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Dustii DustiiWolf
アメリカ
誕生日非公開
ゲームの腕前上級者
利用したゲーム機Wii U/ニンテンドー3DS
フレンド-/100
フォロー-
フォロワー-
投稿数172
そうだね数510
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Hi there! Welcome to my profile! (ノ^∇^) Take a seat. Sit down and relax. 🍵 Tea? No? Okay, let me know if you change your mind.

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Dustii DustiiWolf
Sound is key to a great user experience. And so i give you: the Welcome orchestra. Actually quite giddy about how pleasing this sounds :)
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Dustii DustiiWolf
It's really somewhere in-between a Preemptive scheduler and Cooperative scheduler, as it doesn't truly interrupt thread (commands), but rather boils them down to single lines of code to facilitate the scheduler; But this also means that it isn't at the mercy of a process like Cooperative (unless WAIT is used), nor do processes need to be explicitly programmed to hand control over to the scheduler.
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Dustii DustiiWolf
Due to SmileBASIC limitations, it's not perfect however; It cannot natively support IF statements and other multi-command blocks of code, so "wrappers" using COMMON DEF must be implemented. And as there is no true method of interruption, programs must be thoughtfully coded around the scheduler; a poorly placed wait can cause the whole system to freeze, making the scheduler merely preemptive-esque.
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Dustii DustiiWolf
Essentially, to adopt terms that closely meet the implementation, it's single-threaded (one command at a time), and similar to a 'time slice', the scheduler regularly runs, in-between threads, splitting processing time between process threads equally.
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Dustii DustiiWolf
Not at the moment. I want to wait till I have the core OS working before I publish anything. But I will explain the basics: It works by using an empty slot as the "thread space"; The software will load up the code for both "processes" into the "schedule", and the "scheduler" will replace the current "thread" with the next thread in the schedule and execute it.
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Dustii DustiiWolf
It may look terribly BASIC, but it's what's inside that counts! And in this case, that means... PREEMPTION! What's that mean, you ask? That means this simple little program is using a form of MULTITASKING! Using a scheduler, it schedules equally the repeated printing of the alphabet to the console AND control of the pointer via input, allowing both to run effectively the same time!
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Dustii DustiiWolf
Been quite a few months since I worked on this. Reworked the input library, which itself is a W.I.P like the rest, and designed a new background. Pictured is a test of the window and input libraries.
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Dustii DustiiWolf
@komodo † I don't really see how. You're not accessing any parts of the system directly, but rather the system is passing information to SmileBASIC, which in turn gives access to select parts via code (just like the rest of the hardware) I could even rattle of an example of how the code might work: XON AMIIBO AMIIBO OUT ID$, NICKNM$ IF RESULT==1 && ID$=="KIRBY" THEN PRINT "Hiiii!"
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Dustii DustiiWolf
@Zee Not necessarily. You wouldn't be able to use copyrighted content for published software, but you could still associate different amiibos with different sets of code; I.E isabelle could unlock a hat in a game or mario could add an extra life. It'd be better than how that crossword title uses them :|
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Dustii DustiiWolf

Amiibo Support: Who's with me?

Anyone else think they should add Amiibo support in a future update? Users could add unlockable functionality to their games, and even scan their own Amiibos to limit certain functions to specific characters! This would also have the side effect of supporting yet to be released Amiibos. Thoughts?
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Dustii DustiiWolf
I dont have anything uploaded yet. This is part of a bigger project, which if successful, will be uploaded (much?) later on. However, when that happens, a different version of this tool, and the code to use the libraries in other programs, will be packaged and released. Sorry about that.
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Dustii DustiiWolf
In order to increase efficiency (and build a better custom assigned smile tool) I have converted my development command-line and packaging tool into graphical equivalents. This allows for quicker launching (simple button presses vs. typing out commands) AND eases in library packaging (lists folders vs. typing folder name & coding filename error handling.)
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Dustii DustiiWolf
a string which can be saved and loaded at will, and appended to the specified slot! Along with COMMON DEF and USE this allows for me to create "code libraries" that contain custom methods, callable from other software! I've dubbed them "Modular Code Libraries" (or MCL files) due to their modular nature. Neat, no?
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Dustii DustiiWolf
In order to reduce the file size of the actual system, and to facilitate third party software, I had to create a method of making a modular program which would reside in a single slot yet be able to have whole blocks of code addable through code. I found out that PRGGET$() includes the linebreak, which is preserved when saved, so I created a way of converting a program into...
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Dustii DustiiWolf
Not currently. Each window is 9 sprites (8 sprites linked to a 9th "master sprite"); This test was to test a subroutine that could create multiple windows efficiently. I do plan on using an numeric array however to store a list of the master sprites (which affect entire window position and appearance) in the actual system.
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Dustii DustiiWolf
After hours chasing down bugs i finally built code to generate windows! I also added a rough 3D prioritization method for the last window drawn (The "Active" window) to this demo. One step closer to my goal!
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Dustii DustiiWolf
Niiice
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Dustii DustiiWolf
O-o-oh. That makes total sense! I could stretch the sides and top to cut down on graphics AND have a more refined range of window sizes! (Since it'll no longer rely on the width or height if the side sprites {16x16px}) Thanks for the tip!
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Dustii DustiiWolf
Are you making a C#-like language? o0o
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Dustii DustiiWolf
@Kl'Dck Hul: No I have not actually. Care to explain? If it supports full control over the design, adjustment of the Z-index per window (as opposed to the entire drawing space), resizing of the "window" without compromising elements, and attachment of sprites (Window Controls) then I'm all ears! (These req. are a must!)
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