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- #===============================================================================
- # Custom Resolution (DLL-less)
- # Authors: ForeverZer0, KK20
- # Version: 0.96b
- # Date: 11.15.2013
- #===============================================================================
- # KK20's Notes
- #===============================================================================
- # Introduction:
- #
- # This script is intended to create screen resolutions other than 640 x 480.
- # The script comes with its own Tilemap rewrite in order to combat larger
- # screen resolutions (because anything beyond 640 x 480 is not drawn).
- #
- # Instructions:
- #
- # Place script above 'Main'. Probably best to put it below all your other
- # custom scripts.
- # This version does not require the 'screenshot.dll'.
- #
- # Things to Consider:
- #
- # - Fullscreen will change the resolution back to 640 x 480. A solution is in
- # the works.
- # - Transitions do not work properly on larger resolutions. You can use a
- # Transitions Add-Ons script if you want better transitions (otherwise, all
- # you will get is the default fade in/out). Links listed below.
- # - Custom scripts that draw windows to the screen will most likely need edits.
- # - Larger resolutions = more processing power = more lag
- #
- # ***************************************************************************
- # * THIS IS STILL A WORK IN PROGRESS; IF YOU FIND ANYTHING PLEASE REPORT IT *
- # ***************************************************************************
- #
- # Links:
- # - Fantasist's Transitions Pack
- # http://forum.chaos-project.com/index.php/topic,1390.0.html
- # - ForeverZer0's Add-ons
- # http://forum.chaos-project.com/index.php/topic,7862.0.html
- # - ThallionDarkshine's Add-ons
- # http://forum.chaos-project.com/index.php/topic,12655.0.html
- # - Drago Transition Pack
- # http://forum.chaos-project.com/index.php/topic,13488.0.html
- #
- #===============================================================================
- # ForeverZer0's Notes from v0.93 (outdated information)
- #===============================================================================
- # Introduction:
- #
- # My goal in creating this script was to create a system that allowed the user
- # to set the screen size to something other than 640 x 480, but not have make
- # huge sacrifices in compatibility and performance. Although the script is
- # not simply Plug-and-Play, it is about as close as one can achieve with a
- # script of this nature.
- #
- # Instructions:
- #
- # - Place the "screenshot.dll" from Fantasist's Transition Pack script, which
- # can be found here: http://www.sendspace.com/file/yjd54h in your game folder
- # - Place this script above main, below default scripts.
- # - In my experience, unchecking "Reduce Screen Flickering" actually helps the
- # screen not to flicker. Open menu with F1 while playing and set this to what
- # you get the best results with.
- #
- # Features:
- #
- # - Totally re-written Tilemap and Plane class. Both classes were written to
- # display the map across any screen size automatically. The Tilemap class
- # is probably even more efficient than the original, which will help offset
- # any increased lag due to using a larger screen size with more sprites
- # being displayed.
- # - Every possible autotile graphic (48 per autotile) will be cached for the
- # next time that tile is used.
- # - Autotile animation has been made as efficient as possible, with a system
- # that stores their coodinates, but only if they change. This greatly reduces
- # the number of iterations at each update.
- # - System creates an external file to save pre-cached data priorities and
- # autotiles. This will decrease any loading times even more, and only takes a
- # second, depending on the number of maps you have.
- # - User defined autotile animation speed. Can change with script calls.
- # - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the
- # defined resolution, unless explicitely over-ridden in the method call.
- # The graphics themselves will not be resized, but any existing scripts that
- # use the normal screen size will already be configured to display different
- # sizes of graphics for transitions, battlebacks, pictures, fogs, etc.
- # - Option to have a log file ouput each time the game is ran, which can alert
- # you to possible errors with map sizes, etc.
- #
- # Issues/Bugs/Possible Bugs:
- #
- # - Graphic related scripts and your graphics will need to be customized to
- # fit the new screen size, so this script is not for everyone.
- # - The Z-axis for the Plane class, which is used for Fogs and Panoramas has
- # been altered. It is now multiplied by 1000. This will likely be a minor
- # issue for most, since this class is very rarely used except for Fogs and
- # Panoramas, which are already far above and below respectfully.
- # - Normal transitions using graphics cannot be used. With the exception of
- # a standard fade, like that used when no graphic is defined will be used.
- # Aside from that, only special transitions from Transition Pack can be
- # used.
- #===============================================================================
- # Credits/Thanks:
- # - ForeverZer0, for script.
- # - Creators of the Transition Pack and Screenshot.dll
- # - Selwyn, for base resolution script
- # - KK20, for Version 0.94 and above and the Tilemap class
- # - LiTTleDRAgo, for his Core Engine script to remove screenshot.dll dependency
- #===============================================================================
- # CONFIGURATION
- #===============================================================================
- SCREEN = [1024, 576]
- # Define the resolution of the game screen. These values can be anything
- # within reason. Centering, viewports, etc. will all be taken care of, but it
- # is recommended that you use values divisible by 32 for best results.
