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Featured Projects => Advanced RPG Creator => ARC Reactor Engine => Topic started by: Blizzard on September 14, 2011, 03:21:04 pm

Title: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on September 14, 2011, 03:21:04 pm
Differences between RGSS and Zer0 RGSS


This is a list of things that are different in Zer0 RGSS than they are in RMXP's RGSS. The reasons vary. Some are removed bugs, some are additional features and some are limitations on a whole different level, because RMXP's RGSS was made using DirectDraw while Zer0 RGSS uses DirectX 9 with 3D acceleration to render faster and better.






Appendix 1:

If you tried setting a z coordinate to a value higher or lower than the limit, RGSS will allow it while Zer0 RGSS will have unpredictable behavior. This "problem" could be "fixed", but C++ data is faster to process as Zer0 RGSS is internally fully implemented in C++ so keeping some values in Ruby format would require lots of conversions and would slow down the engine. Imposing reasonable limits such as these is a small price to pay for better performance, hence this will not be "fixed".
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: zenvirzan on October 10, 2011, 04:25:14 am
'3 for left-aligned-wrapped, 4 for center-aligned-wrapped, 5 for right-aligned-wrapped, 6 for justified'

. . .

Am I dreaming? YOU LEGENDS
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on October 10, 2011, 04:39:04 am
It's supported by the underlying library ATRES so I figured why not expose these functions to RGSS as well. xD
The same thing goes for this stuff:

Quote from: Blizzard on September 14, 2011, 03:21:04 pm

  • The Audio module has additional methods:
    Audio#bgm_pause: pauses BGM
    Audio#bgm_resume: resumes paused BGM
    Audio#bgs_pause: pauses BGS
    Audio#bgs_resume: resumes paused BGS
    Audio#me_pause: pauses ME
    Audio#me_resume: resumes paused ME

  • The Graphics module has additional methods:
    Graphics#capture: get screenshot as Bitmap
    Graphics#width: get window width
    Graphics#height: get window height


Title: Re: Differences between RGSS and Zer0 RGSS
Post by: zenvirzan on October 10, 2011, 04:50:03 am
the RM community will praise you for the addition of the pause and resumes :)
I, for one, get frustrated with my ABS battle bgm player, how every time you encounter (or in this case, walk near) an enemy, the battle song will start from the beginning every single time. More annoying then it is epic :\
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Spaceman McConaughey on October 10, 2011, 04:56:32 am
No mp3 support...?
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: zenvirzan on October 10, 2011, 05:27:00 am
Oggs are a perfect, if not better replacement for mp3s.
Isn't there a licence you have to purchase to incorporate mp3s into the engine legally, too?

I'm worried about the MIDIs.
WE NEED THEM :(
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on October 10, 2011, 05:37:00 am
MIDIs will definitely be implemented, don't worry about that. That's why "currently" is underlined.

@Tuggernuts: I made this thread here public now: http://forum.chaos-project.com/index.php/topic,9612.0
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: zenvirzan on October 10, 2011, 07:36:44 am
  If WHEN you implement MIDIs, please, please implement the reverb effect, much like RMXP/VX does. It may be tricky, but it brings MIDIs out, and really makes them songs, not just notes :) Much like when you listen to the RMXP RTP songs out-of-editor. They don't sound all that great.
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on October 10, 2011, 09:26:49 am
I'll try. I'm not sure if it can be implemented that easily, but I'll definitely try. I don't think it's just a reverb effect, I think there's also some equalizer filtering, because the files played in another player than RMXP sound like they are cut down to 22050 Hz or something like that. I have to research that first. >.< I highly doubt that they have custom samples so it should be simple to do it.
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: zenvirzan on October 11, 2011, 02:08:58 am
Oh, and will Zer0's RGSS be able to be ported to mobile devices?
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on October 11, 2011, 02:24:47 am
The underlying libraries are the only thing needs to be ported and they already work on iOS. We would technically only need to compile it and make the ARC editor be able to put a whole game package together for iOS, because it doesn't work the same way as for PC/Mac platforms. As for Android, that is still questionable for now, because of some major problems.
In any case, I suggest you read the other topics here in the ARC section, this topic has been already discussed a few times.
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on November 26, 2011, 08:24:02 am
*double posts*

I have updated the list a little bit.

EDIT: I added another item in the list.
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on May 16, 2012, 02:26:09 am
I have updated the list a bit.

One important thing is that there will be no MIDI support. Why? You can read it here: http://forum.chaos-project.com/index.php/topic,10897.msg166032.html#msg166032

EDIT: I remembered something else so I updated the list again. This has been added:









Appendix 1:

If you tried setting a z coordinate to a value higher or lower than the limit, RGSS will allow it while Zer0 RGSS will have unpredictable behavior. This "problem" could be "fixed", but C++ data is faster to process as Zer0 RGSS is internally fully implemented in C++ so keeping some values in Ruby format would require lots of conversions and would slow down the engine. Imposing reasonable limits such as these is a small price to pay for better performance, hence this will not be "fixed".
Title: GREEEAAAT
Post by: fenryo on December 17, 2012, 05:58:19 am
Yeees Direct x9 and 60fps !! Guys you Rock !!! Waiting the 100% version !!!  :naughty: (no life without my midi and mp3 lol)
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Trinitygamer on December 19, 2012, 02:28:58 am
2 questions:

1) About the Appendix 1 variables thing: I'm only just starting to look into programing, so i'm sorry if i don't understand much about variables, but while c++ int variables, is it possible that you could just put an if statment to see if the number is more then the max of int, then switch it over to a __int64 variable type if it is? (this would save time, and still have a much larger number, though i really don't see why you would need a larger number, unless it's a 'continues game score' kind of thing, at which point i'd still be shocked at the score being that high, but it's still a good idea)

2) o_0 i knew that mp3 wouldn't be supported, with the whole cost issue and all (i read that post), but i didn't know that midi wouldn't be supported, but i'm a bit confused on that. midi and wav are both microsoft codex (i think), so why is 1 supported and the other not? Or are nether supported?
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Blizzard on December 19, 2012, 05:46:26 am
1) No, that's not possible. Internally in C++ it's an int and it can't be just changed into another type. C++ is a strong-typed language which means that you have to declare the type of a variable and you can't change it anymore. If we change everything now, it could break existing projects.

2) At this moment MIDI isn't supported, but winkio linked us to a library that might help us to allow MIDI support after all. You can find our discussion here: http://forum.chaos-project.com/index.php/topic,10897.0.html
I am waiting for the editor beta to be released first before I continue working on the engine and finish up the last things.
Title: Re: Differences between RGSS and Zer0 RGSS
Post by: Ryex on December 19, 2012, 05:58:17 am
EDIT: you got to it first :P