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.
Nintendo Switch Discussion
PerskaCreated:
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.
... 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
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!).
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
- WIDTH 8, 3DS: 46x29
- WIDTH 16, 3DS: 21x14
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.
I just want oop SB