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Custom Resolution

Custom Resolution Version: 0.93
By: ForeverZer0

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.

Features
  • 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.
  • Option to have the system create an external file to save pre-cached data for 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 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.

Screenshots

Resolution1.png


Demo

Demo Link

Script

[rgss]#===============================================================================
# Custom Resolution
# Author: ForeverZer0
# Version: 0.93
# Date: 12.18.2010
#===============================================================================
#
# 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
#
#===============================================================================
#                             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
 
  PRE_CACHE_DATA = true
  # The pre-cached file is mandatory for the script to work. As long as this is
  # true, the data will be created each time the game is test-played. This is
  # not always neccessary, only when maps are altered, so you can disable it to
  # help speed up game start-up, and it will use the last created file.
 
  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 = 0.93
    # 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
  #--------------------------------------------------------------------------
  def snapshot(filename = 'Data/snap', quality = 0)
    # FILENAME =   Filename that the picture will be saved as.
    # FILETYPE =   0 = High Quality   1 = Low Quality
    @screen = Win32API.new('screenshot.dll', 'Screenshot', 'LLLLPLL', '')
    @screen.call(0, 0, SCREEN[0], SCREEN[1], filename, @window, quality)
  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
 
#===============================================================================
# ** 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 = Bitmap.new('Data/snap')
        # 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], [13,18,43,48]
   
  ]
 
  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.
      self.format_autotiles(@cache[key], filename)
    end
    return @cache[key]
  end
 
  def self.format_autotiles(bitmap, filename)
    # Iterate all 48 combinations using the INDEX, and save copy to cache.
    (0...(bitmap.width / 96)).each {|frame|
      # Iterate for each frame in the autotile. (Only for animated ones)
      template = Bitmap.new(256, 192)
      # Create a bitmap to use as a template for creation.
      (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, 32 * i + y % 32, bitmap, rect)
      }
      # Use the above created template to create individual tiles.
      index = 8*i+j
      tile = Bitmap.new(32, 32)
      sx, sy = 32 * (index % 8), 32 * (index / 8)
      rect = Rect.new(sx, sy, 32, 32)
      tile.blt(0, 0, template, rect)
      @cache[[filename, index, frame]] = tile
    }}
    # Dispose the template since it will not be used again.
    template.dispose }
  end
 
  def self.load_autotile(name, tile_id, frame = 0)
    # Returns the autotile for the current map with TILE_ID and FRAME.
    return @cache[[name, tile_id % 48, frame]]
  end
end
 
#===============================================================================
# ** Tilemap
#===============================================================================
 
class Tilemap
 
  attr_reader   :map_data, :eek:x, :eek:y, :viewport
  attr_accessor :tileset, :autotiles, :priorities
 
  def initialize(viewport)
    # Initialize instance variables to store required data.
    @viewport, @autotiles, @layers, @ox, @oy = viewport, [], [], 0, 0
    # Get priority and autotile data for this tileset from instance of Game_Map.
    @priorities, @animated = $game_map.priorities, $game_map.autotile_data
    # Create a sprite and viewport to use for each priority level.
    (0..5).each {|i|
      @layers = Sprite.new(viewport)
      @layers.z = i * 32
    }
  end
   
  def ox=(ox)
    # Set the origin of the X-axis for all the sprites.
    @ox = ox
    @layers.each {|sprite| sprite.ox = @ox }
  end
 
  def oy=(oy)
    # Set the origin of the y-axis for all the sprites.
    @oy = oy
    @layers.each {|sprite| sprite.oy = @oy }
  end
 
  def dispose
    # Dispose all of the sprites and viewports.
    @layers.each {|layer| layer.dispose }
  end
 
  def map_data=(data)
    # Set the map data to an instance variable.
    @map_data = data
    # Clear any sprites' bitmaps if it exists, or create new ones.
    @layers.each_index {|i|
      if @layers.bitmap != nil
        # Dispose bitmap and set to nil.
        @layers.bitmap = @layers.bitmap.dispose
      end
      # Create new bitmap, whose size is the same as the game map.
      @layers.bitmap = Bitmap.new($game_map.width*32, $game_map.height*32)
    }
    # Draw bitmaps accordingly.
    refresh
  end
 
  def refresh    
    # Set the animation data from the file if it exists, or create it now.
    @animated = $game_map.autotile_data
    # Iterate through all map layers, starting with the bottom.
    [0,1,2].each {|z| (0...@map_data.ysize).each {|y| (0...@map_data.xsize).each {|x|
      tile_id = @map_data[x, y, z]
      # Go to the next iteration if no bitmap is defined for this tile.
      if tile_id == 0 # No tile
        next
      elsif tile_id < 384 # Autotile
        name = $game_map.autotile_names[(tile_id / 48) - 1]
        bitmap = RPG::Cache.load_autotile(name, tile_id)
      else # Normal Tile
        bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
      end
      # Determine what the layer to draw tile, based off priority.
      layer = @priorities[tile_id]
      # Perform a block transfer from the created bitmap to the sprite bitmap.
      @layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
    }}}
  end
 
