ok, i am trying to find a script to put rpg maker vx in 1024x768. I have this script and wondered if it could be modified to work with the higher resolution. I dont know much about scripting and this is not my script. I found it somewhere.
#==============================================================================
# ** Resolution Changer VX
#------------------------------------------------------------------------------
# by Syvkal
# Version 1.0
# 06-27-08
#==============================================================================
#
# - INTRODUCTION -
#
# This system allows you to resize the Game screen without stretching the
# graphics. It enables you to be able to fit more onto one screen
#
#------------------------------------------------------------------------------
#
# - USAGE -
#
# Simply use the one line:
#
# Graphics.resize_screen(width,height)
#
# Place this in main just below 'begin'
#
#------------------------------------------------------------------------------
#
# - PROBLEMS -
#
# Certain problems may occur while using this script
# These include:
# - Windows not properly sized
# - Windows not in the proper position
# - Images such as the Title Graphic not fitting
#
# NONE OF THESE PROBLEMS ARE ERRORS
# -------------------------------
#
# Please do not report any of these problems, the resolution script will
# the screen size, it's up to you to make the scripts fit it
#
# However the script is quite new and only took me about 10 minutes, so if
# there are any errors please do report them
#
#------------------------------------------------------------------------------
#
# - IMPORTANT -
#
# When resizing the window try to make the width and height a multiple of 32
# This will reduce the amount of errors
#
# Also due to the Built in function, the current max screen size is 640 x 480
# In later versions this problem may be able to be over come, but I'm not sure
#
#==============================================================================
#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# * Start Animation
#--------------------------------------------------------------------------
def start_animation(animation, mirror = false)
dispose_animation
@animation = animation
return if @animation == nil
@animation_mirror = mirror
@animation_duration = @animation.frame_max * 4 + 1
load_animation_bitmap
@animation_sprites = []
if @animation.position != 3 or not @@animations.include?(animation)
if @use_sprite
for i in 0..15
sprite = ::Sprite.new(viewport)
sprite.visible = false
@animation_sprites.push(sprite)
end
unless @@animations.include?(animation)
@@animations.push(animation)
end
end
end
if @animation.position == 3
if viewport == nil
@animation_ox = Graphics.width / 2
@animation_oy = Graphics.height / 2
else
@animation_ox = viewport.rect.width / 2
@animation_oy = viewport.rect.height / 2
end
else
@animation_ox = x - ox + width / 2
@animation_oy = y - oy + height / 2
if @animation.position == 0
@animation_oy -= height / 2
elsif @animation.position == 2
@animation_oy += height / 2
end
end
end
end
#==============================================================================
# ** Sprite_Timer
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Sprite_Timer < Sprite
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
self.bitmap = Bitmap.new(88, 48)
self.bitmap.font.name = "Arial"
self.bitmap.font.size = 32
self.x = Graphics.width - self.bitmap.width
self.y = 0
self.z = 200
update
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2.z = 50
@viewport3.z = 100
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# * Create Battleback Sprite
#--------------------------------------------------------------------------
def create_battleback
source = $game_temp.background_bitmap
bitmap = Bitmap.new(Graphics.width + 96, Graphics.height + 64)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
bitmap.radial_blur(90, 12)
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = bitmap
@battleback_sprite.ox = 320
@battleback_sprite.oy = 240
@battleback_sprite.x = 272
@battleback_sprite.y = 176
@battleback_sprite.wave_amp = 8
@battleback_sprite.wave_length = 240
@battleback_sprite.wave_speed = 120
end
#--------------------------------------------------------------------------
# * Create Battlefloor Sprite
#--------------------------------------------------------------------------
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
@battlefloor_sprite.bitmap = Cache.system("BattleFloor")
@battlefloor_sprite.x = 0
@battlefloor_sprite.y = 192
@battlefloor_sprite.z = 1
@battlefloor_sprite.opacity = 128
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
def setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - (Graphics.width / 32)) * 256 / 2
@margin_y = (height - (Graphics.height / 32)) * 256 / 2
end
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - Graphics.width
w2 = @map.width * 32 - Graphics.width
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_y(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_y
return @parallax_y / 16
elsif loop_vertical?
return 0
else
h1 = bitmap.height - Graphics.height
h2 = @map.height * 32 - Graphics.height
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
@display_y = [@display_y + distance, (height - (Graphics.height / 32)) * 256].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
@display_x = [@display_x + distance, (width - (Graphics.width / 32)) * 256].min
@parallax_x += @display_x - last_x
end
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# Edited to handle the resized screen size
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def center(x, y)
center_x = (Graphics.width / 2 - 16) * 8
center_y = (Graphics.width / 2 - 16) * 8
display_x = x * 256 - center_x # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - (Graphics.width / 32)) * 256
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - center_y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - (Graphics.height / 32)) * 256
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
center_x = (Graphics.width / 2 - 16) * 8
center_y = (Graphics.width / 2 - 16) * 8
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > center_y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < center_x
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > center_x
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < center_y
$game_map.scroll_up(ay1 - ay2)
end
end
end
My goal is to use higher resolution sprites but right now it would just make the sprits huge. i figure if i can increase the resolution of the game, then i can increase the sprite resolution without them getting super huge.
Thanks to anyone who can get this going. :D
I don't think that script is meant to be one line (And Aqua doesn't think so too)...Maybe it's just a copy-paste error, but right now it's an eyesore...>_< It's probably a formatting error when it came to the copying, but nevertheless...
In my humble opinion though, just modify anything that says 640 by 480 to 1024 by 768. Of course, that's going to lead to errors (I bet), experimenting is the best way to deal with stuff (Trial and Error). Have a backup if you're really cautious.