- UPDATE_COUNT = 8
- # Define the number of frames between autotile updates. The lower the number,
- # the faster the animations cycle. This can be changed in-game with the
- # following script call: $game_map.autotile_speed = SPEED
- RESOLUTION_LOG = true
- # This will create a log in the Game directory each time the game is ran in
- # DEBUG mode, which will list possible errors with map sizes, etc.
- #===============================================================================
- # ** Resolution
- #===============================================================================
- class Resolution
- attr_reader :version
- def initialize
- # Define version.
- @version = 0.96
- # Set instance variables for calling basic Win32 functions.
- ini = Win32API.new('kernel32', 'GetPrivateProfileString','PPPPLP', 'L')
- title = "\0" * 256
- ini.call('Game', 'Title', '', title, 256, '.\\Game.ini')
- title.delete!("\0")
- @window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
- set_window_long = Win32API.new('user32', 'SetWindowLong', 'LIL', 'L')
- set_window_pos = Win32API.new('user32', 'SetWindowPos', 'LLIIIII', 'I')
- @metrics = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
- # Set default size, displaying error if size is larger than the hardware.
- default_size = self.size
- if default_size[0] < SCREEN[0] || default_size[1] < SCREEN[1]
- print("\"#{title}\" requires a minimum screen resolution of [#{SCREEN[0]} x #{SCREEN[1]}]\r\n\r\n" +
- "\tYour Resolution: [#{default_size[0]} x #{default_size[1]}]")
- exit
- end
- # Apply resolution change.
- x = (@metrics.call(0) - SCREEN[0]) / 2
- y = (@metrics.call(1) - SCREEN[1]) / 2
- set_window_long.call(@window, -16, 0x14CA0000)
- set_window_pos.call(@window, 0, x, y, SCREEN[0] + 6, SCREEN[1] + 26, 0)
- @window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
- end
- #--------------------------------------------------------------------------
- def size
- # Returns the screen size of the machine.
- return [@metrics.call(0), @metrics.call(1)]
- end
- #--------------------------------------------------------------------------
- end
- #==============================================================================
- # ** Drago - Core Engine
- # Version : 1.39
- # Contact : littledrago.blogspot.com / forum.chaos-project.com
- #==============================================================================
- # =============================================================================
- # NOTE:
- # -----------------------------------------------------------------------------
- # This is a devtool for me to make me easier for scripting
- # If you want to use this, put above all custom script & below Scene_Debug
- #
- # Note that I'm changing a bit RGSS language in this script, so probably some
- # syntax in this script won't work if you use them somewhere else
- #
- # =============================================================================
- module LiTTleDRAgo
- #-------------------------------------------------------------------------
- # * Constant
- #-------------------------------------------------------------------------
- VX = defined?(Window_ActorCommand)
- VXA = defined?(Window_BattleActor)
- RGSS1 = defined?(Hangup)
- RGSS2 = RUBY_VERSION == '1.8.1' && !RGSS1
- RGSS3 = RUBY_VERSION == '1.9.2'
- APPPATHDRAGO = "#{ENV['APPDATA']}/Drago/"
- end
- #==============================================================================
- # ** CoreDLL
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- module CoreDLL
- #-------------------------------------------------------------------------
- # * Constant
- #-------------------------------------------------------------------------
- Rtlmemory_pi = Win32API.new('kernel32','RtlMoveMemory','pii','i')
- Rtlmemory_ip = Win32API.new('kernel32','RtlMoveMemory','ipi','i')
- #-------------------------------------------------------------------------
- # * Get the game window handle (specific to game)
- #-------------------------------------------------------------------------
- unless method_defined?(:hwnd)
- def hwnd
- @window_find ||= Win32API.new('user32', 'FindWindowEx', %w(l l p p), 'i')
- @game_window ||= @window_find.call(0,0,"RGSS Player",0)
- return @game_window
- end
- end
- #-------------------------------------------------------------------------
- # * Get the Game Window's width and height
- #-------------------------------------------------------------------------
- unless method_defined?(:client_size)
- def client_size
- @window_c_rect ||= Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
- @window_c_rect.call(self.hwnd, (rect = [0, 0, 0, 0].pack('l4')))
- right, bottom = rect.unpack('l4')[2..3]
- return right, bottom
- end
- end
- #--------------------------------------------------------------------------
- # * snap_to_bitmap
- #--------------------------------------------------------------------------
- unless method_defined?(:snap_to_bitmap)
- def snap_to_bitmap
- @getdc ||= Win32API.new('user32','GetDC','i','i')
- @ccdc ||= Win32API.new('gdi32','CreateCompatibleDC','i','i')
- @ccbitmap ||= Win32API.new('gdi32','CreateCompatibleBitmap','iii','i')