  def update
    # Update the sprites.
    if Graphics.frame_count % $game_map.autotile_speed == 0
      # Increase current frame of tile by one, looping by width.
      @animated[0].each_index {|i|
        @animated[2] = (@animated[2] + 1) % @animated[1]
        @animated[3].each {|data|
          # Gather data using the stored coordinates from the map data.
          tile_id, x, y = @map_data[data[0], data[1], data[2]], data[0], data[1]
          name, layer = @animated[0], @priorities[tile_id]
          # Load the next frame of the autotile and set it to the map.
          bitmap = RPG::Cache.load_autotile(name, tile_id, @animated[2])
          @layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 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
    # Load pre-cached data hashes. They will be referenced during setup.
    file = File.open('Data/PreCacheMapData.rxdata', 'rb')
    @cached_priorities = Marshal.load(file)
    @cached_autotiles = Marshal.load(file)
    file.close
    # 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)
    @priority_data = @cached_priorities[map_id]
    @autotile_data = @cached_autotiles[map_id]
    # Call original method.
    zer0_map_edge_setup(map_id)
    # 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_Character
#===============================================================================
 
class Game_Character
 
  def screen_z(height = 0)
    if @always_on_top
      # Return high Z value if always on top flag is present.
      return 999
    elsif height != nil && height > 32
      # Iterate through map characters to their positions relative to this one.
      characters = $game_map.events.values
      characters += [$game_player] unless self.is_a?(Game_Player)
      # Find and set any character that is one tile above this one.
      above, z = characters.find {|chr| chr.x == @x && chr.y == @y - 1 }, 0
      if above != nil
        # If found, adjust value by this one's Z, and the other's.
        z = (above.screen_z(48) >= 32 ? 33 : 31)
      end
      # Check for Blizz-ABS and adjust coordinates for the pixel-rate.
      if $BlizzABS
        x = ((@x / $game_system.pixel_rate) / 2.0).to_i
        y = ((@y / $game_system.pixel_rate) / 2.0).to_i
        return $game_map.priority_data[x, y] + z
      else
        return $game_map.priority_data[@x, @y] + z
      end
    end
    return 0
  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
 
  alias zer0_sprite_resize_init initialize
  def initialize(view = nil)
    # Unless viewport is defined, use the new default viewport size.
    view = Viewport.new(0, 0, SCREEN[0], SCREEN[1]) if view == nil
    # Call original method.
    zer0_sprite_resize_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
 
#===============================================================================
# ** Bitmap
#===============================================================================
 
class Bitmap
 
  alias zer0_resolution_resize_init initialize
  def initialize(width = 32, height = 32, override = false)
    if width.is_a?(String)
      # Call the filename if the first argument is a String.
      zer0_resolution_resize_init(width)
    elsif [width, height] == [640, 480] && !override
      # Resize fullscreen bitmap unless explicitly overridden.
      zer0_resolution_resize_init(SCREEN[0], SCREEN[1])
    else
      # Call method normally.
      zer0_resolution_resize_init(width, height)
    end
  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
 
#===============================================================================
# DEBUG Mode
#===============================================================================
 
if $DEBUG
  if PRE_CACHE_DATA
    tilesets = load_data('Data/Tilesets.rxdata')
    maps, priority_data, autotile_data = load_data('Data/MapInfos.rxdata'), {}, {}
    maps.each_key {|map_id|
      map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
      data = map.data
      tileset = tilesets[map.tileset_id]
      priorities = tileset.priorities
      autotiles = tileset.autotile_names.collect {|name| RPG::Cache.autotile(name) }
      animated = [[], [], [], []]
      autotiles.each_index {|i|
        width = autotiles.width
        next unless width > 96
        parameters = [tileset.autotile_names, width / 96, 0, []]
        [0, 1, 2, 3].each {|j| animated[j].push(parameters[j]) }
      }
      [0, 1, 2].each {|z| (0...data.ysize).each {|y| (0...data.xsize).each {|x|
        tile_id = data[x, y, z]
        next if tile_id == 0
        if tile_id < 384
          name = tileset.autotile_names[(tile_id / 48) - 1]
          index = animated[0].index(name)
          next if index == nil
          above = []
          ((z+1)...data.zsize).each {|zz| above.push(data[x, y, zz]) }
          animated[3][index].push([x, y, z]) if above.all? {|id| id == 0 }
        end
      }}}
      table = Table.new(data.xsize, data.ysize)
      (0...table.xsize).each {|x| (0...table.ysize).each {|y|
        above = [0, 1, 2].collect {|z| data[x, y-1, z] }
        above = above.compact.collect {|p| priorities[p] }
        table[x, y] = above.include?(1) ? 32 : 0
      }}
      priority_data[map_id], autotile_data[map_id] = table, animated
    }
    file = File.open('Data/PreCacheMapData.rxdata', 'wb')
    Marshal.dump(priority_data, file)
    Marshal.dump(autotile_data, file)
    file.close
    RPG::Cache.clear
  end
 
  if RESOLUTION_LOG
    undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
    file = File.open('Data/PreCacheMapData.rxdata', 'rb')
    cached_data = Marshal.load(file)
    file.close
    # 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
end
 
