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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|477|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Console Coding -> SmileBASIC Switch - Sale

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Posted : Monday, 18 July 2022, 13:27
Jayenkai
You should try writing a basic interpreter in JavaScript!!!
My god, that was some crazy hoops!

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Posted : Tuesday, 19 July 2022, 00:56
spinal
hmmm, keyboard input not working, the arduino types fine on the editor screen, but I cant accuratly detect keypresses in the program

The following two idea are very hit+miss, sometimes receives some keypresse, mostly none though.



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Posted : Tuesday, 19 July 2022, 04:04
spinal
OK, this is driving mt batshit crazy.

I'm settling with the following way of reading the keyboard, it *seems* more reliable.



However, when I try to read more data, the parts that work, stop working!





The correct data is being returned by readnibble() but readbytes() does not work properly.
Why would not doing something *later* make a difference to something working *earlier*?




|edit|

Good old 'rubber duck' debugging...



Changed to a while instead of a for loop and it works properly.

Thanks for reading if you have !

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Posted : Tuesday, 19 July 2022, 15:28
spinal


This is half an hour into the transfer. If I speed up the keypresses it drops random keys. Not helpful.
But the idea does seem to work. Now if I could only think of a quicker way...

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Posted : Wednesday, 20 July 2022, 04:27
spinal


64x59 image copied and saved to the gfx layer in about 10 minutes when in the dock.

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Posted : Wednesday, 20 July 2022, 04:43
Jayenkai
Well done!

Now get your rotating box sprites copied over, and we'll be sorted

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Posted : Thursday, 21 July 2022, 02:19
spinal
Going to try a different test next, using the Arduino as a gamepad and have the analogue stick sent the bytes,using on of the buttons as a clock signal.mihht be faster, depending how fast smilebasic can read the joystick.

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Posted : Thursday, 21 July 2022, 15:45
spinal
Hmmm, using the joystick isn't going to work, the data seems to get butchered a little in translation. 0-255 -> 0.0-1.0 -> 0-255 = incorrect.

Next attempt will be using 8 buttons binary style.

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Posted : Thursday, 21 July 2022, 16:16
Jayenkai
So, um.. what's that for?!
Do you have an end-goal, or just trying things out?

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Posted : Thursday, 21 July 2022, 23:32
spinal
Just trying things out.
Posted : Friday, 22 July 2022, 01:39
Jayenkai
\o/yeay\o/
Posted : Friday, 22 July 2022, 14:15
spinal
Trying to reinvent the serial communication using a gamepad is tough to debug

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Posted : Friday, 22 July 2022, 14:52
Jayenkai
LOL!
Keep going, Spinal, you're doing great

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Posted : Tuesday, 26 July 2022, 04:16
spinal
OK, had a lot of trouble using a game controller to send multiple (currently 8) button presses at a time to represent a single byte, some silly things like some of the controller buttons actually do 'stuff' within smilebasic, other issues included timing of the 'clock' bit and 'CS' bit.
I seem ot have that ironed out for now, but I'm switching to decoding the bitmap image on the switch instead of the arduino. This means that I just send the whole file byte-by-byte and have the switch to the real work. This does mean sending an extra couple of hundred unneeded bytes, but that's no biggie.
Once that works, I'll be testing if it there are enough unused buttons to send 2 bytes at a time, I'll need to access 18 inputs all together for that. I could even use a couple of joystick directions if needed.

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Posted : Sunday, 31 July 2022, 03:52
spinal
Next step, to implement RLE decoding, as my 1024x288 tilemap is 292kb as simple 8bit bmp, which thretains take about an hour and a half to transfer. Saving it as RLE drops that size down to 136kb. Question will be, is smilebasic fast enough or will I have to slow the transmition speed down a little...

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Posted : Sunday, 31 July 2022, 06:09
Jayenkai
You might want to head into the options, and expand the available maximum save size. (Can't remember the exact wording!)

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Posted : Sunday, 31 July 2022, 14:27
spinal
Currently just drawing straight to layer 4 (?) then saving from the editor.



Been about 2 hours on this one so far. I expect another 2 hours until it's finished

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Posted : Sunday, 31 July 2022, 15:06
Jayenkai
You did remember to add the save to the end, right?

Meanwhile, I spent most of today mentally working on the opposite. Scrunching data into chunky blocks that can be screenshotted, then loaded into a program on the PC. That way I can build a level editor in SmileBASIC and use the levels on the PC..

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Posted : Sunday, 31 July 2022, 16:02
spinal
Currently it doesn't correctly detect when the data is finished sending, so it just crashes out. However, the image is drawn to the gfx layer, so I just hit F10 to load the editor then save it from there.



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Posted : Sunday, 31 July 2022, 16:28
Jayenkai
Alrighty!!!
... this isn't Sensitive, is it?...

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Posted : Monday, 01 August 2022, 01:52
spinal
Nope
Posted : Monday, 01 August 2022, 07:38
spinal
"Meanwhile, I spent most of today mentally working on the opposite. Scrunching data into chunky blocks that can be screenshotted, then loaded into a
program on the PC. That way I can build a level editor in SmileBASIC and use the levels on the PC.."

How's that idea going? Anything to show off yet?

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Posted : Monday, 01 August 2022, 07:48
spinal
Bollocksing hell.

Switching projects does not switch projects.
From my noggin program, I went back to the top menu, selected my gfx transfer tool, ran it..... it only went and comied noggin over the top of it!!! Now I have no transfer tool!

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Posted : Monday, 01 August 2022, 07:51
Jayenkai
Haven't started coding yet, but JNKPlat needs 60 characters for the different tiles. If I split it in half and have Red be the first 30 and Green be the second 30, I can multiply them by 8 to get less jpg-breakable values, and draw each value over a 4x4 pixel area to again avoid jpg'yness.
I think.
Essentially a set of 4 levels should.. technically.. fit onto a single screenshot.

0,0,0 = 0
240,0,0 = 30
0,8,0 = 31
0,248,0 = 60

Or something like that. And the Blue's left for future expansion.

|update| -=-=- |update|
Oh, and yeah.. The project select tool can do that. Sorry, I should've mentioned that..
Sorry

ALWAYS use the Project "MyProject" command in the Direct Mode screen..

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Posted : Monday, 01 August 2022, 07:56
Jayenkai
If it helps, a tale of woe...
On day one, I purchased it from the Japanese eShop with my Japanese account. I then ran it with my English account, coded Spike Dislike, then went to upload it.
English Jayenkai didn't have any upload slots. And since it hadn't launched outside of Japan yet, English Jayenkai couldn't BUY any upload slots.
And you can't transfer projects between users on your Switch, either..
...

Japanese JNK had to start a brand new project, and rewrite the entire pissing game from scratch.

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Posted : Monday, 01 August 2022, 07:59
Jayenkai
In fact, an even more similar tale.. I've rewritten my Sprite Editor twice, because of similar "Wrong Project" issues.
I ended up setting the project as a tool. SmileBASIC lets you reuse F9/10/11 as your own tools, as long as you code them in a certain way so they overlay the current window.
Bit quirky, but my editor lives in F11, now, so I don't fuck things up again.

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