- @deleteobject ||= Win32API.new('gdi32','DeleteObject','i','i')
- @bitblt ||= Win32API.new('gdi32','BitBlt','iiiiiiiii','i')
- @setdibits ||= Win32API.new('gdi32','SetDIBits','iiiiipi','i')
- @getdibits ||= Win32API.new('gdi32','GetDIBits','iiiiipi','i')
- @selectobject ||= Win32API.new('gdi32','SelectObject','ii','i')
- width, height = Graphics.width, Graphics.height
- bitmap = Bitmap.new(width, height)
- info = [40,width,height,1,32,0,0,0,0,0,0].pack('LllSSLLllLL')
- hDC = @ccdc.call((dc = @getdc.call(hwnd)))
- hBM = @ccbitmap.call(dc, width, height)
- @deleteobject.call(@selectobject.call(hDC, hBM))
- @setdibits.call(hDC, hBM, 0, height, (address = bitmap.address), info, 0)
- @bitblt.call(hDC, 0, 0, width, height, dc, 0, 0, 0xCC0020)
- @getdibits.call(hDC, hBM, 0, height, address, info, 0)
- @deleteobject.call(hBM)
- @deleteobject.call(hDC)
- bitmap
- end
- end
- end
- LiTTleDRAgo.extend(CoreDLL)
- #==============================================================================
- # ** Graphics
- #------------------------------------------------------------------------------
- # This module handles all Graphics
- #==============================================================================
- module Graphics
- #----------------------------------------------------------------------------
- # ● class << self
- #----------------------------------------------------------------------------
- class << self
- #--------------------------------------------------------------------------
- # ● Redefined method: width, height, snap_to_bitmap
- #--------------------------------------------------------------------------
- unless method_defined?(:width)
- def width
- LiTTleDRAgo.client_size.at(0)
- end
- end
- unless method_defined?(:height)
- def height
- LiTTleDRAgo.client_size.at(1)
- end
- end
- unless method_defined?(:snap_to_bitmap)
- def snap_to_bitmap
- LiTTleDRAgo.snap_to_bitmap
- end
- end
- end
- end
- #==============================================================================
- # ■ Bitmap
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Bitmap
- #----------------------------------------------------------------------------
- # ● Constant
- #----------------------------------------------------------------------------
- RtlMoveMemory_pi = CoreDLL::Rtlmemory_pi
- RtlMoveMemory_ip = CoreDLL::Rtlmemory_ip
- #----------------------------------------------------------------------------
- # ● New method: address
- #----------------------------------------------------------------------------
- unless method_defined?(:address)
- def address
- @address ||= (
- RtlMoveMemory_pi.call(a="\0"*4, __id__*2+16, 4)
- RtlMoveMemory_pi.call(a, a.unpack('L')[0]+8, 4)
- RtlMoveMemory_pi.call(a, a.unpack('L')[0]+16, 4)
- a.unpack('L')[0]
- )
- end
- end
- end
- #===============================================================================
- # ** END OF Drago - Core Engine
- #===============================================================================
- #===============================================================================
- # ** Graphics
- #===============================================================================
- module Graphics
- class << self
- alias zer0_graphics_transition transition
- end
- def self.transition(duration = 8, *args)
- # Call default transition if no instance of the resolution is defined.
- if $resolution == nil
- zer0_graphics_transition(duration, *args)
- else
- # Skip this section and instantly transition graphics if duration is 0.
- if duration > 0
- # Take a snapshot of the the screen, overlaying screen with graphic.
- #$resolution.snapshot
- zer0_graphics_transition(0)
- # Create screen instance
- sprite = Sprite.new(Viewport.new(0, 0, SCREEN[0], SCREEN[1]))
- sprite.bitmap = Graphics.snap_to_bitmap
- # Use a simple fade if transition is not defined.
- fade = 255 / duration
- duration.times { sprite.opacity -= fade ; update }
- # Dispose sprite and delete snapshot file.
- [sprite, sprite.bitmap].each {|obj| obj.dispose }
- #File.delete('Data/snap')
- end
- zer0_graphics_transition(0)
- end
- end
- end
- #===============================================================================
- # ** RPG::Cache
- #===============================================================================
- module RPG::Cache
- AUTO_INDEX = [
- [27,28,33,34], [5,28,33,34], [27,6,33,34], [5,6,33,34],
- [27,28,33,12], [5,28,33,12], [27,6,33,12], [5,6,33,12],
- [27,28,11,34], [5,28,11,34], [27,6,11,34], [5,6,11,34],
- [27,28,11,12], [5,28,11,12], [27,6,11,12], [5,6,11,12],
- [25,26,31,32], [25,6,31,32], [25,26,31,12], [25,6,31,12],
- [15,16,21,22], [15,16,21,12], [15,16,11,22], [15,16,11,12],
- [29,30,35,36], [29,30,11,36], [5,30,35,36], [5,30,11,36],
- [39,40,45,46], [5,40,45,46], [39,6,45,46], [5,6,45,46],
- [25,30,31,36], [15,16,45,46], [13,14,19,20], [13,14,19,12],
- [17,18,23,24], [17,18,11,24], [41,42,47,48], [5,42,47,48],
- [37,38,43,44], [37,6,43,44], [13,18,19,24], [13,14,43,44],
- [37,42,43,48], [17,18,47,48], [13,18,43,48], [1,2,7,8]
- ]
- def self.autotile(filename)
- key = "Graphics/Autotiles/#{filename}"
- if !@cache.include?(key) || @cache[key].disposed?
