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phionabrie

script/coding question

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As far as I know, all of the rpg makers run 70 ppi, with tiles every 32 pixels.  Is there any way to change that to 140 ppi and the tiles at 64 pixels?  Or would that require a change to the base code of the maker itself?

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everything about the RMXP Editor can't be changed.
ie, you can't add a 4th map layer to the map editor, nor make it use tiles 64x64 pixels big.
but if you want to change how the Game works, so the player moves 64 pixels at a time, it should be possible.
I think the thing that makes tiles 32x32 is related to one of RMXP hidden classes. you can't view this code or change it. but some people have made scripts that are meant to replace such hidden classes. then it's a matter of changing that script to use 64x64 tiles.

anyway, it'll be much easier to do in a different program than RMXP.

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It is actually possible Metaclaw, just difficult. If you look around there are scripts for higher resolutions and better quality but I think they are only for Ace. Technically it's possible even for XP but it requires editing the base engine which to an inexperienced scripter can crash the whole system. Try looking around and you might find it.

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I've found some scripts for RPG maker 2000/2003, but nothing for RMXP.

by 'base engine', do you mean the rpgxp.exe file found in c:/program files/Enterbrain?

cause.. last time I asked people at a programming forum 'how do you view the code behind a certain .exe file'? I was laughed at, saying there's no way to do it.

unless there's some other file I need to edit? 

Edited by Metaclaw

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Metaclaw is correct, there's nothing you can do in regards with the editor, unless yoiu're a pretty hardcore coder and willing to cross legal boundaries too, which I don't believe is an accurate description of most RPG Maker users anyways (to answer Metaclaw's question, which is not stupid at all, to see the code behind an executable file requires de-compiling it, i.e. reverting binary codes to human-readable code, which in turn implies you can understand machine code and is illegal anyways). Now it is possible to mess with RPG Maker's limitations to some point, but this means going for huge and dirty workarounds - for instance scripts that change the game window size actually ask Windows to do it manually. Then, since the Game.exe rechincally remains unaware of such a change, you also have to rewrite all of the internal code that handles graphics display, so that it covers the entire game window, instead of sticking to the upper-left 640x480 rectangle. And C code rewritten in Ruby is much, much slower. So, all in all, you're going through a lot of trouble for a pretty lame benefit.

 

Actually you could very well make your own map editor. But, aside from actually writing a map editor software, that would also mean remake RGSS's internal classes to match those specifications and be able to read the maps you would create with it in the first place. And at that point, you're pretty much writing an entire game-making engine of your own, so why stick to RPG Maker anyways.

 

So the bottom line is, you should either stick to RPG Maker's specifications or use a different software.

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