#===============================================================================
# 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, :ox, :oy, :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, $game_map.autotile_data
# Create a sprite and viewport to use for each priority level.
(0..5).each {|i|
@layers[i] = Sprite.new(viewport)
@layers[i].z = i * 32
}
end
def ox=(ox)
# Set the origin of the X-axis for all the sprites.
@ox = ox
@layers.each {|sprite| sprite.ox = @ox }
end
def oy=(oy)
# Set the origin of the y-axis for all the sprites.
@oy = oy
@layers.each {|sprite| sprite.oy = @oy }
end
def dispose
# Dispose all of the sprites and viewports.
@layers.each {|layer| layer.dispose }
end
def map_data=(data)
# Set the map data to an instance variable.
@map_data = data
# Clear any sprites' bitmaps if it exists, or create new ones.
@layers.each_index {|i|
if @layers[i].bitmap != nil
# Dispose bitmap and set to nil.
@layers[i].bitmap = @layers[i].bitmap.dispose
end
# Create new bitmap, whose size is the same as the game map.
@layers[i].bitmap = Bitmap.new($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][i] = (@animated[2][i] + 1) % @animated[1][i]
@animated[3][i].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][i], @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][i])
@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[i].width
next unless width > 96
parameters = [tileset.autotile_names[i], 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