Broken Messiah 20 Report post Posted June 29, 2010 The Code Geass RPG Game Demo is ready, but the exported size is 100 mb. I know that over half of that is stuff I'm not even using in the Demo, so is there a time effienct way to delete those files? Share this post Link to post Share on other sites
0 FranklinX 37 Report post Posted June 29, 2010 There is not a way to delete the files. In my Dark Chaos project there are maps made that the player cannot access without hacking. You know when you are making your demo, but do not include everything such as characters, maps, events, etc. The things you are leaving out are still under construction in the project file, and will be added when you make the demo. Share this post Link to post Share on other sites
0 Broken Messiah 20 Report post Posted June 29, 2010 Yeah but I didn't want to face reality :sweatdrop: Share this post Link to post Share on other sites
0 Enigma 10 Report post Posted June 29, 2010 (edited) But wait!~!!! :king: The fact of the matter is that extra resources tend to take up most of the the space What I'm saying is that you can use a one of the following to remove unused music or picture files in your demo If thats the case which is 95 % chance it is Then your fine :alright: since Map data and other .rxdata files rarely reach 1mb lol I just now saw that this was an VX and not XP thread however, the .rvdata files are basically around the same size as the .rxdata files so the same advice can be applied unfortunately, I can find the program that does that easily However, there is a chance that the method below will work like 30% Resource Sorter (XP)? I have no idea if it is compatible with vx on its own if its not try using this Compatibility Module, Snagged from GubiD's Gtbs 1.54 (Could work) :o #=============================================================================== # Determines if the using RPG Maker VX or XP #=============================================================================== module GTBS VX = defined?(Window_BattleMessage) == nil ? false : true end #=============================================================================== #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # This module is so that I can use VX commands to carry out XP functions # This will make it so that the VX version will work in XP and such. # Keep in mind that this compatibility module was written specifically for # GTBS and **MAY** work with other scripts but is not guaranteed. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> #=============================================================================== # This Script is made specfically for usage with GTBS version 1.5.1.4 by GubiD. #=============================================================================== if !GTBS::VX #=============================================================================== # * Sound Module * # This is a module used by RPG Maker VX - it has been modified to process XP # sound commands. #=============================================================================== module Sound # Cursor def self.play_cursor $game_system.se_play($data_system.cursor_se) end # Decision def self.play_decision $game_system.se_play($data_system.decision_se) end # Cancel def self.play_cancel $game_system.se_play($data_system.cancel_se) end # Buzzer def self.play_buzzer $game_system.se_play($data_system.buzzer_se) end # Equip def self.play_equip $game_system.se_play($data_system.equip_se) end # Save def self.play_save $game_system.se_play($data_system.save_se) end # Load def self.play_load $game_system.se_play($data_system.load_se) end # Battle Start def self.play_battle_start $game_system.se_play($data_system.battle_start_se) end # Escape def self.play_escape $game_system.se_play($data_system.escape_se) end # Enemy Attack - Not used by XP - replace to play decision def self.play_enemy_attack $game_system.se_play($data_system.decision_se) end # Enemy Damage - Not used by XP - replace to play decision def self.play_enemy_damage $game_system.se_play($data_system.decision_se) end # Enemy Collapse def self.play_enemy_collapse $game_system.se_play($data_system.enemy_collapse_se) end # Actor Damage - Not used by XP - replace to play decision def self.play_actor_damage $game_system.se_play($data_system.decision_se) end # Actor Collapse def self.play_actor_collapse $game_system.se_play($data_system.enemy_collapse_se) end # Recovery - Not used by XP - replace to play decision def self.play_recovery $game_system.se_play($data_system.decision_se) end # Miss - Not used by XP - replace to play decision def self.play_miss $game_system.se_play($data_system.decision_se) end # Evasion - Not used by XP - replace to play decision def self.play_evasion $game_system.se_play($data_system.decision_se) end # Shop def self.play_shop $game_system.se_play($data_system.shop_se) end # Use Item - Not used by XP - replace to play decision def self.play_use_item $game_system.se_play($data_system.decision_se) end # Use Skill - Not used by XP - replace to play decision def self.play_use_skill $game_system.se_play($data_system.decision_se) end end #=============================================================================== # * Vocab Module #=============================================================================== DataSystem = load_data("Data/System.rxdata") module Vocab def self.gold return DataSystem.words.gold end def self.hp return DataSystem.words.hp end def self.mp return DataSystem.words.sp end def self.attack return DataSystem.words.attack end def self.skill return DataSystem.words.skill end def self.guard return "Defend" end def self.item return DataSystem.words.item end def self.equip return DataSystem.words.equip end def self.status return "Status" end end #=============================================================================== # * Game Party #=============================================================================== class Game_Party #-------------------------------------------------------------------------- # Members #-------------------------------------------------------------------------- def members return @actors end #-------------------------------------------------------------------------- # Remove States Battle #-------------------------------------------------------------------------- def remove_states_battle for actor in members actor.remove_states_battle end end #-------------------------------------------------------------------------- # Gain Item #-------------------------------------------------------------------------- alias gain_item_vx_compatibility gain_item def gain_item(*args) item = *args[0] case item when RPG::Item return gain_item_vx_compatibility(item.id, *args[1]) when RPG::Weapon return gain_weapon(item.id, *args[1]) when RPG::Armor return gain_armor(item.id, *args[1]) end return gain_item_vx_compatibility(*args) end #-------------------------------------------------------------------------- # Item Can Use - Determines if an item can be used #-------------------------------------------------------------------------- alias can_use_vx_compat item_can_use? def item_can_use?(item) if item.is_a?(Numeric) return can_use_vx_compat(item) else return can_use_vx_compat(item.id) end end end #============================================================================== # ** Cache #------------------------------------------------------------------------------ # This module loads each of graphics, creates a Bitmap object, and retains it. # To speed up load times and conserve memory, this module holds the created # Bitmap object in the internal hash, allowing the program to return # preexisting objects when the same bitmap is requested again. #============================================================================== module Cache #-------------------------------------------------------------------------- # * Get Animation Graphic # filename : Filename # hue : Hue change value #-------------------------------------------------------------------------- def self.animation(filename, hue) load_bitmap("Graphics/Animations/", filename, hue) end #-------------------------------------------------------------------------- # * Get Battler Graphic # filename : Filename # hue : Hue change value #-------------------------------------------------------------------------- def self.battler(filename, hue) load_bitmap("Graphics/Battlers/", filename, hue) end #-------------------------------------------------------------------------- # * Get Character Graphic # filename : Filename #-------------------------------------------------------------------------- def self.character(filename, hue=0) load_bitmap("Graphics/Characters/", filename, hue) end #-------------------------------------------------------------------------- # * Get Parallax Background Graphic # filename : Filename #-------------------------------------------------------------------------- def self.parallax(filename) load_bitmap("Graphics/Parallaxes/", filename) end #-------------------------------------------------------------------------- # * Get Picture Graphic # filename : Filename #-------------------------------------------------------------------------- def self.picture(filename) load_bitmap("Graphics/Pictures/", filename) end #-------------------------------------------------------------------------- # * Get Icon Graphic # filename : Filename #-------------------------------------------------------------------------- def self.icon(filename) load_bitmap("Graphics/Icons/", filename) end #-------------------------------------------------------------------------- # * Get System Graphic # filename : Filename #-------------------------------------------------------------------------- def self.system(filename) load_bitmap("Graphics/System/", filename) end #-------------------------------------------------------------------------- # * Clear Cache #-------------------------------------------------------------------------- def self.clear @cache = {} if @cache == nil @cache.clear GC.start end #-------------------------------------------------------------------------- # * Load Bitmap #-------------------------------------------------------------------------- def self.load_bitmap(folder_name, filename, hue = 0) @cache = {} if @cache == nil path = folder_name + filename if not @cache.include?