Author Topic: Scripts that are not possible (and why they aren't)  (Read 25535 times)

Offline Blizzard

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Scripts that are not possible (and why they aren't)
« on: January 08, 2008, 03:54:15 AM »
I have seen people ask too many timess for some very simple (or not so simple) scripts, but yet are impossible without rewriting half of RMXP's engine (NOT SCRIPTS!). Here is a list of scripts and my personal rating from 1 to 10 how hard it would be to be made, the reasons and some other stuff.


  • BGM continues after battle (9/10)

    - Reason:
    RMXP's audio player does not have the "resume" function to start a file from a different position than the starting one. Attempts to create this system never went further than playing the file from a different position, but without looping.
    - What is needed to create this:
    Good understanding of WinAPI and audio control. Also a new MIDI synthisizer needs to be created to create the same changed MIDI sound like RMXP. An implemenation for .wav/.mp3/.ogg might be easier.
    - Does an implementation already exist?
    Yes.
    - Have I ever attempted doing this?
    Yes, but failed. I never came past the missing repeat after starting a file from another position than start.
    - Will I ever attempt doing this (again eventually)?
    No.

  • Mode 7 (7/10)

    - Reason:
    A few implementations so far were successful, but due to heavy lag and high bug factor mostly unusable. The only useable implementation would be a complete change of RMXP's "Tilemap class".
    - What is needed to create this:
    A complete rewrite of the Tilemap class and a change of sprite handling.
    - Does an implementation already exist?
    Yes, there are 2, one is pretty good.
    - Have I ever attempted doing this?
    Yes, I have tried to decrease the lag in mewsterus' Mode 7 script and failed. The implementation was not suited for improvement.
    - Will I ever attempt doing this? (again eventually)
    No.

    • Rotating Mode 7 (10/10)

      - Reason:
      Due to the internal definition of RMXP's "Tilemap class" and the impossibility to use a "scewed 3D" sprite, this system can only be realized by using a bitmap that is constantly recalculated and redrawn. But this causes extreme lag which makes it possible to create the script, but it would be unuseable. Another problem would be the rewrite of the internal Graphics module if an attempt was made by using a 3D rotated sprite.
      - What is needed to create this:
      A complete rewrite of the Tilemap class, a 3D view handling system that is actually useable due to no or little lag.
      - Does an implementation already exist?
      Yes.
      - Have I ever attempted doing this?
      No.
      - Will I ever attempt doing this (again eventually)?
      No.

    • Changed Resolution (6/10)

      - Reason:
      The problem on itself is not a big one and several scripts already exist. The problem is RMXP itself. Since the map does not work with bigger resolutions, RMXP's "Tilemap class" would need to be rewritten to support it. Eventually many other scripts would need to be edited. Also, this would cause problems with various menu systems from custom scripts as well as CMSes themselves. The last problem would be lag. Bigger screen means bigger sprites and more stuff to be updated.
      - What is needed to create this:
      Understanding of WinAPI. Understanding of all RTP scripts. Ability to improve RTP scripts in a way of lowering the lag by decreasing algorithm complexity (NOT SIMPLE OPTIMIZATION!).
      - Does an implementation already exist?
      Yes.
      - Have I ever attempted doing this?
      No.
      - Will I ever attempt doing this (again eventually)?
      No.

    Feel free to ask for my rating for any type of script. I will try to explain as good as I can.
    « Last Edit: September 25, 2008, 12:26:29 AM by Blizzard »
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    Offline Zeriab

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #1 on: January 08, 2008, 04:10:42 AM »
    This is a good idea  ;D

    I suggest giving an alternate rating for Changed Resolution (6/10) with lower resolution. It is easier decreasing the resolution than increasing. ^_^

    Offline Blizzard

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #2 on: January 08, 2008, 04:24:52 AM »
    I powered you up, now your energy is 1. :=
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #3 on: January 08, 2008, 05:02:27 AM »
    Yay. Increase in energy ^^
    *hugs*

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #4 on: January 08, 2008, 11:50:29 PM »
    lolz... :P

    why is changing the reslolution hard?

