Ah, I just finished my Visual Equipment for the old version. Oh well.
Hey, I just noticed that the animations don't correspond with the character really well. I've been using
But it's a smidge off.
That's another thing I've noticed with the camera too; It won't follow you as you increase altitude (thought there's really no need to have it, since you can't go off the screen unless you're zoomed in too far.)
Awesome now that you have animated textures, as well as wall events. Now my doors look real and so do my waterfalls. Thanks!
Chaotech Games > it's a good thing to add the altitude for animations, but I think there could be an influence of the camera mode too.
finalholylight > your problem should be fixed in the v.1.3.1 (cf. first post).
To remove the limit of 200*200 tiles maps, just look at the beginning of the method "setup" in the "Game_Map" class (HM7 MODIFIED CLASSES - line 279). You'll find this code :
Code:
if width > 200 || height > 200
return
end
I put this restriction to prevent the loading from being too long. You can remove this code if you want.
And I really don't understand what you mean by : "How to rotate shadow of high-tiles on map ?". Could you be more precise, please ?
renekokkie & all PSPDS users > here's the trick to make the HM7 1.3.1 compatible with the PSPDS v.0.3 (I don't know what are the differences in the v.0.4) :
1. In the script "DS Résolution" (between "Sprite_Timer" and "Spriteset_Map"), you have to replace the class "Game_Character" (lines 19 to 86) by :
Content Hidden
Code:
class Game_Character
#--------------------------------------------------------------------------
# * Aliased methods
#--------------------------------------------------------------------------
unless @already_aliased_hm7_ds
alias screen_x_hm7_ds_game_character screen_x
alias screen_y_hm7_ds_game_character screen_y
@already_aliased_hm7_ds = true
end
#--------------------------------------------------------------------------
# Screen X
#--------------------------------------------------------------------------
def screen_x
unless $game_system.hm7
zx = $game_map.tilemap_zoom_x
return (@real_x - $game_map.display_x + 3*zx) / 4*zx + 16*zx
end
return screen_x_hm7_ds_game_character
end
#--------------------------------------------------------------------------
# Screen Y
#--------------------------------------------------------------------------
def screen_y
unless $game_system.hm7
zy = $game_map.tilemap_zoom_y
y = (@real_y - $game_map.display_y + 3*zy) / 4*zy + 32*zy
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
return screen_y_hm7_ds_game_character
end
#--------------------------------------------------------------------------
# ? ?? Z ?????
# height : ?????????
#--------------------------------------------------------------------------
def screen_z(height = 0)
# ?????????? ON ???
if @always_on_top
# ???? 999
return 999
end
# ***
# z = (@real_y - $game_map.display_y + 3) / 4 + 32
zy = $game_map.tilemap_zoom_y
z = (@real_y - $game_map.display_y + 3*zy) / 4*zy + 32*zy
# ??????
if @tile_id > 0
# ??????????? * 32 ???
#return z + $game_map.priorities[@tile_id] * 32
return z + $game_map.priorities[@tile_id] * 32*zy
# ?????????
else
# ??? 32 ??????? 31 ???
return z + ((height > 32*zy) ? 31 : 0)
end
end
#--------------------------------------------------------------------------
# ? bush_depth ***
#--------------------------------------------------------------------------
def bush_depth
# ???????????????????? ON ???
if @tile_id > 0 or @always_on_top
return 0
end
# ?????????????????? 12??????? 0
if @jump_count == 0 and $game_map.bush?(@x, @y)
return 6
else
return 0
end
end
end
2. Paste the HM7 scripts below the PSP scripts. Then between "Kristovski's Add-On" and "Main", paste this small compatibility script :
Content Hidden
Code:
#============================================================================
# ** Game_Map
#============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Aliased methods
#--------------------------------------------------------------------------
unless @already_aliased_hm7_centr
alias setup_hm7_centr_game_map setup
@already_aliased_hm7_centr = true
end
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
def setup(map_id)
setup_hm7_centr_game_map(map_id)
if $game_system.hm7
Game_Player.const_set(:CENTER_X, 320 - 16 << 2)
Game_Player.const_set(:CENTER_Y, 240 - 16 << 2)
else
Game_Player.const_set(:CENTER_X, 280 - 16 << 2)
Game_Player.const_set(:CENTER_Y, 236 - 16 << 2)
end
end
end
3. Set the HM7 zoom to 50%. You can do that by modifying the value line 69 of "HM7 MODIFIED CLASSES" (in the method "def hm7_reset") :
self.hm7_zoom = 50
4. Set the HM7 constants HEIGHT and WIDTH (at the bottom of "---- MGC : H-Mode7 ----") to :
Code:
WIDTH = 288
HEIGHT = 216
With that method, only what is seen on the screen will be computed, so you'll suffer less lag. You can even try the option [DF] to increase the quality.
finalholylight > OK, that's clear now. That's not possible in the current version.