(path) or @cache[path].disposed? if filename.empty? @cache[path] = Bitmap.new(32, 32) else @cache[path] = Bitmap.new(path) end end if hue == 0 return @cache[path] else key = [path, hue] if not @cache.include?(key) or @cache[key].disposed? @cache[key] = @cache[path].clone @cache[key].hue_change(hue) end return @cache[key] end end end class Game_Unit end class Game_Troop #-------------------------------------------------------------------------- # Members #-------------------------------------------------------------------------- def members return @enemies end #-------------------------------------------------------------------------- # Interpreter #-------------------------------------------------------------------------- def interpreter return $game_system.battle_interpreter if $scene.is_a?(Scene_Battle) if @interp.nil? @interp = Interpreter.new(0, true) end return @interp end #-------------------------------------------------------------------------- # Screen #-------------------------------------------------------------------------- def screen return $game_screen end #-------------------------------------------------------------------------- # Setup #-------------------------------------------------------------------------- alias vx_compat_gt_setup setup def setup(troop_id) @troop_id = troop_id vx_compat_gt_setup(troop_id) end #-------------------------------------------------------------------------- # Update Process #-------------------------------------------------------------------------- def update self.interpreter.update screen.update end def setup_battle_event # If battle event is running if interpreter.running? return end return if @troop_id == nil or @troop_id == 0 # Search for all battle event pages for index in 0...$data_troops[@troop_id].pages.size # Get event pages page = $data_troops[@troop_id].pages[index] # Make event conditions possible for reference with c c = page.condition # Go to next page if no conditions are appointed unless c.turn_valid or c.enemy_valid or c.actor_valid or c.switch_valid next end # Go to next page if action has been completed if $game_temp.battle_event_flags[index] next end # Confirm turn conditions if c.turn_valid n = $game_temp.battle_turn a = c.turn_a b = c.turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end end # Confirm enemy conditions if c.enemy_valid enemy = $game_troop.enemies[c.enemy_index] if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp next end end # Confirm actor conditions if c.actor_valid actor = $game_actors[c.actor_id] if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp next end end # Confirm switch conditions if c.switch_valid if $game_switches[c.switch_id] == false next end end # Set up event interpreter.setup(page.list, 0) # If this page span is [battle] or [turn] if page.span <= 1 # Set action completed flag $game_temp.battle_event_flags[index] = true end return end end def can_lose? return (not $game_temp.battle_can_lose) end def troop_id return $game_temp.battle_troop_id end def make_drop_items treasures = [] for i in $game_system.tactics_dead + $scene.dead_enemies if i.is_a?(Game_Actor) next else treasures += make_treasure(i) end end return treasures[0..5] end end #-------------------------------------------------------------------------- # Game Map #-------------------------------------------------------------------------- class Game_Map #-------------------------------------------------------------------------- # * Set Display Position # x : New display X coordinate (*256) # y : New display Y coordinate (*256) #-------------------------------------------------------------------------- def set_display_pos(x, y) @display_x = (x + @map.width * 128) % (@map.width * 128) @display_y = (y + @map.height * 128) % (@map.height * 128) #@panorama.ox = x/2 #@panorama.oy = y/2 end #-------------------------------------------------------------------------- # Loop Horizontal? #-------------------------------------------------------------------------- def loop_horizontal? return false end #-------------------------------------------------------------------------- # Loop Vertical? #-------------------------------------------------------------------------- def loop_vertical? return false end #-------------------------------------------------------------------------- # * Calculate X coordinate after loop adjustment # x : x-coordinate #-------------------------------------------------------------------------- def round_x(x) if loop_horizontal? return (x + width) % width else return x end end #-------------------------------------------------------------------------- # * Calculate Y coordinate after loop adjustment # y : y-coordinate #-------------------------------------------------------------------------- def round_y(y) if loop_vertical? return (y + height) % height else return y end end #-------------------------------------------------------------------------- # Interpreter #-------------------------------------------------------------------------- def interpreter return $game_system.map_interpreter end end #-------------------------------------------------------------------------- # Game Screen - Added additional variables #-------------------------------------------------------------------------- class Game_Screen #-------------------------------------------------------------------------- # Brightness - from VX. XP has and will never use it. #-------------------------------------------------------------------------- def brightness return 255 end end #-------------------------------------------------------------------------- # Create Alias to Interpreter #-------------------------------------------------------------------------- class Game_Interpreter < Interpreter end #-------------------------------------------------------------------------- # Game Temp #-------------------------------------------------------------------------- class Game_Temp attr_accessor :next_scene #-------------------------------------------------------------------------- # Object Initialization #-------------------------------------------------------------------------- alias vx_compat_gt_init initialize def initialize @next_scene = nil vx_compat_gt_init end #-------------------------------------------------------------------------- # Set next scene updates #-------------------------------------------------------------------------- def menu_calling=(bool) @menu_calling = bool @next_scene = "menu" end def battle_calling=(bool) @battle_calling = bool @next_scene = "battle" end def debug_calling=(bool) @debug_calling = bool @next_scene = "debug" end def save_calling=(bool) @save_calling = bool @next_scene = "save" end def shop_calling=(bool) @shop_calling = bool @next_scene = "shop" end def gameover=(bool) @gameover = bool @next_scene = "gameover" end def to_title=(bool) @to_title = bool @next_scene = "title" end #-------------------------------------------------------------------------- # End Set next sceen updates #-------------------------------------------------------------------------- end #-------------------------------------------------------------------------- # Game Character #-------------------------------------------------------------------------- class Game_Character def set_direction(dir) @direction = dir end end #-------------------------------------------------------------------------- # Game Battler #-------------------------------------------------------------------------- class Game_Battler def mp return self.sp end def mp=(sp) return self.sp=sp end def maxmp return self.maxsp end def character_index return 0 end def perform_collapse @collapsed = true end #-------------------------------------------------------------------------- # Get user animation - this normally doesnt exist in VX, but was made for my # battle system when I was converting it to VX. And rather than re-outdate my # code, I will just make a translation piece. #-------------------------------------------------------------------------- def animation1 if self.current_action.kind == 1 #skill return $data_skills[self.current_action.skill_id].animation1_id elsif self.current_action.kind == 2 #item return $data_items[self.current_action.item_id].animation1_id end return self.animation1_id end #-------------------------------------------------------------------------- # Get attack animation #-------------------------------------------------------------------------- def atk_animation_id return self.animation2_id end #-------------------------------------------------------------------------- # * Get Experience (for the double experience point option) # exp : Amount to increase experience. # show : Level up display flag #-------------------------------------------------------------------------- def gain_exp(exp, show) if double_exp_gain change_exp(@exp + (exp * 2), show) else change_exp(@exp + exp, show) end end #-------------------------------------------------------------------------- # Double Exp Gain - Always returns false for XP #-------------------------------------------------------------------------- def double_exp_gain return false end #-------------------------------------------------------------------------- # Change exp #-------------------------------------------------------------------------- def change_exp(amount, show) @exp = [[amount, 9999999].min, 0].max end #-------------------------------------------------------------------------- # Half MP Cost #-------------------------------------------------------------------------- def half_mp_cost return false end #-------------------------------------------------------------------------- # * Calculation of MP Consumed for Skills # skill : skill #-------------------------------------------------------------------------- def calc_mp_cost(skill) if half_mp_cost return skill.mp_cost / 2 else return skill.mp_cost end end end #-------------------------------------------------------------------------- # RPG::Skill - Updates so that VX calls return XP answers class RPG::Skill #-------------------------------------------------------------------------- # MP Cost - Returns SP_Cost (since they renamed SP to MP in VX) #-------------------------------------------------------------------------- def mp_cost return sp_cost end #-------------------------------------------------------------------------- # Animation ID - Returns Animation2_ID (Because VX got rid of user animations) #-------------------------------------------------------------------------- def animation_id return @animation2_id end #-------------------------------------------------------------------------- # Dual? - Skill status in VX, doesnt exist in XP #-------------------------------------------------------------------------- def dual? return false end end #-------------------------------------------------------------------------- # Game BattleAction - Adding new VX call command #-------------------------------------------------------------------------- class Game_BattleAction #-------------------------------------------------------------------------- # Set Skill #-------------------------------------------------------------------------- def set_skill(skill_id) @skill_id = skill_id @kind = 1 end end module RPG::BGM def self.fade(time) $game_system.bgm_fade(time) end def self.play $game_system.bgm_play($game_system.playing_bgm) end end module RPG class Item def animation_id return @animation2_id end def dual? return false end end class Skill def dual? return false end end end module Graphics def self.fadeout(time) self.transition(time) end end else # Addional RMVX compatible entries #=============================================================================== # * Vocab Module #=============================================================================== DataSystem = load_data("Data/System.rvdata") module Vocab def self.gold return DataSystem.terms.gold end def self.hp return DataSystem.terms.hp end def self.mp return DataSystem.terms.mp end def self.attack return DataSystem.terms.attack end def self.skill return DataSystem.terms.skill end def self.guard return DataSystem.terms.guard end def self.item return DataSystem.terms.item end def self.equip return DataSystem.terms.equip end def self.status return DataSystem.terms.status end end class RPG::Item def atk_animation return @animation_id end end $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") module Cache #-------------------------------------------------------------------------- # * Get Icon Graphic # filename : Filename #-------------------------------------------------------------------------- def self.icon(filename) load_bitmap("Graphics/Icons/", filename) end end RPG::Cache = Cache class Game_Battler def character_hue return 0 end def int return self.spi end def sp return self.mp end def sp=(mp) return self.mp=mp end def maxsp return self.maxmp end end class Game_Battler def pdef return self.def end end class Game_Party alias gain_item_vx_compatibility gain_item def gain_item(*args) if args[0].is_a?(Numeric) args[0] = $data_items[*args[0]] end gain_item_vx_compatibility(*args) end def gain_weapon(id, n) item = $data_weapons[id] gain_item(item, n) end def gain_armor(id, n) item = $data_armors[id] gain_item(item, n) end alias can_use_xp_compat item_can_use? def item_can_use?(item) if item.is_a?(Numeric) item = $data_items[item] return can_use_xp_compat(item) else return can_use_xp_compat(item) end end end class Game_Troop attr_accessor :turn_count def can_lose? return (not self.can_lose) end end class Sprite_Base < Sprite def animation(anim, hit, direction = 8) mirror = false if !@battler.nil? mirror = @battler.animation_mirror end start_animation(anim, mirror, direction) end end class RPG::Skill def sp_cost return @mp_cost end end end Edited June 29, 2010 by Enigma Share this post Link to post Share on other sites
0 Broken Messiah 20 Report post Posted June 29, 2010 Thanks :alright: I remembered that a program like this existed but didn't know where to find it. Share this post Link to post Share on other sites
0 Polraudio 122 Report post Posted June 29, 2010 About 95% of the time its the music taking up all the space. If you can find a converter and convert them to file types that are lower in size like .midi. RMXP/VX does a very good job in playing .midi files. Graphics/maps/data don't take up very much at all. Share this post Link to post Share on other sites
0 Broken Messiah 20 Report post Posted June 29, 2010 Yes but my game is graphic heavy :sweatdrop: Share this post Link to post Share on other sites
0 Polraudio 122 Report post Posted June 30, 2010 100mb is not much now days. Now days 100mb is like 10mb, only takes 1-5min. Share this post Link to post Share on other sites
The Code Geass RPG Game Demo is ready, but the exported size is 100 mb. I know that over half of that is stuff I'm not even using in the Demo, so is there a time effienct way to delete those files?
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