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #5 on: January 09, 2008, 12:05:16 AM »
    I believe Blizz explained it quite perfectly.

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #6 on: January 09, 2008, 01:04:53 AM »
    it would be very hard, you know the full screen scripts? They aren't changing resolution just enlarging it
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #7 on: January 10, 2008, 05:53:26 AM »
    I see...
    You know sooo much more about practically everything consisting with CPUs Blizz.
    What's your major??

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #8 on: January 10, 2008, 07:04:28 AM »
    He knows pretty much everything about RGSS and the way everything works together.
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #9 on: January 10, 2008, 12:34:20 PM »
    I'm studying under a different program, we don't have something like majors. We have 5 to 6 classes per semester and that's about it. To finish a year, we need to pass all classes in those two semesters. No failure is tolerated. =/
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #10 on: January 14, 2008, 03:08:00 PM »
    o.o

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #11 on: January 16, 2008, 07:17:04 AM »
    I see...that's kinda cool.
    As for the BGM continuing after the battle. Didn't one of the older RPGMaker's have this function.

    P.S. What I don't understand, is why Enterbrain doesn't only ADD features to the new RPGMakers. Why do they eliminate older features to implement new ones I wonder?? Enterbrain should have constrcuted a default script for each style of battles (ABS, SVBS, and the original) to give the maker's some options...

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #12 on: January 16, 2008, 01:24:12 PM »
    That's why made the scripting system possible: So you can do it yourself.
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #13 on: January 17, 2008, 01:15:42 AM »
    But why get rid of features already created?? We can always make stuff like menus and junk, but if you haden't noticed, most scripts aren't as good as professionals, unless they're yours, or a other selected few good scripters...

    Offline Ryex

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #14 on: February 04, 2008, 04:43:00 PM »
    Is the golden sun battle syesem inposible to emulate in RPG maker?

    I am not entirly clueless on the subject. I know how the effect is acheved. but not how to creat the achevment prossess with scripts.

    Here is my assessment of how it is done.

    The system can skew the back groud it a scereys so it takes the origonal background and displayes sevrral diferent skews to acheve the rotating effect and at the same tume changes the position and flips the actor and monter battlers. indavigualy not a group when playing anamation it skews them too.

    if I'm correct this would creat a toon of lag if not done correctly but it is possible to do sence it uses simlar effects to what the mode 7 dose but not with a tile map
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #15 on: February 04, 2008, 05:09:48 PM »
    Quote
    The system can skew the back groud
    Skewing in practically an impossibility in RMXP. You CAN skew something, at the cost of great lag. The GSBS has been my interest for some time now, and I think it's possible. If not an exact replica, something close enough is definitely possible.
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #16 on: February 04, 2008, 05:15:30 PM »
    But beat me to it, FTS. (-_-') *powers up*

    I made this here by request

    http://forum.chaos-project.com/index.php?topic=168.0

    If the background is actually 3D (because it is rotating in an actual 3D perceptual environment), then no. Or yes, it would create heavy lag. I haven't played Golden Sun, so I'm likely not to know the details.
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #17 on: February 04, 2008, 05:21:37 PM »
    Quote from: Blizzard
    I haven't played Golden Sun, so I'm likely not to know the details.

    That could be a quote, Bliz! You haven't played GS is a shock to me! Go get a crack at it for my and Ulta's sake at least :)
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #18 on: February 04, 2008, 05:32:53 PM »
    Hmmm... I just might. I still have to play Minish Cap. =X
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #19 on: February 04, 2008, 05:49:44 PM »
    you want to?

    then here is an emlater and the game you only have to extract the first zip file the emulater can read out of zip files

    http://www.sendspace.com/file/847yxk
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #20 on: February 04, 2008, 05:58:43 PM »
    Oh thanks, now I don't have to google for it. I've had VBA once, but dunno where I lost it. f(º_º)
    Just need to find my old Minish Cap rom.
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #21 on: March 09, 2008, 04:00:22 AM »
    Golden Sun is one of my favorites.

    speaking of it, i havent played it yet this year, its calling to me, *goes and grabs my DS and GS cartridge*

    ive owned it since 2004 or somethin...

