Assuming you've already created a SCR file, they can be loaded with
LOAD "SCU0:FGFILE",0 ' This loads the foreground BG layer
LOAD "SCU1:BGFILE",0 ' This loads the background BG layer.
The filenames will depend on what you chose.
Assuming your project is on a DSi/3DS and you have an SD card, from the main menu you can go to "File Management" and then "Save to SD Memory Card". You then export all the files of your project, which will be saved to the system's SD card.
Once you have those, you'll need to copy the files from the SD card to a computer. You then should download PTCUtilities from here: https://micutil.com/ptcutilities/top_e.html. This program has a QR code generator that can create the QR codes from your copied .PTC files (use the "PTC > QR" option).
UPDATE JAN 21 2023
Release woo! Only took... what, six and half years? That's almost a few weeks.
Go see the program page here, I'm not posting in this thread again, Fandom/Wikia forums are awful. If I ever update the program, it will be on the program page.
Given that it doesn't seem to be a PTC program and very few users are still here, it's not likely anyone here has played it. I'm not even sure how you found this site, really.
This is very late, but I can confirm the same bug exists on DSi, and I don't think this is caused by any compatibility problem. It's very easy to induce with a program like this:
GFILL 0,0,255,191,2
FOR I=0 TO 31
SPSET I,I,0,0,0,0
SPSCALE I,I,180
SPOFS I,RND(256),RND(192),180
NEXT
As far as I can tell, this is a hardware limit, based on a section of GBATEK:
Maximum Number of Sprites per Line
The total available OBJ rendering cycles per line are
1210 (=304*4-6) If "H-Blank Interval Free" bit in DISPCNT register is 0
954 (=240*4-6) If "H-Blank Interval Free" bit in DISPCNT register is 1
The required rendering cycles are (depending on horizontal OBJ size)
Cycles per <n> Pixels OBJ Type OBJ Type Screen Pixel Range
n*1 cycles Normal OBJs 8..64 pixels
10+n*2 cycles Rotation/Scaling OBJs 8..64 pixels (area clipped)
10+n*2 cycles Rotation/Scaling OBJs 16..128 pixels (double size)
Based on this, I think I was drawing too much unnecessarily, as every sprite was 64x64, so I guess it's not surprising I hit the limit fast. Seems using smaller sprites may be a fix, though, so if I ever go back to that program I'll have to switch to smaller sprites until very large ones are necessary.
In regards to my original issue, it's technically fixable, but the problem is likely a hardware limit and the solution is to work around it.
Ah. I could not find this program when searching, every site I found that mentioned it linked to the original dead link. Good luck with finding it.
I don't recognize this program, but you could try PTCUtilites, which serves a similar purpose.
Update: The Java version of this is being discontinued, all work has moved to a rewrite in C++. The new version is located here (no releases yet, still very WIP):
The new Fandom forums are annoying to use, so I won't be posting here as often. Most progress should be visible on GitHub, so check there for updates, and hopefully a release "soon".
If you somehow are still here instead of on SBS, check out the *new* new SBS! It's now at smilebasicsource.com, and the older mostly SB3 site is at old.smilebasicsource.com.
AnonXmous wrote:
Despite this response being rather obsolete, I feel like this should be posted.
A great alternative to No$GBA for DSi Emulation is melonDS (Specifically the JIT Beta Build). Also, in relation to your lack of DSiWare Dump Compatibility, if you have the petit computer DSiWare dumped into a .CIA file format, you can use GodMode9 on your 3DS and view the contents of the .CIA to extract the .app file which the DSi can run (but Petit Computer is one of those games that require a public.sav, otherwise they refuse to boot (boot into a white screen)). Alternatively, you can extract all of the subdirectories within the .CIA file and install the application to your DSi NAND through the .TMD file using twlnf without the need of HiyaCFW (according to this video but I can't say that I've tried it to confirm / deny that process). If you install HiyaCFW, then you should be able to install DSiWare onto your nand with TMFH .
As I understand this I would need a DSi. Unfortunately, I don't have a DSi to do this with, and likely won't have one for a while.
I don't have a DSi NAND with PTC installed.
I have tried to use No$GBA before, but 3ds dumped DSiWare doesn't seem compatible (or, I'm missing a large amount of required system files from a DSi.) Essentially, I can't get No$GBA to work, so I tried to make my own interpreter.
Additionally, it was fun, and I learned about some of the internal stuff of PTC I wasn't aware of. At the very least, I managed to get way further than I expected with the development of this (original draft was done at a hackathon and only had the font and a semi-functional console) so I just kept going.
Unfortunately, there's no microphone access for Petit, so it's not an option anyways.
There might be a way to save to XM, but it'd require writing a converter program likely on PC to convert the saved .PTC files to it.
Are you looking for something like Petitcom_Music_Workstation? Based on images of Nitro Tracker it looks like it shares some features, not sure it's exactly the same though.
Edit: apparently you already found that, but that's the best one I know for PTC.
More info: https://github.com/Minxrod/PTC-Interpreter/issues/5
I actually have most (maybe?) of the sound files dumped, but I can't seem to figure out how to link the instrument samples to the actual music tracks. The closest I got was using VGMToolbox, which I got a soundfont from, but it seems to be missing a few instruments when I play it with some of the music. If you can find a way to get the sound files in higher quality/not missing instruments though, I'd appreciate the help.
If you're talking about the interpreter, there's a compiled release link with not much missing here: https://github.com/Minxrod/PTC-Interpreter/releases/tag/0.1
If you still want to compile it, you can probably download the source and use the javac command assuming you have java installed, or for the release I just built it using the Netbeans IDE and copied the .jar if I remeber correctly.
https://github.com/Minxrod/PTC-Interpreter/releases/tag/0.1
A release! If you want to test out some PTC programs on PC, it would help me figure out what to add next or fix. Most samples have some amount of support, so please try it out.
If anyone who lurks here happens to know how to extract sound files or already has them, I need to get them somehow to implement the sound system properly.
More info: https://github.com/Minxrod/PTC-Interpreter/issues/5
Also great update:
Getting simple sprite support was nowhere near as difficult as I thought it would be. It's just combining the smaller characters into a larger image and drawing that. Here's a demo video of what I just tested...
Hopefully, I can work on finishing the keyboard "soon," and work on some more interesting things after that. But first, I will likely start optimizing some of the older things, and organizing the code a bit better.
Pretty great update: Tales From The Labyrinth appears to run fully, with some lags (ignoring audio for now).
Here's a video of the game (warning: somewhat long.)