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Draycos Goldaryn

Goldaryn Multiple Resolution Kit

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Goldaryn Multiple Resolution Kit

Versions: 1.10, 1.10-SDK, 2.1, 2.1-SDK

 

Introduction

 

Over the years, People have wanted to build their RMXP games in resolutions other than the default 640x480. At first, it was impossible, then, with the help of a dll he wrote himself, Selwyn created a script that allowed you to change the resolution. It was then discovered, that the hidden classes severely limited the playability of a resized RMXP. Rewrites of these hidden scripts began to crop up. Eventually, it was made possible to play a RMXP game at different resolutions, but Transitions would not work properly, unless you used a smaller resolution. Also, most people would have to hunt for the individual script rewrites and piece them all together. Not to mention there was still a couple of bugs left in the original Resolution script. Not to mention the fact, that if not done properly, when a player pressed Alt+Enter, the game would switch into fullscreen/windowed mode and be back at the 640x480 resolution.

 

This was my quest for the last 4 years:

Build a system that allows for resolutions both less than and greater than 640x480 that works completely as the original, if not better. Well, a few weeks ago, my computer went to the crapper, and all my work on all my rmxp projects was gone. I had to start all over again. I scoured the web and hbgames.org (formerly rmxp.org) for my original scripts. I found a few new methods that didn't exist before, and one or two that got lost or buried. I pieced this all together and I finally realized my goal. Here it is, my Multiple Resolution Kit. It is too good to keep to myself. So I have decided to share it with all of you. Just one thing to note: When I had put a system together before, higher resolutions would lag and the fps would drop from 40 to 20. However, for some reason, now, my fps seems to stay between 30 - 40. I thought it was because I have a better computer now (from pentium4 512mb winxp to pentium dual core 2 1gb ram windows 7) but when I tried it on my son's computer, I got the same results. just a tad bit of lag during transitions.

 

Let me know how it works for you.

 

Features

 

  • Support for Resolutions both less than and greater than 640x480
  • Disabling of the built-in Alt-Enter to Fullscreen function.
  • Maps fill the screen at higher resolutions
  • Fogs and panoramas fill the screen at higher resolutions
  • Transitions fill the screen at higher resolutions
  • The default transitions, both the fade and transition graphics, work at all resolutions.
  • 2.0 and 2.0-SDK and above support dynamically changing the resolution during the game!
  • maybe more, just can't remember

 

Screenshots

 

Coming Soon...

 

Demos

 

 

Requires Aleworks Input and Keys Module (included)

G-MRK-1.9-SDK

G-MRK-1.9

G-MRK-2.0-SDK

G-MRK-2.0

 

 

 

Requires Glitchfinders Key Input Module (Included)

G-MRK-1.10-SDK

G-MRK-1.10

G-MRK-2.1-SDK

G-MRK-2.1

 

 

Script

 

Required Scripts:

SDK 2.4 (SDK versions)

1.9 and 2.0 Require Aleworks Input Module and Keys Module

1.10 and 2.1 Require Glitchfinder's Key Input Module

 

Due to the number of script versions and the fact that this page keeps hanging whenever I try to include them, the scripts will have to be extracted from the demos. I apologize for any inconvenience this may cause.

 

Instructions

 

Place my script below the SDK (if required) and Aleworks Input modules or Glitchfinder's Key Input module.

Change the following variables to set the desired default Resolution:

 

Version 1.9 and 1.9-SDK:

in Game_Window: WIDTH and HEIGHT

 

Version 2.0 and 2.0-SDK:

in Game_Settings: @resolution (note, this can be and is overwritten when a player changes the resolution in Scene_Settings)

 

FAQ

 

Q: Does it have to depend on the SDK? Can't you make it non-SDK?

A: I prefer using the SDK and adapt all scripts I use for it, however, I feel nice, and so I have made a non SDK version as well. Especially seeing how much the SDK has fallen out of favor lately.

 

Q: Now go for a VX version

A: Unfortunately, I don't know how to bypass VX's habit of scaling the graphics to the new resolution, not to mention I haven't bought it, won't buy it, and don't want to pirate it, and my trial has expired.... VX users can suffer with the built in multi resolution functions it already has. lol

 

Q: Which script should I call in order to change the resolution in game?

A: using version 2.0 or 2.0-sdk you call

Game_Window.change_resolution(width, height)

to change the resolution in game. Just replace width and height with your desired width and height in pixels.

 

Q: My menu didn't get resized!

A: Actually, it is resized. Every scene has been resized. The only thing that really needs to be done is for the windows/graphics used in the scene to either be resized and/or rearranged to fit the new resolution(s). As such, I recommend using custom menus.

 

Compatibility

 

Should be compatible with most scripts that don't change the resolution or overwrite the methods overwritten in this kit. For the non-SDK versions, anything that overwrites the update methods in any Scene class needs to be placed above this.

 

Known Issues:

 

Most scenes are not rewritten for multiple resolutions.

Message Windows are off screen at the lowest resolution provided.

Can't seem to change the y of message windows, at any resolution...

Scene_Settings doesn't display well in lowest resolution.

 

Most of these can be fixed with custom scripts.

