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List of Commands

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The following is a list of built-in commands, adapted from the help file:

V1 V2 V3 Command
n Y Y ACLS
n Y n APPEND string
n n Y ATTR parameter
n n Y BACKTRACE
Y Y Y BEEP [sound effect[, pitch[, volume[, balance] ] ] ]
Y Y n BGCLIP x start point, y start point, x end point, y end point
n n Y BGCLIP Layer [,x start point, y start point, x end point, y end point]
n Y Y BGCLR [Layer]
n n Y BGCOLOR layer, RGB code
n Y Y BGCOPY layer, start point x, start point y, end point x, end point y, transfer destination x, transfer destination y
n Y n BGFILL layer, start point x, start point y, end point x, end point y, character number, palette number, horizontal rotation, vertical rotation
n Y Y BGFILL layer, start point x, start point y, end point x, end point y, screen data
n Y n BGFILL layer, start point x, start point y, end point x, end point y, screen data string
n n Y BGLOAD
n Y Y BGMCLEAR [song number]
Y Y Y BGMPLAY song number
n Y Y BGMPLAY track number, song number[, track volume]
n Y Y BGMPLAY MML string[, MML string...]
n Y n BGMPRG waveform number, A, D, S, R, waveform string
n Y Y BGMSET song number, MML string[, MML string...]
n Y Y BGMSETD song number, @label
n Y n BGMSETD song number, string
n Y n BGMSETV track number, variable number, value
Y Y Y BGMSTOP
n Y Y BGMSTOP track number[, fade time]
n Y Y BGMVOL [track number,] volume
Y Y n BGOFS layer, x, y[, interpolation time]
n n Y BGOFS layer, [x], [y], [z]
Y Y Y BGPAGE screen
Y Y n BGPUT layer, x, y, character number, palette number, horizontal rotation, vertical rotation
n Y Y BGPUT layer, x, y, screen data
n Y n BGPUT layer, x, y, screen data string
Y Y n BGREAD (layer, x, y), CHR, PAL, H, V
n Y n BGREAD (layer, x, y), SC
n Y n BGREAD (layer, x, y), SC$
n n Y BGSAVE
n n Y BREAK
n Y Y BREPEAT button ID[, start time, interval]
n n Y CALL parameter[, parameter...]
Y Y n CHRINIT character name
Y Y n CHRREAD (character name, character number), C$
Y Y n CHRSET character name, character number, graphic string
Y Y Y CLEAR
Y Y Y CLS
Y Y n COLINIT [color bank name[, color number] ]
Y Y Y COLOR number
n Y Y COLOR number, number
Y Y n COLREAD (color bank name, color number), variableR, variableG, variableB
Y Y n COLSET color bank name, color number, color data string
Y Y Y CONT
n n Y CONTINUE
Y Y Y DATA data[, data...]
n n Y DEC variable[, value]
Y Y Y DELETE string
n n Y DEF FunctionName [parameter1[, parameter2...] ]
Y Y Y DIM variable1(dimension 1[, dimension 2])[, variable2(dimension3[, dimension4])...]
Y Y n DTREAD (string), variableY, variableM, variableD
n n Y DTREAD [string] OUT variableY, variableM, variableD
Y Y Y END
Y Y Y EXEC string
Y Y Y FILES [resource name[, resource name...] ]
n n Y FONTDEF number, parameter
Y Y Y FOR numerical variable = numerical value TO numerical expression [STEP numerical expression]
Y Y Y GBOX x1, y1, x2, y2[, color]
Y Y Y GCIRCLE x, y, radius[, color[, initial angle, final angle] ]
Y Y Y GCLS [color]
Y Y Y GCOLOR color number
n Y Y GCOPY [transfer page,] start point x, start point y, end point x, end point y, transfer destination x, transfer destination y, copy mode
n Y n GDRAWMD status
Y Y Y GFILL x1, y1, x2, y2[, color]
Y Y Y GLINE x1, y1, x2, y2[, color]
n n Y GLOAD
Y Y Y GOSUB @label
n Y Y GOSUB string
Y Y Y GOTO @label
n Y Y GOTO string
Y Y n GPAGE screen[, drawing page, display screen]
n n Y GPAGE parameter 1, parameter 2
Y Y Y GPAINT x, y[, color[, border color] ]
n Y Y GPRIO number
Y Y Y GPSET x, y[, color]
Y Y Y GPUTCHR x, y, character name, number, palette number, scale
n n Y GPUTCHR x, y, strings, scale x, scaly y, RGB code
n n Y GSAVE
n n Y GTRI x, y, x2, y2, x3, y3 [, RGB code ]
n n Y GYROSYNC
n n Y GYROV (), variableY, variableP, variableR
Y Y n ICONCLR [icon position]
Y Y n ICONSET icon position, icon number
Y Y n IF numerical value GOTO label [ELSE command(s)]
Y Y Y IF numerical value THEN label [ELSE command(s)]
Y Y Y IF numerical value THEN command(s) [ELSE command(s)]
n n Y IF numerical value THEN command(s) [ELSEIF numerical value...]
n n Y INC variable[, value]
Y Y Y INPUT [string;] variable[, variable...]
Y Y Y KEY number, string
Y Y Y LINPUT [string;] string variable
Y Y Y LIST [line number]
Y Y Y LIST @label
n n Y LIST [0-3:][line number]
n n Y LIST [0-3:] @label
Y Y Y LOAD string[, display control]
Y Y Y LOCATE x,y
n n Y LOCATE x,y,z
n n Y MICSAVE
n n Y MICSTART
n n Y MICSTOP
n n Y MPEND
n n Y MPRECV
n n Y MPSEND
n n Y MPSET
n n Y MPSTART
Y Y Y NEW
n n Y NEW [0-3]
Y Y Y NEXT [variable]
Y Y Y ON numerical value GOTO label[, label...]
Y Y Y ON numerical value GOSUB label[, label...]
n n Y OPTION parameter
Y Y n PNLSTR x coordinate, y coordinate, string[, palette number]
Y Y n PNLTYPE panel name
n n Y PRGDEL
n n Y PRGGET
n n Y PRGINS string
n n Y PRGSET string
Y Y Y PRINT value[; value[, value...] ]
n n Y PROJECT parameter
n n Y PUSH parameter, parameter
Y Y Y READ variable 1[, variable 2...]
n Y n REBOOT
Y Y n RECVFILE string
Y Y Y REM [comment]
Y Y Y RENAME string 1, string 2
n n Y REPEAT
Y Y Y RESTORE @label
n Y Y RESTORE string
Y Y Y RETURN
n n Y RETURN parameter
n Y Y RSORT start point, number of elements, array 1[, array 2...]
Y Y Y RUN
n n Y RUN 0-3
Y Y Y SAVE string
n Y Y SAVE string, string
n n Y SAVE string, string, array
n n Y SCROLL number, number
Y Y n SENDFILE string
n Y Y SORT start point, number of elements, array 1[, array 2...]
Y Y n SPANGLE control number, angle[, interpolation time, change direction]
Y Y Y SPANIM control number, number of frames, time[, loop]
Y Y Y SPCHR control number, sprite character number
Y Y n SPCHR control number, sprite character number, palette number, horizontal rotation, vertical rotation, order of precedence
n n Y SPCHR control number, sprite character number, template x, template y[, horizontal rotation, vertical rotation], attribute
n n Y SPCHR control number, OUT, sprite character number, template x, template y[, horizontal rotation, vertical rotation][, attribute]
n n Y SPCLIP
Y Y Y SPCLR [control number]
n Y n SPCOL control number, x, y, w, h, scale adjustment[, group]
n n Y SPCOL control number[, x, y, w, h][,[ scale adjustment][, group]]
n n Y SPCOLOR
n Y Y SPCOLVEC control number[, displacement x, displacement y]
n n Y SPDEF
n n Y SPHIDE control number
n Y Y SPHOME control number, x, y
n n Y SPLINK number, number
Y Y Y SPOFS control number, x, y[, interpolation time]
n n Y SPOFS control number, x, y, z[, interpolation time]
Y Y Y SPPAGE screen
n Y n SPREAD (control number), X, Y[, A, S, C]
n n Y SPROT value1, value2
Y Y Y SPSCALE control number, scale[, interpolation time]
Y Y Y SPSET control number, sprite character number, palette number, horizontal rotation, vertical rotation, order of precedence[, width, height]
n Y n SPSETV control number, variable number, value
n n Y SPSTART
n n Y SPSTOP
n n Y SPUNLINK
n n Y SPVAR
n n Y STICK
n n Y STICKEX
Y Y Y STOP
n Y Y SWAP variable, variable
n J Y TALK string[, string... ]
n J Y TALKSTOP
Y Y n TMREAD (string), variableH, variableM, variableS
n n Y TMREAD [string] OUT variableH, variableM, variableS
n n Y TOUCH
n n Y UNSHIFT parameter, parameter
n n Y UNTIL boolean condition
n n Y VAR parameter[, parameter...]
Y Y n VISIBLE console, panel, BG0, BG1, SPRITE, 256 color graphics
n n Y VISIBLE number, number, number, number
Y Y Y VSYNC frame number
n Y Y WAIT frame number
n n Y WEND
n n Y WHILE boolean condition
n n Y XOFF parameter
n n Y XON parameter
n n Y XSCREEN number[, number, number]
Y Y Y Assignment
Y Y Y ? (PRINT)
Y Y Y ' (REM)