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #22 on: March 09, 2008, 06:24:32 PM »
    I updated the first post because I found a good Mode 7 script. :3
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #23 on: March 09, 2008, 09:36:34 PM »
    A script that makes rmxp games compatible with PS2 gaming.
    Because the RMXP game engine is RGSS Player is only compatible with PC.

    Thats a script that will never be written.

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #24 on: March 10, 2008, 03:16:29 AM »
    where's link blizz :P I wish to use a good one for world map
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #25 on: September 24, 2008, 09:42:36 PM »

    • BGM continues after battle (9/10)

      - Reason:
      RMXP's audio player does not have the "resume" function to start a file from a different position than the starting one. Attempts to create this system never went further than playing the file from a different position, but without looping.
      - What is needed to create this:
      Good understanding of WinAPI and audio control. Also a new MIDI synthisizer needs to be created to create the same changed MIDI sound like RMXP. An implemenation for .wav/.mp3/.ogg might be easier.
      - Does an implementation already exist?
      No.
      - Have I ever attempted doing this?
      Yes, but failed. I never came past the missing repeat after starting a file from another position than start.
      - Will I ever attempt doing this (again eventually)?
      Maybe.

    http://www.rmxp.org/forums/index.php?topic=55486.0

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    Re: Scripts that are not possible (and why they aren't)
    « Reply #26 on: September 24, 2008, 09:47:18 PM »
    *edits first post*

    I will use this. :P
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    Re: Scripts that are not possible (and why they aren't)
    « Reply #27 on: September 24, 2008, 10:54:08 PM »
      • Rotating Mode 7 (10/10)

        - Reason:
        Due to the internal definition of RMXP's "Tilemap class" and the impossibility to use a "scewed 3D" sprite, this system can only be realized by using a bitmap that is constantly recalculated and redrawn. But this causes extreme lag which makes it possible to create the script, but it would be unuseable. Another problem would be the rewrite of the internal Graphics module if an attempt was made by using a 3D rotated sprite.
        - What is needed to create this:
        A complete rewrite of the Tilemap class, a 3D view handling system that is actually useable due to no or little lag.
        - Does an implementation already exist?
        No.
        - Have I ever attempted doing this?
        No.
        - Will I ever attempt doing this (again eventually)?
        No.
      http://www.rmxp.org/forums/index.php?topic=19976.0

      Just wanted to report this, you'll have to download the demo to see the rotating feature.


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      Re: Scripts that are not possible (and why they aren't)
      « Reply #28 on: September 25, 2008, 12:25:35 AM »
      Ooooohhh... *downloads* >:3 I hope it's not slow.
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      Re: Scripts that are not possible (and why they aren't)
      « Reply #29 on: September 25, 2008, 02:07:30 PM »
      one by one they fall

      all these scripts made by people who were either massively intelligent, or just too dumb to see how daunting the task is. (it can't be -too- hard right?)

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #30 on: September 25, 2008, 08:54:19 PM »
      It's not too hard, it's just a matter of knowing how to do it. If you don't know how to do it (majority of people), then it's "impossible". And you don't have to be massively intelligent, you just need some experience. Blizz-ABS wasn't made by a genius either and neither was RMXP and neither was Windows. The two latter were actually made by not just one person. -_-

      You can say the same for the audio module rewrite. The basic is a custom audio API for Windows made by somebody completely else. All the scripter did was created a so-called bridge between the DLL methods and functions and RMXP. You don't have to be a genius for that. Just knowing how to call DLL functions from RMXP is pretty much the only knowledge you need along with the knowledge how the audio calls were made.