# Call the resolution, setting it to a global variable for plug-ins.
$resolution = Resolution.new
[/rgss]

Instructions

  • Place script below default scripts, and above "Main".
  • Download Transition Pack by Fantasist from HERE.
  • Or you can simply download the .dll HERE.
  • Place the screenshot.dll from it in the game folder.
  • Any further instructions are in the script.

Compatibility

This script is not going to be for everyone obviously. A bigger screen means bigger chance of lag.
Custom scripts will need to be made to have windows for your CMS, CBS, and other scenes fill the screen properly.

I have created a second thread for numerous compatibility fixes. You can also make requests for new ones.
Go here to view the post.

Credits and Thanks

  • Creators of Transition Pack and screenshot.dll
  • Selwyn, for the rough base of the screen size change script.

Author's Notes

Please report any bugs/issues so that they can be resolved. Enjoy!

Terms and Conditions

Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.
 
Hey, great script! It works well with about everything. Just I get this error whenever I exit this one map.. it only applies to this one map though
I tried to see what the cause was, but after taking everything out and putting it back in, I cant seem to find it
error.png
 
Nope, and I keep testing, and it isnt the map

edit: seems to be affecting only a handful of maps, but they aren't deleted or anything
 

Ares

Member

I had the same error, and after lots of testing I solved it by completely remapping the map :S
I also noticed another bug: if there is a tile over an autotile, the autotile won't update.

I really like this script, aside from the few bugs and the performance loss. Is there anyway to reduce the loss of performance? Because in a map without any events the fps drops to ~20...
 
Nice script. I like your plane rewrite better than the one i use. Also your tilemap rewrite seems cleaner and easier to understand than poccil's which I use in my kit... However, there is a problem when the player switches to fullscreen: It goes back to the default resolution of 640x480. You may want to use Cremno's dll to disable alt-Enter and define your own fullscreen function. The easiest place to find Cremno's dll is in my kit. if you have any problems using it, just ask, but the code for it can be found in my GMRK::API section.

If you don't mind, can I mix and match my kit and your script in my personal projects so I can get the best of both?
 
Yes, feel free to edit it as you please. Thank you for the suggestion for the dll. I'm gonna look into that, the fullscreen issue has been a bug that needs eliminated... ;)
 

Ares

Member

After mapping some more the error returned, so that actually didn't work. I don't have a clue what might be causing this error =/
 

Atoa

Member

I liked the result.

Just an bug i would like to report: you can't make map bigger than 224 x 224.

Failed to create Bitmap on line 515

Although i don't see a poing making maps this big, it's just something to know.

BTW your tilemap rewrite is quite good, it's so small but the performance is far better than any other. Any chance of you relasing it stand alone? i wanted to use the rgss2 on XP from Dargor, but i don't like other tilemaps performance.
 
THIS MAKES ME CUM BUCKETS, THANK YOU VERY MUCH O-O NOW I NEED TO CHANGE EVERY PART OF MY MENU BUT IT IS WORTH IT TOTALLY O___O !
 
Hi, I have a query - do you know if this keeps resolution well in different window styles?

I know that in selwyn's mod for example, if you used an aero theme as opposed to a Windows Classic theme, the resolution you entered was different because the windows took up more or less of a border. That meant anything in the last 4 or 5 pixels had to be considered a bleed area which may or may not be lost in rendering.
 
It shouldn't make any difference, it should just be changing the client size of the window, which does not include the border, though I could be wrong. To be quite honest I can't remember if I did extensive testing on the accuracy of the change or not.
 
well ive made a couple of tests regarding windows-skins. and i have experienced no problem, the resolution is inside the borders, so it does not matter if the the border is 3px, 5px or any other size, thing is tough; using this script wont let you switch to fullscreen as it noramlly does, therefore it only fullscreens the 640-480 window and not the complete one with lets say 1600x900. there should be a possibility i guess to reconfigure the fullscreen thingy, but im no man for this, just sayian . opinions man.
 

Clad

Member

Are there any updates on this script? When switching to full screen and back to window mode, the screen goes back to the default 640x480.
 

Thank you for viewing

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