The first three columns indicate whether the command is implemented in the corresponding version of SmileBasic.

  • "Y" indicates the command is implemented.
  • "n" indicates it is not.
  • "Y" indicates it is added since new version.
  • "J" indicates the command works in the Japanese release of Petit Computer, but not for the North American release.

List of TermsEdit

  • Control Number - Control numbers are identification numbers that are used to refer to the sprite after it is created with SPSET.

OthersEdit

  • ACLS was not present in V3 at Tokyo Game Show 2014 (demo version), but many people became confused without ACLS. The release version re-adds ACLS and BACKTRACE.
  • GTRI (paint to triangle graphic) and PRGLINE (maybe about program generating) were removed on release version of V3.
  • On February 2nd 2015, Smileboom announced that GPUTCHR would return in next Japanese version of V3.
  • On February 12th 2015, announced ELSEIF would add in next Japanese version of V3,instead of EVALUATE,switch case or Select Case.
  • Since 2015 4 March,Petit Computer 3D in Japanese Version 3.1.0 brings new commands below.
    • ELSEIF
    • GTRI
    • GPUTCHR
    • BGCOLOR
    • HARDWARE

Start a Discussion Discussions about List of Commands

  • Expanding List of Commands

    12 messages
    • I've noticed that there are still no defenitions of each command, I can help you label them if you'd like.
    • The assumption is that one has access to the in-game manual as well, but by all means, if you can do it well, go ahead.

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