cyberheater
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A big boys version of this for WiiU would be brilliant.
I'm going through the command list, and noticing a few things...
1) The command list appears to let you use a single = instead of an ==, although this might be only for simple "LET A=5" types of commands... that is, "A=5" is okay, but perhaps not "IF A=(5*X)"
2) Like all good versions of BASIC, short commands are fine. ? instead of PRINT, for example.
3) BASIC itself allows you to send/receive files to local DSi/3DS units. I was a bit surprised by that -- I was assuming some sort of "menu", but...
4) Built in speech synthesizer. I'm curious how this will be implemented for English...
5) No "true" file access, annoyingly. I was hoping for the ability to import/export data from files (even with simple LINE INPUT and PRINT commands), but that doesn't exist. What's somewhat problematic about that is that, unless I'm wrong, there would appear to be no way to -save- data from within a program.
Am I missing something? It seems like there would -have- to be some sort of file writing capabilities...
EDIT: I'm using Google Translate to page through the manual, and I'm getting the -vague- impression that you can use SAVE from within a program to ... do something. It almost looks as though you can tell it to save additional data, but...
EDIT 2: Okay, using the sample programs' source, it appears you can "SAVE" and "LOAD" data from a "MEM"ory file, part of the program file package. From within a program, you appear to be able to do:
SAVE "MEM:RandomData"
LOAD "MEM:HighScores"
Assuming this works the way I think it does, it should mean we have file support after all. This will be helpful when attempting to port old adventure games, depending upon the size of the MEM area/device.
I programmed a few video games in QBASIC back in high school; anyone know how similar the two are? A few advanced classmates remade Final Fantasy I in QBASIC, so if we're looking at that level of capability, then count me in.
can you do your own sprites or do you have to use what is built in to the system?
Is there a way to create the MEM/Data files -other- than the Save command within the program? The PC editor utilities doesn't seem to touch MEM files, unless I'm wrong... and what is the size limit on MEM files?Yeah, that's how you save things from within the program. I learned that from one of the FAQ pages at this Japanese wiki, which also has a lot of demo programs and such.
This is how they present it:
HISCORE=100
MEM$=STR$(HISCORE)
SAVE MEM:HISC
LOAD MEM:HISC,FALSE
HISCORE=VAL(MEM$)
PRINT HISCORE
Is there a way to create the MEM/Data files -other- than the Save command within the program? The PC editor utilities doesn't seem to touch MEM files, unless I'm wrong... and what is the size limit on MEM files?
I was curious about porting some text adventure interpreters, but you need data file support...
I don't know, I don't see anything about it in the manual. But personally I would not be too worried about it.
If you can make sense of this page, it shows how its file system works somewhat. MEM files are there alongside every other type of file. PRG can reach 9999 lines of code, so I bet MEM can grow pretty large as well.
It's frustrating if the only way you can interact with them is through commands, but we'll see. Looks like the main menu lets you perform some operations on them too such as renaming.
If you need to "seed" a file with data, it might be best to put it in DATA statements and write a quick program to read those and send them back out to a MEM file. But apparently loading from a file takes some time, so if you have room to use DATA statements for data that doesn't need to change, that's the best solution.
What do you mean I can't use curly brackets?!
Good to hear there's an English version coming. I just downloaded the Japanese version and have been having trouble deciphering the interface...I got a reply:
http://micutil.com/ptcutilities/top_e.html
Looks pretty cool. In another tweet they said they're going to work on an english version of the program.
http://www2.u-netsurf.ne.jp/~ozawa/petitcom/petiteditor.html
dude it's BASIC
Actually, I see a bigger problem -- I was stumbling through the Wiki and it -seems- to say that you can only -export- programs to SD, not import them from that. All importing seems to require reading QR codes.
I was hoping for easy "open PTC file, edit, load back on SD", but...
Can we hold multiple sprite sheets?
Will do!Petit Computer has a page up on the eShop -- everyone go add it to your Wish List! (You will need to search for it, mind you.)
couple questions,
1. is it possible to make an RPG with this? and if so, has anyone made an RPG with petitcom yet?