      The rotating Mode 7 is a different story. If I am not wrong, the DLL was created by the scripter. But yet again, the basic knowledge you need is how 3D rendering works. Neo Mode 7 still lags on my PC, there's probably no work around that. It's running at around 20 fps when I have both CPU cores at 1.2GHz. Note that I am talking about a non-rotated view.

      Don't get me wrong, I'm not turning down those works. Somebody with the knowledge to even make them probably has enough understand that he made them the way they should have been made. In any case those script are great additions to the RM community. I am considering of using both the custom audio module and the rotating Mode 7 in my own game. The former will be most probably there and the latter only if the lag is low enough when I combine the script with my world map slicer and my other anti-lag systems.
      « Last Edit: September 25, 2008, 09:02:41 PM by Blizzard »
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      Re: Scripts that are not possible (and why they aren't)
      « Reply #31 on: October 01, 2008, 11:54:14 PM »
      Quote
      The rotating Mode 7 is a different story. If I am not wrong, the DLL was created by the scripter. But yet again, the basic knowledge you need is how 3D rendering works.

      Actually, I don't know how 3D rendering works. I just used a pencil and a sheet of paper to find the correct mathematical formulas.
      However it is right that I am prouder of my New Mode 7 than the Neo, because the former was coded in pure RGSS and it was a real challenge.

      Quote
      Neo Mode 7 still lags on my PC, there's probably no work around that. It's running at around 20 fps when I have both CPU cores at 1.2GHz. Note that I am talking about a non-rotated view.

      Did you activate the filter ? 20 fps is rather low...

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #32 on: October 02, 2008, 11:29:47 AM »
      Actually, I don't know how 3D rendering works. I just used a pencil and a sheet of paper to find the correct mathematical formulas.
      However it is right that I am prouder of my New Mode 7 than the Neo, because the former was coded in pure RGSS and it was a real challenge.

      That IS how 3D rendering works. xD Coordinates in a virtual cartesian system with 3 dimensions are projected onto a virtual plane which involves coordinate transformation and pixel color determination. :)
      I personally find RGSS easier to work than with C++. But C# must really be the easiest of them all, at least in my opinion. Well, of course, if you have the right headers and includes, C++ can turn out easier than RGSS.

      Did you activate the filter ? 20 fps is rather low...

      No, I haven't. I didn't have much time, but really wanted to take a look at it so I only downloaded the demo and tried it out. I haven't changed any configurations of the script or messed around with it otherwise. Good to know that there is an additional filter. :)

      I don't think I congratulated you on the scripts yet, great work. :D
      « Last Edit: October 02, 2008, 11:34:22 AM by Blizzard »
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      Re: Scripts that are not possible (and why they aren't)
      « Reply #33 on: October 02, 2008, 12:12:05 PM »
      Quote
      I personally find RGSS easier to work than with C++. But C# must really be the easiest of them all, at least in my opinion. Well, of course, if you have the right headers and includes, C++ can turn out easier than RGSS.

      In my opinion RGSS is easier than Java or C#, because the syntax is very "user friendly". But the drawback is the bad performance.

      Quote
      I don't think I congratulated you on the scripts yet, great work.

      Thanks !

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #34 on: October 03, 2008, 11:56:42 AM »
      In practice an extra coordinate is introduced which enables you do to the projection with multiplying various matrices together. The computer is good at multiplying and there is hardware support for this. So yeah, speed is the reason.
      You can perfectly fine achieve the same results with linear algebra. It's just not as fast. (I don't know how have done the projection.)

      Good work on the script MGC ^^


      What I really would love would be C# with Java's well-functioning library.
      I want to test an algorithm quickly I prefer Ruby since you can write the code very pseudo-code like.
      Well depending on the algorithm in question I may prefer a logical or functional language over Ruby, but otherwise it's Ruby.

