SmileBASIC returns to the 3DS eShop - Nintendo Everything

Submit a news tip

SmileBASIC returns to the 3DS eShop

Posted on August 10, 2016 by (@NE_Brian) in 3DS eShop, News

SmileBASIC was recently pulled from the 3DS eShop due to a exploit discovered leading to homebrew installation. The issue has now been addressed, and the app has returned.

SmileBASIC can now be purchased once again. Additionally, version 3.3.2 is now available for download.

We’ve included extensive patch notes about the new update below.

Bug Fixes in Ver. 3.3.2 (August 10, 2016)

BASIC Interpreter-related

Severity: High

  • Vulnerability due to checking given parameters found in BGSCREEN instruction
  • Screen display is corrupted if a GRP file is loaded by LOAD instruction with a strings or an array specified in the second or third arguments then the application stops responding as it goes
  • In an infinite loop with WHILE or GOTO instruction a LOAD function with an nonexistent file and FALSE parameter specified causes a program unstoppable by pressing the STOP or START button in an error dialog
  • RINGCOPY instruction may bring SmileBASIC a forced termination if an negative number is set to a “copy destination offset” argument
Severity: Middle
  • PRGNAME function returns a corrupted file name if a program is loaded with a length of both a project and a file is 14 characters long
  • MIN or MAX function returns unexpected values if an array with zero elements is specified
    CHKFILE function returns incorrect value if any file(s) included in a DLC project which does not exist or not yet purchased are specified
  • BACKTRACE instruction does not work properly in the DIRECT mode
  • FILES and LOAD instruction fails if PROJECT instruction points to the SYS folder as a default project

MENU and UI-related

Severity: Middle
  • Incorrect characters on “á” key top
  • Incorrect definition of the standard sprite #166

Compatibility notes until Ver.3.3.2 (As of August 10, 2016)

    • If the newly added instructions have already been defined, duplicate function errors will occur.
    • Previously, when loading a text file, &H0D was converted to &H0A. However, from Ver. 3.3.0, this conversion will no longer be made.
    • Fixed so that the Z-coordinate will also be tracked when setting SPLINK. Due to this change, the display priority for the link source (child) when using SPLINK will change.
    • Up until Ver. 3.1.0, the SQR function was mistakenly also registered as the SQRT function. This was deleted in Ver. 3.2.0.
    • Instruction and function checks are now stricter. If an argument was incorrectly specified, up until Ver. 3.1.0 the argument was ignored, but from Ver. 3.2.0 an error may occur.
    • In the sample game GAME3JUMP, the BG priority has been changed from 0<1<2<3 to 3>2>1>0. Therefore, when creating a program using the GAME3JUMP map data, unexpected behavior may occur.
    • A function was added that gets empty management numbers in the SPSET instruction. Due to the addition of this function, processes that handle sprites (e.g. SPOFS, SPHIDE) will return an error when the SPSET instruction is not passed. When using a sprite, it must first be converted to SPSET.
    • Up until now, there was a bug in which if SPCHR was used during SPHIDE, the sprite’s state would become SPSHOW. The new version has been fixed so that even if SPCHR is used, the sprite’s state will not become SPSHOW (the sprite will not be displayed).
      Therefore, programs in which display is controlled using only a combination of SPHIDE and SPCHR, the sprite’s state will no longer become SPSHOW (the sprite will no longer be displayed).
      Please add SPSHOW after SPCHR to display the program.
    • The Origin X and Y coordinates for sprites with a definition number greater than 2048 that are installed as standard are adjusted to a more general position. The center of the diagram seen from the top becomes the origin and is not limited to the footing of the base axis.
      Therefore, the home coordinate for sprites with a definition number greater than 2048 will change (mainly image types that are viewed from directly above).
      For example, as the origin of images, such as a fighter plane, has changed from the bottom to the middle of the image, the behavior of programs that use rotation may differ to the previous version.
Sprites for which the origin position has changed
1473 Block Parts
2161-2163 Pickle
2165-2167 Shovel
2169-2171 Blinking Hammer
2177-2179 Slingshot
2181-2183 Hook
2185-2187 Small Sword
2189-2191 Knife
2193-2195 Super Sword
2197-2199 Wooden Cane
2201-2203 Steel Stick
2205-2207 Super Cane
2209-2211 Axe
2212-2215 Shield
2218-2221 Wooden Bow
2222-2225 Steel Bow
2227-2229 Arrow
2230 Throwing Star
2237-2239 Frying Pan
2241-2243 Whisk
2245-2247 Kitchen Knife
2249-2251 Wooden Spoon
2253-2255 Wooden Fork
2286 Balloon String
2308-2309 Big Thorn
2322-2323 Footprint
2324-2328 Reversi Piece
2329-2334 Dice
2335-2337 Rock-Paper-Scissors
2338-2345 Cursor
2346-2347 Aim
2348-2351 Triangle Mark
2352 Flag
2353 Warning
2364-2366 Bat
2367-2370 Golf Club
2372-2374 Table-Tennis Racket
2376-2378 Baseball Glove
2380-2382 Racket
2383-2388 Sports Equipment
2389 Darts
2392-2393 Bowling
2395-2410 Car
2412 Checkered Flag
2421-2436 Boat
2437-2452 Frog
2453-2460 Jellyfish
2461-2464 Fish
2465-2472 Spider
2473-2480 Mouse
2481-2484 Cockroach
2485-2488 Bee
2489-2492 Butterfly
2494-2499 Musical Note
2500-2511 Zodiac Sign
3225-3228 Umpire’s Flag
3229-3230 Effect
3233-3242 Speech Balloon
3243-3270 Option, Shmup Enemy, Spiky Ball, Worm
3271-3274 Bomb
3275-3278 Power-Up
3279-3282 Broken Pieces
3299-3341 Shmup Player Craft, Enemy Robot
3341-3415 Shield, Effect, Laser, Bullet, Bubble, Water Droplet, Icicle
3424-3431 Explosion Effect
3432-3434 Dragon
3435-3436 G Boss
3465-3470 Large Enemy, Submarine
3476-3479 Stretching Hand
3480-3494 Hakase, Wanpaku, Kanzaki, Intelli, Dummy
Shrimp General
Crab Lord
3515-3520 Block

Leave a Reply