- # Cache the autotile graphic.
- @cache[key] = (filename == '') ? Bitmap.new(128, 96) : Bitmap.new(key)
- # Cache each configuration of this autotile.
- new_bm = self.format_autotiles(@cache[key], filename)
- @cache[key].dispose
- @cache[key] = new_bm
- end
- return @cache[key]
- end
- def self.format_autotiles(bitmap, filename)
- if bitmap.height > 32
- frames = bitmap.width / 96
- template = Bitmap.new(256*frames,192)
- # Create a bitmap to use as a template for creation.
- (0..frames-1).each{|frame|
- (0...6).each {|i| (0...8).each {|j| AUTO_INDEX[8*i+j].each {|number|
- number -= 1
- x, y = 16 * (number % 6), 16 * (number / 6)
- rect = Rect.new(x + (frame * 96), y, 16, 16)
- template.blt((32 * j + x % 32) + (frame * 256), 32 * i + y % 32, bitmap, rect)
- }}}}
- return template
- else
- return bitmap
- end
- end
- end
- #===============================================================================
- # ** Tilemap_DataTable
- #===============================================================================
- class Tilemap_DataTable
- attr_accessor :updates
- attr_accessor :table
- def initialize(table)
- @table = table
- @updates = []
- end
- def updated
- return @updates.size >= 1
- end
- def [](x,y=nil,z=nil)
- return @table[x,y,z] unless z.nil?
- return @table[x,y] unless y.nil?
- return @table[x]
- end
- def []=(x,y,z=nil,t_id=nil)
- @updates.push([x,y,z,t_id]) unless t_id.nil?
- t_id.nil? ? (z.nil? ? @table[x] = y : @table[x,y] = z) : @table[x,y,z] = t_id
- end
- def xsize; return @table.xsize; end
- def ysize; return @table.ysize; end
- def zsize; return @table.zsize; end
- def resize(x,y=nil,z=nil); @table.resize(x,y,z); end
- end
- #===============================================================================
- # ** Tilemap
- #===============================================================================
- class Tilemap
- attr_reader :map_data, :ox, :oy, :viewport
- attr_accessor :tileset, :autotiles, :priorities
- def initialize(viewport)
- # Initialize instance variables to store required data.
- @viewport, @autotiles, @tile_sprites, @ox, @oy = viewport, [], [], 0, 0
- @current_frame, @total_frames = [], []
- @tilemap_drawn = false
- @ox_oy_set = [false, false]
- # Get priority data for this tileset from instance of Game_Map.
- @priorities = $game_map.priorities
- # Holds all the Sprite instances of animating tiles (keys based on tile's ID)
- @animating_tiles = {}
- # Game map's x/y location of the top left corner tile
- @corner_tile_loc = [-1,-1]
- end
- #-----------------------------------------------------------------------------
- # Initialize all tile sprites. Draws three sprites per (x,y).
- #-----------------------------------------------------------------------------
- def init_tiles
- # Determine how many frames of animation this autotile has
- for i in 0..6
- bm = @autotiles[i]
- if bm.nil?
- @total_frames = 1
- elsif bm.height > 32
- @total_frames[i] = bm.width / 256
- else
- @total_frames[i] = bm.width / 32
- end
- @current_frame[i] = 0
- end
- # Turn on flag that the tilemap sprites have been initialized
- @tilemap_drawn = true
- @animating_tiles.clear
- # Create a sprite and viewport to use for each priority level.
- (0...((SCREEN[0]/32+2) * (SCREEN[1]/32+2))*3).each{|i|
- @tile_sprites[i/3] = [] if @tile_sprites[i/3].nil?