      *hugs*

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #35 on: October 04, 2008, 12:03:20 PM »
      Quote
      You can perfectly fine achieve the same results with linear algebra. It's just not as fast. (I don't know how have done the projection.)
      Here's the source code of my dll :
      http://www.mediafire.com/file/ymmmmdhzfzi/MGCmode7.cpp
      I just used basic trigonometric functions for each pixel in the screen.
      It works with integer values to increase the speed (I also added multiple copies for each option in order to minimize "if" statements in loops).

      Quote
      Good work on the script MGC ^^
      Thanks again !

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #36 on: October 04, 2008, 12:23:10 PM »
      I'll be sure to take a look at it. :D *downloads*
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      Re: Scripts that are not possible (and why they aren't)
      « Reply #37 on: October 04, 2008, 05:51:27 PM »
      Same here. And well done MCG! I've hecked out the demo and it's just... beautiful! It got me to tears :cry: (not exactly...) *powers up*
      Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)

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      Re: Scripts that are not possible (and why they aren't)
      « Reply #38 on: October 06, 2008, 05:44:19 AM »
      I have seen people ask too many timess for some very simple (or not so simple) scripts, but yet are impossible without rewriting half of RMXP's engine (NOT SCRIPTS!). Here is a list of scripts and my personal rating from 1 to 10 how hard it would be to be made, the reasons and some other stuff.


      • BGM continues after battle (9/10)

        - Reason:
        RMXP's audio player does not have the "resume" function to start a file from a different position than the starting one. Attempts to create this system never went further than playing the file from a different position, but without looping.
        - What is needed to create this:
        Good understanding of WinAPI and audio control. Also a new MIDI synthisizer needs to be created to create the same changed MIDI sound like RMXP. An implemenation for .wav/.mp3/.ogg might be easier.
        - Does an implementation already exist?
        Yes.
        - Have I ever attempted doing this?
        Yes, but failed. I never came past the missing repeat after starting a file from another position than start.
        - Will I ever attempt doing this (again eventually)?
        No.

      • Mode 7 (7/10)

        - Reason:
        A few implementations so far were successful, but due to heavy lag and high bug factor mostly unusable. The only useable implementation would be a complete change of RMXP's "Tilemap class".
        - What is needed to create this:
        A complete rewrite of the Tilemap class and a change of sprite handling.
        - Does an implementation already exist?
        Yes, there are 2, one is pretty good.
        - Have I ever attempted doing this?
        Yes, I have tried to decrease the lag in mewsterus' Mode 7 script and failed. The implementation was not suited for improvement.
        - Will I ever attempt doing this? (again eventually)
        No.

        • Rotating Mode 7 (10/10)

          - Reason:
          Due to the internal definition of RMXP's "Tilemap class" and the impossibility to use a "scewed 3D" sprite, this system can only be realized by using a bitmap that is constantly recalculated and redrawn. But this causes extreme lag which makes it possible to create the script, but it would be unuseable. Another problem would be the rewrite of the internal Graphics module if an attempt was made by using a 3D rotated sprite.
          - What is needed to create this:
          A complete rewrite of the Tilemap class, a 3D view handling system that is actually useable due to no or little lag.
          - Does an implementation already exist?
          Yes.
          - Have I ever attempted doing this?
          No.
          - Will I ever attempt doing this (again eventually)?
          No.

        • Changed Resolution (6/10)

          - Reason:
          The problem on itself is not a big one and several scripts already exist. The problem is RMXP itself. Since the map does not work with bigger resolutions, RMXP's "Tilemap class" would need to be rewritten to support it. Eventually many other scripts would need to be edited. Also, this would cause problems with various menu systems from custom scripts as well as CMSes themselves. The last problem would be lag. Bigger screen means bigger sprites and more stuff to be updated.
          - What is needed to create this:
          Understanding of WinAPI. Understanding of all RTP scripts. Ability to improve RTP scripts in a way of lowering the lag by decreasing algorithm complexity (NOT SIMPLE OPTIMIZATION!).
          - Does an implementation already exist?
          Yes.
          - Have I ever attempted doing this?
          No.
          - Will I ever attempt doing this (again eventually)?
          No.