(09-28-2011, 08:50 AM)MGC Wrote: renekokkie & all PSPDS users > here's the trick to make the HM7 1.3.1 compatible with the PSPDS v.0.3 (I don't know what are the differences in the v.0.4) :
1. In the script "DS Résolution" (between "Sprite_Timer" and "Spriteset_Map"), you have to replace the class "Game_Character" (lines 19 to 86) by :
Content Hidden
Code:
class Game_Character
#--------------------------------------------------------------------------
# * Aliased methods
#--------------------------------------------------------------------------
unless @already_aliased_hm7_ds
alias screen_x_hm7_ds_game_character screen_x
alias screen_y_hm7_ds_game_character screen_y
@already_aliased_hm7_ds = true
end
#--------------------------------------------------------------------------
# Screen X
#--------------------------------------------------------------------------
def screen_x
unless $game_system.hm7
zx = $game_map.tilemap_zoom_x
return (@real_x - $game_map.display_x + 3*zx) / 4*zx + 16*zx
end
return screen_x_hm7_ds_game_character
end
#--------------------------------------------------------------------------
# Screen Y
#--------------------------------------------------------------------------
def screen_y
unless $game_system.hm7
zy = $game_map.tilemap_zoom_y
y = (@real_y - $game_map.display_y + 3*zy) / 4*zy + 32*zy
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
return screen_y_hm7_ds_game_character
end
#--------------------------------------------------------------------------
# ? ?? Z ?????
# height : ?????????
#--------------------------------------------------------------------------
def screen_z(height = 0)
# ?????????? ON ???
if @always_on_top
# ???? 999
return 999
end
# ***
# z = (@real_y - $game_map.display_y + 3) / 4 + 32
zy = $game_map.tilemap_zoom_y
z = (@real_y - $game_map.display_y + 3*zy) / 4*zy + 32*zy
# ??????
if @tile_id > 0
# ??????????? * 32 ???
#return z + $game_map.priorities[@tile_id] * 32
return z + $game_map.priorities[@tile_id] * 32*zy
# ?????????
else
# ??? 32 ??????? 31 ???
return z + ((height > 32*zy) ? 31 : 0)
end
end
#--------------------------------------------------------------------------
# ? bush_depth ***
#--------------------------------------------------------------------------
def bush_depth
# ???????????????????? ON ???
if @tile_id > 0 or @always_on_top
return 0
end
# ?????????????????? 12??????? 0
if @jump_count == 0 and $game_map.bush?(@x, @y)
return 6
else
return 0
end
end
end
2. Paste the HM7 scripts below the PSP scripts. Then between "Kristovski's Add-On" and "Main", paste this small compatibility script :
Content Hidden
Code:
#============================================================================
# ** Game_Map
#============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Aliased methods
#--------------------------------------------------------------------------
unless @already_aliased_hm7_centr
alias setup_hm7_centr_game_map setup
@already_aliased_hm7_centr = true
end
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
def setup(map_id)
setup_hm7_centr_game_map(map_id)
if $game_system.hm7
Game_Player.const_set(:CENTER_X, 320 - 16 << 2)
Game_Player.const_set(:CENTER_Y, 240 - 16 << 2)
else
Game_Player.const_set(:CENTER_X, 280 - 16 << 2)
Game_Player.const_set(:CENTER_Y, 236 - 16 << 2)
end
end
end
3. Set the HM7 zoom to 50%. You can do that by modifying the value line 69 of "HM7 MODIFIED CLASSES" (in the method "def hm7_reset") :
self.hm7_zoom = 50
4. Set the HM7 constants HEIGHT and WIDTH (at the bottom of "---- MGC : H-Mode7 ----") to :
Code:
WIDTH = 288
HEIGHT = 216
With that method, only what is seen on the screen will be computed, so you'll suffer less lag. You can even try the option [DF] to increase the quality.
finalholylight > OK, that's clear now. That's not possible in the current version.
Thankyou but it is still laging i think i will use Hmode V.1.1.2
hello first thank you MGC but i have an error in the script HM7 MODIFIED CLASSES at the line 645.
The log:
---------- Error of script : HM7 MODIFIED CLASSES ----------
----- Type
NameError
----- Message
uninitialized constant HM7::Tilemap
----- Position in HM7 MODIFIED CLASSES
Ligne 645
----- Backtrace
Script : HM7 MODIFIED CLASSES | Line : 645 | Méthode : in `initialize'
Script : Scene_Map | Line : 13 | Méthode : in `new'
Script : Scene_Map | Line : 13 | Méthode : in `main'
Script : Main | Line : 58
it is at this line: @tilemap = HM7::Tilemap.new(@viewport1, self) and it's when i put [HM7] in the title
it's like this: "route 133[#20][HM7]" is the name of the map
thanks for help me