  28. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 It just completely disappears? What do the read values of TOFS say about that text-screen posi...
  29. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 Dunno how SB3's BGs are structures, but with SB4, it's 2 elements per tile. First element is t...
  30. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Dunno how SB3's BGs are structures, but with SB4, it's 2 elements per tile. First element is t...
  31. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Realized that you can't use multiple filters on the same layer at once. Was trying to use Mosaic...
  32. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 You mean like accidental overwriting of an important file in the project? Sure, but I'd imagin...
  33. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 Figured as much. Anyways, I think I've figured out about how to deal with the issue I tried to...
  34. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Figured as much. Anyways, I think I've figured out about how to deal with the issue I tried to...
  35. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 So I was doing some testing with LFILTER's deformation options to try out the Castlevania IV tun...
  36. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 After thinking about it, it's really only an issue with Mode7-like perspective views and setting...
  37. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Perhaps in that case, the SCROLL command could be something to consider, and then adjust posit...
  38. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 Good to know on both accounts. I guess now, I should start working on something. Actually,...
  39. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Good to know on both accounts. I guess now, I should start working on something.
  40. Discostew Discostew edited a post on thread SmileBASIC 4 Discussion「プチコン4」 Hmm, looking at EXEC, it says "The variables of the specified slot, SPFUNC, TFUNC setting cont...
  41. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Hmm, looking at EXEC, it says "The variables of the specified slot, SPFUNC, TFUNC setting cont...
  42. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 So, I have a question regarding "source code operations". https://sup4.smilebasic.com/en/dok...
  43. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Oh, I see. Not using a USB mass storage device on the Switch, but making the Switch act like o...
  44. Discostew Discostew commented on SmileBASIC 4 language overview (WIP) A nice refresher for some of us just getting into SmileBASIC 4 who have done BASIC before, but n...
  45. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Well, I guess there is a way to bypass copyright infringement when temporarily uploading files f...
  46. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Providing support for USB mass storage devices is different from accessing encrypted NAND thou...
  47. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 I believe Petit4Send can transfer just under 300 bytes/s, much slower when dealing with a larg...
  48. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Is Petit4Send still the preferred method of transferring data from PC -> SB4, using 2 SparkFun P...
  49. Discostew Discostew commented on SmileBASIC 4 for SmileBASIC 3 geezers As far as audio is concerned, WAVSETA got expanded. Not fuxed to 8180hz and 8bit, but can be up...
  50. Discostew Discostew posted on thread SmileBASIC 4 Discussion「プチコン4」 Smilebasic 4 looks to now be available on the NA eShop.

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