        Feel free to ask for my rating for any type of script. I will try to explain as good as I can.

        Each of these scripts have been made and are usable...

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #39 on: October 06, 2008, 02:58:04 PM »
        I know. ;_; I seem to be getting old, maybe I should retire.
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #40 on: October 07, 2008, 12:42:40 AM »
        I know. ;_; I seem to be getting old, maybe I should retire.
        And let SephirothSpawn still go o---Hey what happened to that old prune anyway? Is he extinct? :V:

        IF YOU RETIRE, WHO WOULD BE THE HEIR TO YOUR ALMIGHTY THRONE!? D: I'll start finding candidates right away, Sir Boris.

        On topic by the way, doesn't this quote give the conclusion that it's possible if you program the right DLL and have a war plan, instead of tackling it head-on or something?

        Quote
        It's not too hard, it's just a matter of knowing how to do it. If you don't know how to do it (majority of people), then it's "impossible". And you don't have to be massively intelligent, you just need some experience. Blizz-ABS wasn't made by a genius either and neither was RMXP and neither was Windows. The two latter were actually made by not just one person. -_-

        You can say the same for the audio module rewrite. The basic is a custom audio API for Windows made by somebody completely else. All the scripter did was created a so-called bridge between the DLL methods and functions and RMXP. You don't have to be a genius for that. Just knowing how to call DLL functions from RMXP is pretty much the only knowledge you need along with the knowledge how the audio calls were made.

        The rotating Mode 7 is a different story. If I am not wrong, the DLL was created by the scripter. But yet again, the basic knowledge you need is how 3D rendering works. Neo Mode 7 still lags on my PC, there's probably no work around that. It's running at around 20 fps when I have both CPU cores at 1.2GHz. Note that I am talking about a non-rotated view.

        Don't get me wrong, I'm not turning down those works. Somebody with the knowledge to even make them probably has enough understand that he made them the way they should have been made. In any case those script are great additions to the RM community. I am considering of using both the custom audio module and the rotating Mode 7 in my own game. The former will be most probably there and the latter only if the lag is low enough when I combine the script with my world map slicer and my other anti-lag systems.

        Because for the average scripter these aren't possible, but for revolutionaries they are, it just needs to be tackled on logically and all...

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #41 on: October 07, 2008, 04:46:17 PM »
        Yeah, that's true. You can make a sofisticated 3D engine in RMXP after all using external DLLs. :P
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #42 on: October 24, 2008, 04:15:54 PM »
        Technically you could override every bit of coding in RMXP with external DLLs... but for the time spent doing that, you could use the same DLLs to make a new engine entirely...

        Anything is possible with time effort and skill...(or as is my case, lots and lots of error fixing...)
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #43 on: October 24, 2008, 04:40:47 PM »
        I agree. Better make a new engine that is better than enhance RMXP to a point where it makes no sense like the 3D engine. There are tons of good 3D engines out there that don't lag.
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #44 on: October 28, 2008, 10:21:50 PM »
        You retire and I release all the scripts for Chaos Project  :evil:

        No, of course not. I'd probably be one of the more psychotically inclined afterward. xD
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #45 on: October 28, 2008, 10:32:28 PM »
        After I retire, I might even release the CP engine fully. Of course, it would be under the license that you may distribute it and modify it, but you may not distribute the modified version. ;) And I want huge credit. But then again, I can't give out a generic engine since it's coded for CP specifically and I deleted all comments since I personally don't need them. Except if you're an experienced scripter, you better forget messing around since it has 4-5 times more code than the default scripts.
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #46 on: January 27, 2010, 05:05:05 PM »
        Quote
        BGM continues after battle (9/10)

        - Reason:
        RMXP's audio player does not have the "resume" function to start a file from a different position than the starting one. Attempts to create this system never went further than playing the file from a different position, but without looping.
        - What is needed to create this:
        Good understanding of WinAPI and audio control. Also a new MIDI synthisizer needs to be created to create the same changed MIDI sound like RMXP. An implemenation for .wav/.mp3/.ogg might be easier.
        - Does an implementation already exist?
        Yes.
        - Have I ever attempted doing this?
        Yes, but failed. I never came past the missing repeat after starting a file from another position than start.
        - Will I ever attempt doing this (again eventually)?
        No.

