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TN21 Trinitro21
アメリカ
誕生日非公開
ゲームの腕前中級者
利用したゲーム機ニンテンドー3DS
フレンド-/100
フォロー-
フォロワー-
投稿数14
そうだね数29
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TN21 Trinitro21
Without anything like Petit Modem, things like this aren't really possible.
0そうだね
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TN21 Trinitro21
See "Supplement" under PROJECT (1) in the manual: The PROJECT command changes the current project at "non-execution time" (DIRECT mode), but not the saved active project which can only be changed by the "Change Active Project" button. The menu shows the active project as the saved one, not the non-execution time project.
2そうだね
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TN21 Trinitro21
You could just use the SPANIM command for sprite animations.
0そうだね
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TN21 Trinitro21
I think something like this might do what you're looking for I haven't tested it so I have no idea if it will actually work DEF TOBIN$(C$) OUT$="" FOR I=0 TO LEN(C$)-1 OUT$=OUT$+BIN$(ASC(C$[I])) NEXT RETURN OUT$ END PRINT TOBIN$("HELLO WORLD")
2そうだね
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TN21 Trinitro21
Since you haven't actually set any tiles in the BG layer, there's nothing to apply that color to.
1そうだね
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TN21 Trinitro21
You can either use WIDTH 16 to change text to twice the size, or you can use GPUTCHR to put text on the graphics layer with any scale you want.
0そうだね
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TN21 Trinitro21
To make programs that use multiple lines of code, you must use the EDIT mode. The "OK" indicates that the code has finished running. If you want to delete all the text on screen, use the CLS function.
1そうだね
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TN21 Trinitro21
Click the button on the bottom of your screen that says "EDIT" Write your code there Click the button that says "DIRECT" Write "RUN" and press A
2そうだね
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TN21 Trinitro21
However, when recreating a game, the issue shifts from creativity to copyright laws. If you're going to port Wolfenstein, I highly suggest researching any copyrights surrounding it so that your hard work isn't taken down from the SmileBASIC servers.
5そうだね
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TN21 Trinitro21
If you choose the second option, however, you'll have to make sure you only use DIM ARR[1] once, preferrably at the start of your program. If you DIM an array more than once, SmileBASIC gives an error.
2そうだね
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TN21 Trinitro21
SmileBASIC can't save a single number, but rather only arrays. To save this number, you have a couple of options. You can save with SAVE "TXT:TEST",STR$(SUB) and load it with LOAD "TXT:TEST",FALSE OUT S$:SUB=VAL(S$) You can save with DIM ARR[1]:ARR[0]=SUB:SAVE "DAT:TEST",ARR and load with DIM ARR[1]:LOAD "DAT:TEST",FALSE OUT ARR:SUB=ARR[0]
1そうだね
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TN21 Trinitro21
Is SUB a numerical value array that was declared with DIM or VAR?
1そうだね
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TN21 Trinitro21
It looks really nice!
1そうだね
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TN21 Trinitro21
That's a DAT file, not a program. It stores an array. It's probably savedata or resources for the program just below it.
1そうだね
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TN21 Trinitro21
F$ could be an array with 2-4 dimensions.
1そうだね
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TN21 Trinitro21
The prank is that the copyright says SEGA.
0そうだね
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TN21 Trinitro21
GPRIO -1 Use a Z coordinate when calling LOCATE (the third parameter) to make sure it's above the graphics layer when using a GPRIO of any negative number.
0そうだね
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TN21 Trinitro21
Diego, a prank is a practical joke or mischievous act.
0そうだね
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TN21 Trinitro21
Oh no... Is this a prank...?
7そうだね
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TN21 Trinitro21
This is definitely much easier to make games for than using native code compiled from a language like C. It provides the framework for you as well as an easy way to interface with it.
1そうだね
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