- @tile_sprites[i/3][i%3] = Sprite.new(@viewport) unless @tile_sprites[i/3][i%3].is_a?(Sprite)
- # Rename to something shorter and easier to work with for below
- tile = @tile_sprites[i/3][i%3]
- # Assign tile's respective ID value
- tile.tile_sprite_id = i
- # Draw sprite at index location (ex. ID 0 should always be the top-left sprite)
- tile.x = (i % ((SCREEN[0]/32+2)*3) / 3 * 32) - 32 + (@ox % 32)
- tile.y = (i / ((SCREEN[0]/32+2)*3) * 32) - 32 + (@oy % 32)
- map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
- @corner_tile_loc = [map_x, map_y] if i == 0
- # If the tile happens to be drawn along the outside borders of the map
- if map_x < 0 || map_x >= $game_map.width || map_y < 0 || map_y >= $game_map.height
- tile.z = 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- else # Tile is actually on the map
- tile_id = @map_data[map_x,map_y,i%3]
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = tile.y + @priorities[tile_id] * 32 + 32
- end
- # No tile exists here
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')#@tileset
- tile.src_rect.set(0,0,0,0)
- elsif tile_id >= 384 # non-autotile
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8)*32,((tile_id - 384) / 8)*32, 32, 32)
- else # autotile
- tile.bitmap = @autotiles[tile_id/48-1]
- tile.src_rect.set(((tile_id % 48) % 8)*32,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[i] = tile if tile.bitmap.width > 256
- end
- end
- }
- # Sprite ID located at top left corner (ranges from 0..map_width * map_height
- @corner_index = 0
- end
- #-----------------------------------------------------------------------------
- # Makes update to ox and oy. Sprites out of range will be moved based on these
- # two values.
- #-----------------------------------------------------------------------------
- def ox=(ox)
- #
- unless @tilemap_drawn
- @ox = ox
- @ox_oy_set[0] = true
- return
- end
- return if @ox == ox
- # Shift all tiles left or right by the difference
- shift = @ox - ox
- @tile_sprites.each {|set| set.each{|tile| tile.x += shift }}
- @ox = ox
- # Determine if columns need to be shifted
- col_num = @corner_index
- #return unless @tile_sprites[col_num][0].x <= -49 || @tile_sprites[col_num][0].x >= -17
- while @tile_sprites[col_num][0].x <= -49 || @tile_sprites[col_num][0].x >= -17
- @corner_tile_loc[0] += (shift < 0 ? 1 : -1)
- modTileId = ((SCREEN[0]+64)*(SCREEN[1]+64))/1024
- # If new ox is greater than old ox
- if shift < 0
- # Move all sprites in left column to the right side and change bitmaps
- # and z-values
- (0...(SCREEN[1]/32+2)).each{|n|
- j = ((SCREEN[0]/32+2) * n + col_num) % modTileId
- @tile_sprites[j].each_index{|i|
- tile = @tile_sprites[j][i]
- @animating_tiles.delete(tile.tile_sprite_id)
- tile.x += 64 + SCREEN[0]
- map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
- tile_id = @map_data[map_x,map_y,i]
- if tile_id.nil?
- tile.z = [map_y * 32, 0].max
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- next
- else
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = 32 + (tile.y/32) * 32 + @priorities[tile_id] * 32
- end
- end
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- elsif tile_id >= 384
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8) * 32,((tile_id - 384) / 8) *32, 32, 32)
- else
- auto_id = tile_id/48-1
- tile.bitmap = @autotiles[auto_id]
- tile.src_rect.set(((tile_id % 48) % 8)*32 + @current_frame[auto_id] * 256,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
- end
- }
- }
- # New corner should be the tile immediately right of the previous tile
- col_num /= SCREEN[0]/32+2
- col_num *= SCREEN[0]/32+2
- @corner_index = (@corner_index + 1) % (SCREEN[0]/32+2) + col_num
- else
- # Shift right column to the left
- # Gets the right column
- row_index = col_num / (SCREEN[0]/32+2)
- row_index *= (SCREEN[0]/32+2)
- col_num = (@corner_index - 1) % (SCREEN[0]/32+2) + row_index
- (0...(SCREEN[1]/32+2)).each{|n|
- j = ((SCREEN[0]/32+2) * n + col_num) % modTileId
- @tile_sprites[j].each_index{|i|
- tile = @tile_sprites[j][i]
- @animating_tiles.delete(tile.tile_sprite_id)
- tile.x -= 64 + SCREEN[0]
- map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
- tile_id = @map_data[map_x,map_y,i]
- if tile_id.nil?
- tile.z = [map_y * 32, 0].max
- tile.bitmap = @tileset
- tile.src_rect.set(0,0,0,0)
- next
- else
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = 32 + (tile.y/32) * 32 + @priorities[tile_id] * 32
- end
- end
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- elsif tile_id >= 384
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8)*32,((tile_id - 384) / 8)*32, 32, 32)
- else
- auto_id = tile_id/48-1
- tile.bitmap = @autotiles[auto_id]
- tile.src_rect.set(((tile_id % 48) % 8)*32 + @current_frame[auto_id] * 256,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
- end
- }
- }
- col_num /= SCREEN[0]/32+2
- col_num *= SCREEN[0]/32+2
- @corner_index = (@corner_index - 1) % (SCREEN[0]/32+2) + col_num
- end
- col_num = @corner_index
- end #end of while
- end
- #-----------------------------------------------------------------------------
- def oy=(oy)
- #
- unless @tilemap_drawn
- @oy = oy
- @ox_oy_set[1] = true
- return
- end
- return if @oy == oy
- # Shift all tiles up or down by the difference, and change z-value
- shift = @oy - oy
- @tile_sprites.each {|set| set.each{|tile| tile.y += shift; tile.z += shift unless tile.z == 0 }}
- @oy = oy
- # Determine if rows need to be shifted
- row_num = @corner_index
- #return unless @tile_sprites[row_num][0].y <= -49 || @tile_sprites[row_num][0].y >= -17
- while @tile_sprites[row_num][0].y <= -49 || @tile_sprites[row_num][0].y >= -17
- # Needed for resetting the new corner index much later.