2. i've never used BASIC before but i am very interested in this. is there any free tutorial program on the web that introduces the basics of BASIC?
Theoretically, yes. I'm not entirely sure as to the limits of the game, but...1. is it possible to make an RPG with this? and if so, has anyone made an RPG with petitcom yet?
There should be dozens -- the problem is that each variation of BASIC is slightly different, so it might be better if there were a Petit BASIC tutorial -- especially as the graphics commands will be entirely unique to the software.2. i've never used BASIC before but i am very interested in this. is there any free tutorial program on the web that introduces the basics of BASIC?
Text RPGs will be easier than graphical ones. I'm not even going to touch the graphics part off BASIC...
Petit Computer has built-in commands for accessing the DS 2D graphics hardware (tile background layers and sprites), so you don't need to bother with programming the drawing of individual pixels.
I'm skeptical that you'd have enough memory/storage to do that, but the genre should be possible.thanks for the responses guys. what about graphic adventure games like Snatcher?
I'm skeptical that you'd have enough memory/storage to do that, but the genre should be possible.
Really I don't know if there is a limit on graphics, just the size of your SD card, so you could possibly make a nice little adventure game for it. I'd be more worried about the best way to store the text, since programs can only be 9999 lines...though you can load other program files from within your program, but I don't know what that does.
Now, I could be entirely wrong, but I had the impression from the Wiki that you can't actually ACCESS anything on the SD -- that the only support the program has for SD is to -export- programs for use with the QR encoder. It sounded like all program data had to be in the DSi internal memory.
If this is true, it would place a fairly hard limit on loading "images".
(I had the impression that "loading other programs" just means you can essentially RUN another BASIC program on the fly. This would get around program size limitations, although not storage ones.)
I was just searching around youtube and seeing what people are making with this thing and wow, some amazing stuff out there.
This guy built a music synthesizer. There's like, almost 60 QR codes on his webpage. Here's a video demonstration, it looks awesome: http://www.youtube.com/watch?v=OUtNzLg1OeU
I have an idea in mind already, but it may be beyond both my skills and the scope of the game . . . we'll see. It does look more and more like we're strictly limited to a 10,000 line program, a few graphic banks, and 1 byte "save files".
I'm just annoyed as it may be more limited than my old Atari XEGS.The limitations are the whole point of it, I think: roughly replicating the experience of writing BASIC programs in early home computers.
I have an idea in mind already, but it may be beyond both my skills and the scope of the game . . . we'll see. It does look more and more like we're strictly limited to a 10,000 line program, a few graphic banks, and 1 byte "save files".
It would seem like you ought to be able to get around the limit by segmenting your data across multiple files.255 byte save files.A single string of that length with every character being 1 byte.
It would seem like you ought to be able to get around the limit by segmenting your data across multiple files.
Is there a limit to the number of MEM files for a given program?
Wait, you can split your program data across multiple QR codes?I was just searching around youtube and seeing what people are making with this thing and wow, some amazing stuff out there.
This guy built a music synthesizer. There's like, almost 60 QR codes on his webpage. Here's a video demonstration, it looks awesome: http://www.youtube.com/watch?v=OUtNzLg1OeU
There is no INT command. FLOOR is basically INT (or they tell you to use it that way). But FLOOR is typically a round down command, and I don't see a way to round up. It'll require some testing when we get our hands on the real thing.
EDIT: I seriously don't see a command to round up. On the "basic math" page they list FLOOR, RND (random numbers), ABS (absolute value), and SGN (returns ±1 or 0). You'll just have to write a subroutine for it. If FLOOR(X + 0.5) > FLOOR(X) then X = FLOOR(X) + 1.
I'm buying this day one almost entirely on the assumption that if a ton of other people do this they'll make a 3DS version.
The more I see about this, the more excited I become! Going to have to brush up on my programming skills, and maybe buy a book.
Wait, you can split your program data across multiple QR codes?