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PerskaCreated:
I'm guessing how the switch supports 3ds mode involves using a tv/monitor as the top screen while the switch itself is the touchscreen.
Except not really, as: The Switch doesn't support multiple displays. You either use the Switch docked and view the game from the TV, or undocked and view from the console itself. It's not like the Wii U, which has two separate screens. It's most likely going to work by showing both screens on the Switch.

It's most likely going to work by showing both screens on the Switch.
Well that's a relief. It seems a little odd though that Nintendo might not use two screens instead.

any suspicion of "3DS mode" should be regarded as speculation on potential backward compatibility at this point. The comment I made earlier about "3DS screen mode" was a misinterpretation of the vertical screen layouts in the gallery menu views.

It would be pretty cool if this version of sb supported nested folders. I'm guessing how the switch would support 3ds mode involves using a tv/monitor as the top screen while the switch itself is the touchscreen.
It's possible. The Pasocom Mini supports nested folders.

... Edit: It's interesting, of course, but they're obviously just placeholders. Also: empty slots for more icons, what looks like a 'next page' type button, and a cursor. It could simply be a mistake from making the mockup, but... you'd think using the joycons wouldn't include the appearance of a cursor. One of the photos from the famitsu page also showed a keyboard and a mouse being used in their (probably fake) Switch setup, which I thought was interesting.
I'm guessing that the cursor is there to let you use the menu with just the joy-cons. Since with the switch, you're not guaranteed to have access to the touch screen at all times.

I'm guessing that the cursor is there to let you use the menu with just the joy-cons. Since with the switch, you're not guaranteed to have access to the touch screen at all times.
I do not want to believe that the menu is not navigable with only directional input and selection. Though, now that I think about it, SmileBASIC 3's main screen was bad that way too, with some limited access provided by A/B/Y or something. Hm.

http://smilebasic.com/petc4/ https://www.famitsu.com/news/201805/24157774.html Planned release: Fall 2018 (JP) Pronunciation: Puchikon [Four] SmileBASIC (resolves a twitter debate over four/yon) acceleration/gyro sensor, HD vibration, "motion IR camera" XSCREEN maybe takes width and height arguments if the program shown is assumed to be valid (refer http://smilebasic.com/pcmini/BasicRefDISP.html) project viewer separates by tabs "local," "samples," and "published works" Speculation arena: Cursor seems intentional, regardless of screens being 'under development.' Check out the dates on http://smilebasic.com/petc4/img/petc4_tate_1.png The first three are probably last edits from a 3.X version or BIG or something, but GAME4SHOOTER is a December 2017 stamp

I'm curious what the aspect ratio parameter is for, whether it's actually a Petitcom 4 program or just some Pasocom Mini program they put up as an example. Does it just stretch the screen to that aspect ratio?

the highlighter colors in that screenshot are different than the default colors (at least on SB 3DS). I wonder if they're going to change the default colors (I just hope they pick something different for strings, so that they don't look exactly like functions)

Some scans have appeared, though unfortunately they're missing the interview at the bottom: https://twitter.com/bk2128/status/999321324219645952 Still, I've transcribed what's in the scans here. There's not much new information because the article mostly just explains what SmileBASIC is, rather than what's new about this particular version, but there's a few noteworthy things:
  • The file browser screenshot shows folders called IMAGE and SOUND inside what looks like the SYS folder, which seems to suggest nested folders are possible.
  • A "support function" is mentioned that's designed to help beginners learn programming little by little. I think it might be referring to something along the lines of the Miiverse community, but I'm not sure.
  • The screenshot with an editor and help box has very small editor text, with about 85 lines on-screen, consistent with a 720p resolution using 8x8 text. In other words, this is probably WIDTH 8 text and the other editor screenshots are WIDTH 16 text. OSP and QSP contests aren't gonna be quite as impressive on this thing...
  • The WIDTH 16 editor screenshots use the same 8x8 font but upscaled, unlike Petitcom BIG which had a 16x16 font. Strangely enough, though, the help box does seem to use BIG's font.
  • In general, the help box is too small and blurry for me to read in these scans, but there's mention of "mouse and tablet input", so the photo of someone using a keyboard and mouse does seem to be accurate, even if the photo itself is probably a mock-up for the article (I mean, why are they clicking on the software keyboard with their mouse? They have a keyboard right there!).
In fact, I think it's notable that everything from the screenshots on Petitcom 4's page to the editor screen in this article points to this running at 720p. Though it's possible it runs at 1080p when docked, I actually think they're intentionally going for 720p in both modes, to avoid the situation where a program is made for a 1080p resolution and has to be downscaled to 720p when undocked, blurring everything in the process.

>OSP and QSP contests aren't gonna be quite as impressive on this thing ww Hopefully someone (if the Japanese don't do it first) will make a 3DS-size editor, or something that help window is veeery curious.

I went and did the math for each screen size in characters, taking into account the 32 pixel margin on top, the 4 character margin on the left, and the 1 character margin on the bottom.
  • WIDTH 8, landscape, full: 156x85
  • WIDTH 8, landscape, split: 76x85 each
  • WIDTH 16, landscape, full: 76x42
  • WIDTH 16, landscape, split: 36x42 each
  • WIDTH 8, portrait, full: 86x155
  • WIDTH 16, portrait, full: 41x77
And for comparison:
  • WIDTH 8, 3DS: 46x29
  • WIDTH 16, 3DS: 21x14
This is without the software keyboard, which hides the bottom 360 pixels in landscape mode, and the bottom 544 pixels in portrait mode.

I spot ... * Kawa no Kuma-san icon * Unidentified floating logo * Calculator icon
The "Unidentified floating logo" is probably the Solid Gunner title screen.

The "Unidentified floating logo" is probably the Solid Gunner title screen.
Yeah.

Yo. This is awesome. I'm coming back to SB for sure.

https://twitter.com/notohoho/status/1025922736512585728 Some interesting tweets, not sure how much of this is new info:
  • Although the Switch version isn't compatible with the 3DS/Wii U versions' code, they're considering letting you read 3DS/Wii U public keys to facilitate porting programs over.
  • Each GRP page will be 32-bit color (8-bit alpha) with a resolution of 2048x2048. (3DS was 16-bit 512x512, Wii U was 32-bit(?) 1024x1024)
  • At least at the moment, the Switch version is a bit faster than the Wii U version, and expressiveness is improved a bit.
  • Sprites, BG, text, and graphics will be reorganized/consolidated.

Honestly, I just want something like Lua tables or Javascript objects.

Honestly, I just want something like Lua tables or Javascript objects.
+1 for Lua tables. JS objects are nasty though.

I just want oop SB

Honestly, I just want something like Lua tables or Javascript objects.
+1 for Lua tables. JS objects are nasty though.
But... They're basically the exact same thing