- modTileId = ((SCREEN[0]+64)*(SCREEN[1]+64))/1024
- @corner_tile_loc[1] += (shift < 0 ? 1 : -1)
- # If new oy is greater than old oy
- if shift < 0
- row_num /= SCREEN[0]/32+2
- row_num *= SCREEN[0]/32+2
- # Move all sprites in top row to the bottom side and change bitmaps
- # and z-values
- (0...(SCREEN[0]/32+2)).each{|n|
- # Run through each triad of sprites from left to right
- j = n + row_num
- @tile_sprites[j].each_index{|i|
- # Get each individual tile on each layer
- tile = @tile_sprites[j][i]
- @animating_tiles.delete(tile.tile_sprite_id)
- tile.y += 64 + SCREEN[1]
- # Determine what map coordinate this tile now resides at...
- map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
- # ...and get its tile_id
- tile_id = @map_data[map_x,map_y,i]
- # If no tile exists here (effectively out of array bounds)
- if tile_id.nil?
- tile.z = [map_y * 32, 0].max
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- next
- else # Tile exists. Figure out its z-coordinate based on priority
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = 32 + (tile.y/32) * 32 + @priorities[tile_id] * 32
- end
- end
- # If empty tile
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- # If not an autotile
- elsif tile_id >= 384
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8) * 32,((tile_id - 384) / 8) *32, 32, 32)
- else # Autotile
- auto_id = tile_id/48-1
- tile.bitmap = @autotiles[auto_id]
- tile.src_rect.set(((tile_id % 48) % 8)*32 + @current_frame[auto_id] * 256,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
- end
- }
- }
- @corner_index = (@corner_index + (SCREEN[0]/32+2)) % modTileId
- else
- row_num = (@corner_index - (SCREEN[0]/32+2)) % modTileId
- row_num /= SCREEN[0]/32+2
- row_num *= SCREEN[0]/32+2
- (0...(SCREEN[0]/32+2)).each{|n|
- # Run through each triad of sprites from left to right
- j = n + row_num
- @tile_sprites[j].each_index{|i|
- # Get each individual tile on each layer
- tile = @tile_sprites[j][i]
- @animating_tiles.delete(tile.tile_sprite_id)
- tile.y -= 64 + SCREEN[1]
- # Determine what map coordinate this tile now resides at...
- map_x, map_y = (tile.x+@ox)/32, (tile.y+@oy)/32
- # ...and get its tile_id
- tile_id = @map_data[map_x,map_y,i]
- # If no tile exists here (effectively out of array bounds)
- if tile_id.nil?
- tile.z = [map_y * 32, 0].max
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- next
- else # Tile exists. Figure out its z-coordinate based on priority
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = 32 + (tile.y/32) * 32 + @priorities[tile_id] * 32
- end
- end
- # If empty tile
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- # If not an autotile
- elsif tile_id >= 384
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8) * 32,((tile_id - 384) / 8) *32, 32, 32)
- else # Autotile
- auto_id = tile_id/48-1
- tile.bitmap = @autotiles[auto_id]
- tile.src_rect.set(((tile_id % 48) % 8)*32 + @current_frame[auto_id] * 256,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
- end
- }
- }
- @corner_index = (@corner_index - (SCREEN[0]/32+2)) % modTileId
- end
- row_num = @corner_index
- end # end of while
- end
- #-----------------------------------------------------------------------------
- # Dispose all the tile sprites
- #-----------------------------------------------------------------------------
- def dispose
- # Dispose all of the sprites
- @tile_sprites.each {|set| set.each{|tile| tile.dispose }}
- @tile_sprites.clear
- @animating_tiles.clear
- end
- #-----------------------------------------------------------------------------
- # Set map data
- #-----------------------------------------------------------------------------
- def map_data=(data)
- # Set the map data to new class
- if data.is_a?(Tilemap_DataTable)
- @map_data = data
- else
- @map_data = Tilemap_DataTable.new(data)
- end
- @map_data.table = @map_data.table.clone
- @map_data.updates = []
- @animating_tiles.clear
- @tilemap_drawn = false
- end
- #-----------------------------------------------------------------------------
- # Update the tile sprites; make changes to the map_data and update autotiles
- #-----------------------------------------------------------------------------
- def update
- # Can't update anything if the ox and oy have not yet been set
- return if @ox_oy_set != [true, true]
- # If the tilemap sprites have not been initialized, GO DO IT
- if !@tilemap_drawn
- init_tiles