As a special service and part of my support for this kit, If you would like a specific scene adapted to the new resolution, I will create a patch for you. These patches will be made only by request. I do have other projects to work on as well. The information I need from you is: the script of the scene you want adapted, which version of my kit you are using, and possibly the desired resolution(s).

 

Update:

Aleworks Input dll (and possibly Glitchfinder's transition.dll) requires a C++ library. If you receive and error related to a missing dll: MSVCR100.dll, you must download and install the Microsoft Visual C++ 2010 Redistributable Package, the download is just 4.8MB in size and can be found here.

 

Credits and Thanks

 

The following people need credit if you use this script:

  • vgvgf - Aleworks Input (if used)
  • Selwyn - Plane rewrite, and display.dll
  • Cremno - NoF1, NoF12, and No Alt-Enter dll
  • Glitchfinder - Transition.dll and Key Input Module (if used instead of Aleworks)
  • HBGames.org - screenshot.dll (I don't know the original person who wrote it, but I got it from here.)
  • poccil - Tilemap rewrite
  • SDK team - SDK
    and last but not least:
  • Draycos Goldaryn - the whole Kit and Kaboodle ;)

 

I would like to thank the following people, without whom this script would not be possible:

Cremno

Selwyn

Glitchfinder

Me (I tried to use his tilemap, but decided against it)

vgvgf

poccil (I originally used his tilemap and switched back to it)

Trebor777

 

Author's Notes

 

Wow, it took three years to get this script perfect except for transitions, then my computer wiped it all out and in about two weeks i had the script redone, and better than before. Sometimes it pays to go "Back to the drawing board."

 

Post any requests here. As a special service and part of my support for this kit, If you would like a specific scene adapted to the new resolution, I will create a patch for you. These patches will be made only by request. I do have other projects to work on as well. The information I need from you is: the script of the scene you want adapted, which version of my kit you are using, and possibly the desired resolution(s).

 

Also, as stated, I did not notice any drop in frame-rate on my computer, but let me know what you experience. If you try this out, let me know what fps you experience as well as your os and basic computer specs, Thank you.

 

Terms and Conditions

 

free to use in any project, even commercial. If used, please give me a link to the game as I want to see it implemented. if it is a commercial game, I want a free copy :haha:. Also make sure I (and everyone listed above) get proper credit.

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This seems pretty cool! Me personally I like the 640 x 480 resolution. It's already hard enough to get the sprites to look nice at that resolution (I do not sprite, so I have to generally resize any sprites I get)

 

I am assuming this doesn't stretch the screen it just resizes the window?

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This seems pretty cool! Me personally I like the 640 x 480 resolution. It's already hard enough to get the sprites to look nice at that resolution (I do not sprite, so I have to generally resize any sprites I get)

 

I am assuming this doesn't stretch the screen it just resizes the window?

 

That is correct. It doesn't stretch the screen like VX does. It actually gives more screen space, thus maps should be bigger than 20x15 if you use a higher resolution. It also keeps the resolution when switching between windowed and fullscreen.

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Very good script. I like it. To bad it has to use SDK. I hate SDK so much. If you use a non-SDK version i would totally use it.

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Very good script. I like it. To bad it has to use SDK. I hate SDK so much. If you use a non-SDK version i would totally use it.

 

Read my text:

 

Demos

 

Requires Aleworks Input and Keys Module (included)

G-MRK-1.9-SDK

G-MRK-1.9

G-MRK-2.0-SDK

G-MRK-2.0

 

Requires Glitchfinders Key Input Module (Included)

G-MRK-1.10-SDK

G-MRK-1.10

G-MRK-2.1-SDK

G-MRK-2.1

 

Look at the links above, and also look further down at the FAQ:

 

FAQ

 

Q: Does it have to depend on the SDK? Can't you make it non-SDK?

A: I prefer using the SDK and adapt all scripts I use for it, however, I feel nice, and so I have made a non SDK version as well. Especially seeing how much the SDK has fallen out of favor lately.

 

So now you have no excuse. ;)

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Read my text:

 

 

 

Look at the links above, and also look further down at the FAQ:

 

 

 

So now you have no excuse. ;)

Lol my bad. helps is i was awake when reading. :biggrin_002:

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Hi first off, kudos on your effort and determination, reads like a massive achievement.

Really looking forward to using this script, and I managed to manipulate it in the demo very nicely.

However in my actual project I get this error:

 

prob.png

 

I know zero about scripting so don't want to mess myself, can anyone offer me some help please.

 

As a side question in the demo, the battles are smalled off in the corner. Would a Custom Battle Script help here? Anyone recommend me one please?

Edit:

54: GetSystemMetrics = Win32API.new('user32', 'GetSystemMetrics', 'L', 'L')
55: SetResolution  = Win32API.new('Display.dll', 'SetResolution', 'III', 'I')
56: SetWindowLong = Win32API.new('user32', 'SetWindowLong', 'LIL', 'L')

They are the script lines. I did install the Microsoft C+++ thing if it is of any relevance.

The above was with 2.0 WITHOUT SDK.

 

I then tried 2.1 WITH SDK, and I got a runtime error in AI input line 144:

InputInitialize = Win32API.new('AInput', 'InputInitialize', 'LLLLL', '')

Which looks quite similar to whatever the above problem is.

Edited by neiljwd

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