LoginLogin

SmileBASIC 4 Discussion「プチコン4」

Root / General / [.]

📌
MZ952Created:
Has anyone messed around with the IRsensor shooting mode? I’m trying to set something up like the Wii controller where a sprite moves across the screen depending on where you’re pointing a controller. Should I be looking more into the gyroscope or do you think the IRsensor is the right way to pull it off?
I think the gyroscope would be a better idea. I did a similar thing on my computer using the Joy-Con as a mouse like a Wii-mote using only the gyroscope. If you want left, right, forward, and back movement then use the IR sensor.

Has anyone messed around with the IRsensor shooting mode? I’m trying to set something up like the Wii controller where a sprite moves across the screen depending on where you’re pointing a controller. Should I be looking more into the gyroscope or do you think the IRsensor is the right way to pull it off?
Someone did a demo for using the gyroscope like that. Its key is 4V3KKXJEY. I think the gyroscope would be a lot more convenient. The problem with using the IR camera is that you'll need a pair of IR lights to make it work, so you'd have to dig out your Wii's Sensor Bar (which was just two IR LEDs and a power cable), or just light a couple of candles. Furthermore, you'd have to hold the right Joy-Con awkwardly, since the IR camera is on the bottom.

Can you transfer projects between 2 different users on the same Switch without publishing? Some genius went ahead and wrote an entire game on her English account, but only the Japanese one can publish

Can you transfer projects between 2 different users on the same Switch without publishing? Some genius went ahead and wrote an entire game on her English account, but only the Japanese one can publish
Nope, you have to recode it from scratch. Luckily i realized this before actually finishing a project. Also, who was this female "genius"?

Can you transfer projects between 2 different users on the same Switch without publishing? Some genius went ahead and wrote an entire game on her English account, but only the Japanese one can publish
You could transfer it to a pc with screenshots, transfer it to a 3DS with petit modem, publish it on the 3DS, and download it back to the switch. I can help you with the 3DS transfer if you want.

You could transfer it to a pc with screenshots, transfer it to a 3DS with petit modem, publish it on the 3DS, and download it back to the switch. I can help you with the 3DS transfer if you want.
I will gladly take you up on that, thanks. Petit modem just won't work anymore for me when I try pc to 3DS.

You could transfer it to a pc with screenshots, transfer it to a 3DS with petit modem, publish it on the 3DS, and download it back to the switch. I can help you with the 3DS transfer if you want.
I will gladly take you up on that, thanks. Petit modem just won't work anymore for me when I try pc to 3DS.
You could also use rei’s Arduino method to skip the steps with PetitModem, if you have two Arduinos. http://rei.to/petit4send.html

You could also use rei’s Arduino method to skip the steps with PetitModem, if you have two Arduinos.
That's certainly better than what I came up with. Only had 1 Arduino but I had servo motors and a keyboard, so... I now have a very redundant, super-slow typing robot.

Sorry if you guys have amswered this already. Ive looked everywhere, But i figured if anyone would know you guys would. Does anyone know when it will be released in America?

I think later this year is optimistic. Probably next year?

When gathering data from touch(), the right stick influences the result even when the right stick hasn't been used with sticks().
use the
TOUCH ID, MODE OUT TIME, X, Y, AREA
get the TIME, if it is 0 ya know the touch is invalid. it seems the returned values when not touched coincides with the right stick moving a sort of virtual mouse input maybe? Almost like internally its using some kinda common structure to store xy, using the touch screen one when its not in use... i havent used sticks yet to see if you can use the right stick and toucj together. Youll note when ya stop touch the screen, the touch xy snaps back to where ya left off with your right stick mouse behavior... ya can even do it while touched... like touch the screen and tap the right stick, untouch, the returned xy will be diff from the previous untouched as if ya moved the virtual mouse in the direction you flicked the right stick. Also, click the right stick in "touches" the screen and starts accumulating touch time with an area of 1. this is with no calls to XCTRLSTYLE or settin up any other joycons, keyboard plugged in, two docked joycons on the switch. Have not tested with any other joycons setup.

When gathering data from touch(), the right stick influences the result even when the right stick hasn't been used with sticks().
use the
TOUCH ID, MODE OUT X, Y, TIME, AREA
get the TIME, if it is 0 ya know the touch is invalid. it seems the returned values when not touched coincides with the right stick moving a sort of virtual mouse input maybe? Almost like internally its using some kinda common structure to store xy, using the touch screen one when its not in use... i havent used sticks yet to see if you can use the right stick and toucj together. Youll note when ya stop touch the screen, the touch xy snaps back to where ya left off with your right stick mouse behavior... ya can even do it while touched... like touch the screen and tap the right stick, untouch, the returned xy will be diff from the previous untouched as if ya moved the virtual mouse in the direction you flicked the right stick. Also, click the right stick in "touches" the screen and starts accumulating touch time with an area of 1. this is with no calls to XCTRLSTYLE or settin up any other joycons, keyboard plugged in, two docked joycons on the switch. Have not tested with any other joycons setup.
The right stick is permanently bound to the virtual mouse. They have it set up so that mouse clicks also register on touch point 0, for convenience(?). I would prefer if they gave us a way to disable the mouse entirely, not just the mouse cursor. I wasn't aware of the stickmouse snapping back to the cursor position when you aren't touching, though. There is real USB mouse support, but very few mice currently work. EDIT: To clarify, the stick and the physical mouse both control the exact same cursor, so they both function in the same way.

I wasn't aware of the stickmouse snapping back to the cursor position when you aren't touching, though. There is real USB mouse support, but very few mice currently work. EDIT: To clarify, the stick and the physical mouse both control the exact same cursor, so they both function in the same way.
The TOUCH coords snap to the MOUSE coords when not touching. TIME reflects either mouse time or touch time(sorta) MOUSE cord only changes with the stick/physical mouse as ya said. Touching on screen isnt dragging the mouse cords. You can continue to accumulate TOUCH TIME from a mouse click, to a finger touch, like tap and holding on a sprite ya dragging with the mouse, then release the mouse while still touching, youll just see some x,y jump, the TIME wont be lost. If ya try to touch the screen then click with the mouse, and then untouch the screen, the TOUCH results will be of the mouse, a newer TIME...oh well. Sorry heavy editing

Does SB4 support motion controls(It does)/HD Rumble?

Does SB4 support motion controls(It does)/HD Rumble?
Yes, it has a few dozen preset rumble settings for you to choose from with the
 VIBRATE
command.

Is there anyway to get it off the Japanese Eshop? Might sound like a stupid question...

Make a Japanese account and buy import eShop credit.

Can you use labo stuff with sb4?


I think I found a bug with EXEC.
ACLS

N=1000
DIM A[N],B[N]

A$="@D:DATA "
FOR I=0 TO N-1
 A[I]=FLOOR(RNDF()*1E6)/1E6
 A$=A$+","*!!I+STR$(A[I])
NEXT

PRGEDIT 1
PRGDEL -1
PRGINS A$

REPEAT
 EXEC 1
 RESTORE "1:@D"
 FOR I=0 TO N-1
  READ B[I]
 NEXT
 ARYOP 1,B,B,A
UNTIL MIN(B)||MAX(B)

FOR I=0 TO N-1
 IF B[I] THEN
  ?A[I];":";A[I]+B[I]
 ENDIF
NEXT
This generates an array with random values, writes it to slot 1, and continuously reads and compares the read data to the original. If a difference is found, it outputs the original value and the read value. This piece of code should theoretically loop forever but it tends to end very quickly. Also, putting EXEC before the loop seems to fix the problem if it doesn't end immediately.