- end
- # If made any changes to $game_map.data, the proper graphics will be drawn
- if @map_data.updated
- @map_data.updates.each{|item|
- x,y,z,tile_id = item
- # If this changed tile is visible on screen
- if x.between?(@corner_tile_loc[0], @corner_tile_loc[0]+(SCREEN[0]/32 + 1)) and
- y.between?(@corner_tile_loc[1], @corner_tile_loc[1]+(SCREEN[1]/32 + 1))
- x_dif = x - @corner_tile_loc[0]
- y_dif = y - @corner_tile_loc[1]
- id = @corner_index + x_dif
- id -= SCREEN[0]/32+2 if id/(SCREEN[0]/32+2) > @corner_index/(SCREEN[0]/32+2)
- id += y_dif * (SCREEN[0]/32+2)
- id -= (SCREEN[0]/32+2)*(SCREEN[1]/32+2) if id >= (SCREEN[0]/32+2)*(SCREEN[1]/32+2)
- tile = @tile_sprites[id][z]
- @animating_tiles.delete(tile.tile_sprite_id)
- #Figure out its z-coordinate based on priority
- if @priorities[tile_id] == 0
- tile.z = 0
- else
- tile.z = 32 + (tile.y/32) * 32 + @priorities[tile_id] * 32
- end
- # If empty tile
- if tile_id == 0
- tile.bitmap = RPG::Cache.picture('')
- tile.src_rect.set(0,0,0,0)
- # If not an autotile
- elsif tile_id >= 384
- tile.bitmap = @tileset
- tile.src_rect.set(((tile_id - 384) % 8) * 32,((tile_id - 384) / 8) *32, 32, 32)
- else # Autotile
- auto_id = tile_id/48-1
- tile.bitmap = @autotiles[auto_id]
- tile.src_rect.set(((tile_id % 48) % 8)*32 + @current_frame[auto_id] * 256,((tile_id % 48) / 8)*32, 32, 32)
- @animating_tiles[tile.tile_sprite_id] = tile if @total_frames[auto_id] > 1
- end
- end
- }
- @map_data.updates = []
- end
- # Update the sprites.
- if Graphics.frame_count % $game_map.autotile_speed == 0
- # Increase current frame of tile by one, looping by width.
- for i in 0..6
- @current_frame[i] = (@current_frame[i] + 1) % @total_frames[i]
- end
- @animating_tiles.each_value{|tile|
- frames = tile.bitmap.width
- tile.src_rect.set((tile.src_rect.x + 256) % frames, tile.src_rect.y, 32, 32)
- }
- end
- end
- end
- #===============================================================================
- # Game_Map
- #===============================================================================
- class Game_Map
- attr_reader :tile_size, :autotile_speed, :autotile_data, :priority_data
- alias zer0_load_autotile_data_init initialize
- def initialize
- # Call original method.
- zer0_load_autotile_data_init
- # Store the screen dimensions in tiles to save on calculations later.
- @tile_size = [SCREEN[0], SCREEN[1]].collect {|n| (n / 32.0).ceil }
- @autotile_speed = UPDATE_COUNT
- end
- alias zer0_map_edge_setup setup
- def setup(map_id)
- # Call original method.
- zer0_map_edge_setup(map_id)
- # Change Map's data into a special Table class
- @map.data = Tilemap_DataTable.new(@map.data)
- # Find the displayed area of the map in tiles. No calcualting every step.
- @map_edge = [self.width - @tile_size[0], self.height - @tile_size[1]]
- @map_edge.collect! {|size| size * 128 }
- end
- def scroll_down(distance)
- # Find point that the map edge meets the screen edge, using custom size.
- @display_y = [@display_y + distance, @map_edge[1]].min
- end
- def scroll_right(distance)
- # Find point that the map edge meets the screen edge, using custom size.
- @display_x = [@display_x + distance, @map_edge[0]].min
- end
- def autotile_speed=(speed)
- # Keep the speed above 0 to prevent the ZeroDivision Error.
- @autotile_speed = speed
- @autotile_speed = 1 if @autotile_speed < 1
- end
- end
- #===============================================================================
- # ** Game_Player
- #===============================================================================
- class Game_Player
- CENTER_X = ((SCREEN[0] / 2) - 16) * 4 # Center screen x-coordinate * 4
- CENTER_Y = ((SCREEN[1] / 2) - 16) * 4 # Center screen y-coordinate * 4
- def center(x, y)
- # Recalculate the screen center based on the new resolution.
- max_x = ($game_map.width - $game_map.tile_size[0]) * 128
- max_y = ($game_map.height - $game_map.tile_size[1]) * 128
- $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
- $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
- end
- end
- #===============================================================================
- # ** Sprite
- #===============================================================================
- class Sprite
- attr_accessor :tile_sprite_id
- alias tile_sprite_id_init initialize
- def initialize(view = nil)
- # No defined ID
- @tile_sprite_id = nil
- # Call original method.