        Before I offer an idea, and only look foolish. Could someone explain briefly exactly how this would be used?
        Such as, is the point to skip the victory fanfare sound, without a moment of silence between the restart of the BGM? Is it preferable necessary for after the battle the music to start up in the exact place it stopped before the battle? All in all, what is it exactly people want to use this script for?

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #47 on: January 28, 2010, 12:19:09 PM »
        This is the only place where it would be used (continue map BGM after battle without restarting it).
        Pretty stupid to do such an amount of work for such a little feature most people won't even notice, don't you think?
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        Offline MeVII

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #48 on: January 28, 2010, 03:10:56 PM »
        I would agree that the amount of work needed far outmatches the value of the feature.

        If people don't want/need this to start the BGM in the exact same spot, could this feature be accomplished the same way, but avoiding the massive rework needed currently, by muting the BGM instead of stopping and restarting it?

        So the song never actually stops playing, its volume is just reduced to 0. Then after a battle, its volume is increased back to where it was. You would even be able to add a line in the script for "bring volume back to normal after X seconds" so that X could be customized in order to allow the battle victory fanfare to play out before the BGM comes back in.

        I guess, you could even have a "instant" or "Fade" effect as an option. To instantly bring the volume back to normal, or fade it back up to normal.

        I don't understand scripting (as you know :) ) and I dont grasp 100% how and why this would be used.

        Im a tinker, and I was really just curious if this concept would work or not, as a valid work around that the issue of stopping and restarting the BGM currently poses.

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #49 on: January 29, 2010, 12:43:21 PM »
        Not possible because RMXP can't run multiple music files at once. When you start another BGM, the previous one is automatically removed from memory and when you start it again, it simply is restarted.
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #50 on: January 29, 2010, 06:36:06 PM »
        Hummm, ok, last one, then Ill stop prodding a dead horse.   :poke:

        What, if if if, a script substituted a BGS,ME or SE for the battle music? Since it can play those at the same time? (Im pretty sure, right?  :hm: )

        I think all those sounds come to an "end", so the script would need to loop it until the battle stopped, then return the volume for the BGM back to normal.

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        « Last Edit: January 30, 2010, 06:14:30 PM by MeVII »

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #51 on: January 30, 2010, 01:08:57 PM »
        MEs and SE's don't loop.
        The thing with the BGS would allow you to mute the map BGM, but not pause and resume it. It's simply not the same.
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #52 on: January 30, 2010, 06:13:48 PM »
        Well then ... there you have it.  :yesmaster:

        Thanks for humoring me with your explanations.  :up:

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        Re: Scripts that are not possible (and why they aren't)
        « Reply #53 on: February 01, 2010, 04:04:58 PM »
        No problem. xD
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        Re: Scripts that are not possible (and why they aren't)
        « Reply #54 on: November 05, 2010, 06:33:50 PM »
        I just wrote a script to redefine the Tilemap class, and used it with a Resolution script, and I must say that I'm not experiencing any lag with a 1024x768 screen, and using a large map with a lot going on. My computer is a pretty basic labtop, so its not that I have some powerful system. I include the ability to have any viewport defined to a size of (0, 0, 640, 480) automatically adjust to the new screen size, unless explicitly called not to, which should definitely reduce the amount of edits needed to make in other scripts. As of the moment, the only problem is going to be menu systems and graphics (panoramas, etc.) made for the new screen size.
        I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.