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Nicole moesaku
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31
そうだね数689
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Nicole moesaku
XON WIIU doesn't work on the 3DS version in any region, including Japan, because its purpose is to enable Wii U only functions. The benefit is that now XON WIIU isn't a syntax error, it just fails when you attempt to run it. Hence, Japanese games that have a 3DS or Wii U mode depending on hardware will actually work now, rather than fail with a syntax error and require commenting it out.
0そうだね
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Nicole moesaku
Tenez le bouton L/R et appuyez sur SAVE/LOAD sur l'écran tactile.
1そうだね
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Nicole moesaku
Or, if you want it to count down: FOR X=NO1 TO 1 STEP -1
1そうだね
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Nicole moesaku
Actually, the STEP -1 shouldn't be there either. The line should just be: FOR X=1 TO NO1
1そうだね
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Nicole moesaku
Take the ; out of line 2.
0そうだね
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Nicole moesaku
As a workaround, it's possible to do this: DIM A[0] A=ARRAY_WITH_LONG_NAME This is actually not slow like you might think, because with arrays and strings, doing this doesn't copy the whole thing. Rather, A and ARRAY_WITH_LONG_NAME actually both point to the same data, so modifying one modifies the other too. (To make an actual separate copy, you'd do COPY A,ARRAY_WITH_LONG_NAME instead.)
0そうだね
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Nicole moesaku
No, it requires using the touch screen.
1そうだね
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Nicole moesaku
By the way, I would recommend making functions with DEF, instead of making subroutines with labels and GOSUB. GOSUB is an older way of doing things, and doesn't let you give parameters like DEF does. 'User command which returns nothing DEF FOO X PRINT "X = ";X END 'User function which returns a value DEF SQUARE(X) RETURN X * X END FOO 100 PRINT SQUARE(10)
1そうだね
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Nicole moesaku
Those two are the same, yes. And yes, those are possible, but you should use && and || instead of AND and OR. AND/OR are for bit operations.
1そうだね
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Nicole moesaku
LOAD automatically resizes the array to the size of the file. Your save file seems to be less than three values long, so it shrinks and SAV[2] is no longer valid.
0そうだね
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Nicole moesaku
(Oops, my info was slightly wrong. FOR Y=15 TO 0 STEP 1 doesn't loop forever, it actually skips the loop entirely. It ends when Y is greater than or equal to 0, and 15 is greater than 0 to begin with, which is why your code did nothing before.)
0そうだね
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Nicole moesaku
DIM SAV[5] means that you're creating a list of values (a.k.a. an array) called SAV with 5 values stored in it. However, items in an array are numbered starting from 0, not 1. What this means is, DIM SAV[5] has five items in it: SAV[0], SAV[1], SAV[2], SAV[3], and SAV[4]. Notice that the last item is SAV[4], not SAV[5], so printing SAV[5] is an error.
0そうだね
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Nicole moesaku
Something else that might help is indenting your code. It makes code easier to read and makes it easier to tell where things begin and end: @LOOP FOR X=0 TO 15 STEP 1 FOR Y=15 TO 0 STEP -1 COLOR X,Y:PRINT "HELLO WORLD" NEXT NEXT GOTO @LOOP
3そうだね
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Nicole moesaku
The reason it's not working is because of the step in your second loop: FOR Y=15 TO 0 STEP 1 SmileBASIC does not automatically go backwards here. Instead, it actually counts 15, 16, 17, 18... and won't end until it hits 0. The problem is, it never will, since it's counting up instead of down. Instead, you need this: FOR Y=15 TO 0 STEP -1 With a step of -1, it will subtract 1 from Y each loop.
3そうだね
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Nicole moesaku
Like Hanzo says, your IF statements need an ENDIF. If your entire IF is on a single line like this: IF A THEN B then it ends at the end of that line. But if it's like this, it needs an ENDIF or everything after the IF is inside it: IF A THEN B ENDIF Because of that, in your program, everything after line 130 is actually inside that IF, including the UNTIL, which is why it breaks.
1そうだね
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moesaku moesaku
運営者により削除されました。 コメントのID : 3DB-NBL7-DPU-2NL6-ZZ9-YMVX
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Nicole moesaku
Here's the song from your program in MML, by the way: BGMSETD 128,@BGM BGMPLAY 128 @BGM 'Melody DATA":0 @256L12O3Q4 DATA"[B[GEB]2G<D>BG<DC#>BGE<C>BA<C>BGE DATA"[B<D#>]2[B<F#>]2B] 'Bass DATA":1 @256L12O2V60Q4 DATA"R24[[E]8[G]4[E]4[A]6[E]2[B]6[G]2] DATA 0
1そうだね
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Nicole moesaku
This works, but there's actually a much nicer way to make music in SmileBASIC! Try running this: BGMPLAY "CDEFGAB<C" This uses Music Macro Language, or MML. If you type in "MML" and press the ? button, it will give you information on all the commands you can use. You can also use BGMSET or BGMSETD to assign MML to a BGM number, and then play it back on demand with BGMPLAY #.
0そうだね
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Nicole moesaku
You accidentally defined your array on line 5 as LO (the letter oh), not L0 (the number zero).
0そうだね
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Nicole moesaku
Keep in mind that WAIT 1 waits for just one frame, which is 1/60 of a second. Because of this, TIME=60 will only be 60 frames, which is one second. I would actually recommend using VSYNC instead of WAIT 1 here. The reasons why are kind of complicated, but VSYNC will make sure you have a consistent 60 FPS.
2そうだね
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