Here are a few simple prime number testers with keys. I just wrote PRIME_GEN which prints ALL primes starting with 2. (I really wish Nintendo would make a personal heads up display A.R. computer.) It wouldnhelp with my eyeglass prescription...
If you want the editor and console text in SmileBASIC to appear bigger, you can run the instruction WIDTH 16. It doubles the size of all console and editor text, and is helpful for those that can't comfortably read the smaller text. If you want to change back to the default smaller text you can simply run the instruction WIDTH 8.
(Note that this doesn't change menu text or GPUTCHR text.)
If you mean storing program variables, I can explain that in detail, but I'm not familiar with terms like sto+ or sto-, so I'd appreciate if you could clarify that to me.
For sum sigma, you'd iterate over the length of the array with a FOR loop, and increment a variable initialized at 0 for each iteration. E.g:
SUM=0
FOR I=0 TO LEN(ARR)-1
INC SUM,ARR[I]
NEXT
PRINT "SUM IS ";SUM
Similarly, for product pi, you'd iterate over the array, but you'd scale a variable initialized at 1 per iteration. E.g.:
PRODUCT=1
FOR I=0 TO LEN(ARR)-1
PRODUCT=PRODUCT*ARR[I]
NEXT
PRINT "PRODUCT IS ";PRODUCT
Do ask if you need any further clarification or help.
I'm litterate in RPL and use it for developing what I call digital DNA. I was hoping to use this language to try to do the same. The cpu speed on the NN3DSXL is phenomenal. I've been stuck using the HP50g and HP tech support sends spam. RPL would be nice on Nintendo. Better yet would be RPN Racket. A.I. language is RPN binary lambda calculus. (Doesn't exist yet...) <<"EOL">> EVAL
So, I've looked around for a bit and found out RPL is a stack-based calculator programming language. I can't say I'm familiar with it, or any other calculator-based language, but I can understand a basic concept on how it works. I'd say it's possible to create an RPL/Racket compiler for SmileBASIC, but I'm not too sure about lambda calculus...
There is currently a DLC for SmileBASIC, the Advanced Sound Processing Unit, which includes various useful functions, specially those that are useful for audio processing. Among these functions are some that make array operations much more convenient, but most, if not all, can be replicated without the DLC.
You most definitely do not need the DLC to use arrays. Arrays are a fundamental part of SmileBASIC.
You can declare an array by using the DIM instruction, specifying an identifier and the length and dimensions of the array. You can specify up to 4 dimensional arrays, and they can be as big as you want, as long as there is enough memory.
With this DLC, would I be able to play mp3 files with the smile basic format? Is it possible to create and edit programs on the sd card through a computer txt editor and run them in the 3ds?
E.g.:
DIM ARR[10] 'DECLARES A 10 NUMBER ARRAY
DIM AR$[5,4] 'DECLARES A 5 BY 4 MATRIX OF STRINGS
DIM EMP[0] 'DECLARES AN EMPTY NUMERICAL ARRAY
To reference the elements of the array, simply call the identifier and the element's position within brackets. Be aware that array position numbers start from 0 to the length of the array minus 1.
E.g.: ARR[3]=12 'ASSIGNS 12 TO ARR SUB-ELEMENT 3
I've heard the DLC allows WAV format playback, but I don't own it myself so I can't confirm that.
It isn't possible to directly export/import any kind of file between SmileBASIC and a PC. SmileBASIC is very sandboxed within the 3DS system. There are more indirect ways to transfer files, however. Note that these methods aren't endorsed by SmileBoom, but user-made and aren't particularly fast.