- tile_sprite_id_init(view)
- end
- end
- #===============================================================================
- # ** Viewport
- #===============================================================================
- class Viewport
- alias zer0_viewport_resize_init initialize
- def initialize(x=0, y=0, width=SCREEN[0], height=SCREEN[1], override=false)
- if x.is_a?(Rect)
- # If first argument is a Rectangle, just use it as the argument.
- zer0_viewport_resize_init(x)
- elsif [x, y, width, height] == [0, 0, 640, 480] && !override
- # Resize fullscreen viewport, unless explicitly overridden.
- zer0_viewport_resize_init(Rect.new(0, 0, SCREEN[0], SCREEN[1]))
- else
- # Call method normally.
- zer0_viewport_resize_init(Rect.new(x, y, width, height))
- end
- end
- def resize(*args)
- # Resize the viewport. Can call with (X, Y, WIDTH, HEIGHT) or (RECT).
- self.rect = args[0].is_a?(Rect) ? args[0] : Rect.new(*args)
- end
- end
- #===============================================================================
- # ** Plane
- #===============================================================================
- class Plane < Sprite
- def z=(z)
- # Change the Z value of the viewport, not the sprite.
- super(z * 1000)
- end
- def ox=(ox)
- return if @bitmap == nil
- # Have viewport stay in loop on X-axis.
- super(ox % @bitmap.width)
- end
- def oy=(oy)
- return if @bitmap == nil
- # Have viewport stay in loop on Y-axis.
- super(oy % @bitmap.height)
- end
- def bitmap
- # Return the single bitmap, before it was tiled.
- return @bitmap
- end
- def bitmap=(tile)
- @bitmap = tile
- # Calculate the number of tiles it takes to span screen in both directions.
- xx = 1 + (SCREEN[0].to_f / tile.width).ceil
- yy = 1 + (SCREEN[1].to_f / tile.height).ceil
- # Create appropriately sized bitmap, then tile across it with source image.
- plane = Bitmap.new(@bitmap.width * xx, @bitmap.height * yy)
- (0..xx).each {|x| (0..yy).each {|y|
- plane.blt(x * @bitmap.width, y * @bitmap.height, @bitmap, @bitmap.rect)
- }}
- # Set the bitmap to the sprite through its super class (Sprite).
- super(plane)
- end
- # Redefine methods dealing with coordinates (defined in super) to do nothing.
- def x; end
- def y; end
- def x=(x); end
- def y=(y); end
- end
- #===============================================================================
- # ** Integer
- #===============================================================================
- class Integer
- def gcd(num)
- # Returns the greatest common denominator of self and num.
- min, max = self.abs, num.abs
- while min > 0
- tmp = min
- min = max % min
- max = tmp
- end
- return max
- end
- def lcm(num)
- # Returns the lowest common multiple of self and num.
- return [self, num].include?(0) ? 0 : (self / self.gcd(num) * num).abs
- end
- end
- #===============================================================================
- # ** Resolution Log
- #===============================================================================
- if RESOLUTION_LOG
- undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
- # Create a text file and write the header.
- file = File.open('Resolution Log.txt', 'wb')
- file.write("[RESOLUTION LOG]\r\n\r\n")
- time = Time.now.strftime("%x at %I:%M:%S %p")
- file.write(" Logged on #{time}\r\n\r\n")
- lcm = SCREEN[0].lcm(SCREEN[1]).to_f
- aspect = [(lcm / SCREEN[1]), (lcm / SCREEN[0])].collect {|num| num.round }
- file.write("RESOLUTION:\r\n #{SCREEN[0].to_i} x #{SCREEN[1].to_i}\r\n")
- file.write("ASPECT RATIO:\r\n #{aspect[0]}:#{aspect[1]}\r\n")
- file.write("MINIMUM MAP SIZE:\r\n #{(SCREEN[0] / 32).ceil} x #{(SCREEN[1] / 32).ceil}\r\n\r\n")
- file.write("UNDERSIZED MAPS:\r\n")
- mapinfo.keys.each {|key|
- map = load_data(sprintf("Data/Map%03d.rxdata", key))
- next if map.width*32 >= SCREEN[0] && map.height*32 >= SCREEN[1]
- undersize.push(key)
- }
- unless undersize.empty?
- file.write("The following maps are too small for the defined resolution. They should be adjusted to prevent graphical errors.\r\n\r\n")
- undersize.sort.each {|id| file.write(" MAP[#{id}]: #{mapinfo[id].name}\r\n") }
- file.write("\r\n")
- else
- file.write(' All maps are sized correctly.')
- end
- file.close
- end
- # Call the resolution, setting it to a global variable for plug-ins.
- $resolution = Resolution.new
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