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RE: HiddenChest RGSS Player Executable - kyonides - 06-06-2024 Another Stable Version is Available!
Release 1.1.78
Recent Changes
Here is a sample script you can use as your custom splash screen. ![]() Don't forget to read the notes embedded in the script! ![]() Game::SplashScene Script (Using this module & its nested class is mandatory indeed.) Code: # * Game::SplashScene * # RE: HiddenChest RGSS Player Executable - kyonides - 06-07-2024 A New Draggable Edition is Available Now!
Release 1.1.79
Recent Changes
The Explanation What this update accomplishes is to replicate the usual Windows or Plasma or GTK mouse + widget behavior that allows you to move that widget everywhere until you stop pressing the ![]() ![]() ![]() By default all windows are NOT draggable BUT you can change that by calling: Code: self.draggable = true ...depending on where you want to trigger it, namely inside or outside that specific window. The internal window's areas won't matter as long as that window remains as the current ![]() The previous system depending just on specific areas and that could let to a serious disappointment ![]() ![]() ![]() Now the ClickableWindowXP script lets you experience all that freedom at the tip of your index finger. ![]() RE: HiddenChest RGSS Player Executable - kyonides - 06-09-2024 Don't Let Your Evil Sprites Drag You Under!
![]() Release 1.1.80
Recent Changes
Screenshot
RE: HiddenChest RGSS Player Executable - DerVVulfman - 06-12-2024 MIDI based error report: Current state of test project: RGSS1 scripts, no custom scripts in play. Merely events as defined. Version: hiddenchest win64 20240608 - 1.1.80 with DLLs supplied within. Sound Fonts individually tested: GMGSx.SF2, GM4_Orch.SF2, Final_Fantasy_7_PSX_SF THE SETUP: I have a simple demo that obviously begins playing ye classic "064-Slow07" Title music that is the default. When selecting a new game, it enters a map with AutoChange off and no music selected for the map. But after displaying a little startup message with a 60-frame pause, I use a contemporary PlayBGM Event command to begin another RTP classic: "058-Slow01". THE REACTION: After leaving the title screen and entering the map, the game does perform the 60 frame pause as defined. However, a final split-second 'blast' from the Title Screen music plays before switching over to the map music. TEST 2: I remove the title music from the Title screen. After the 60-frame delay, the map music from the map event played without an issue. TEST 3: After returning the default Midi Title Music, I replaced the music launched in the field map to an MP3 file. There was no split-second 'blast' from the Title Screen music before the mp3 music played. TEST 4: Reversed Test 3, replacing the Midi Title Music with an MP3, but returned the Midi Map Music. There was no split-second 'blast' before playback. TEST 5: I decided to keep the Midi Theme at start. But I removed the event and set the map properties to play "058-Slow01" on autoplay. The split-second 'blast' returned. TEST 6: With the Midi Theme in place, I removed the autoplay music and created two map events the player needs to trigger: @>Fade Out BGM: 1 sec. @>Wait: 60 frame(s) @>Play BGM "{SELECTION}" Each event had a different Midi file, but after the 60 second wait, each had a resulting 'pop' from the previously played Midi file, even when going back and forth between each event. TEST 7: Using the same events, I switched one of the events to play MP3 music. The MP3 music, on start, had no split-second 'blast. But when the other event that began midi playback was triggered, it played a blast from the title screen, the midi music from the title screen apparently still in memory and not cleared by the mp3 playback. OPINION: In layman's terms, it appears that past midi-music is not being properly cleared before the next midi piece actively begins playback. It is Midi to Midi exclusive, regardless of any other audio played between. ![]() RE: HiddenChest RGSS Player Executable - kyonides - 06-14-2024 Relevant Maintenance Update Available!
Release 1.1.81
Recent Changes
Note on the Quick Fix I will not claim it is a perfect solution for the issue Wulfo reported this week. In the worst case scenario, you would still be able to notice a minimal, almost imperceptible beep before the internal player starts playing the next MIDI stream. ![]() RE: HiddenChest RGSS Player Executable - DerVVulfman - 06-16-2024 The after-effect midi-music 'pop' still appears, playing arguably LESS than the previous pop. I think you cut the previous pop effect in half. Still, it is present. I have a bit of an event code that does work at eliminating the pop... AGAIN, ONLY IF THERE ARE STILL USERS OF MIDI OUT THERE!!! What I did
RE: HiddenChest RGSS Player Executable - kyonides - 10-10-2024 Maintenance Update
Version 1.1.83 Released!
Changes since my last post:
RE: HiddenChest RGSS Player Executable - Tepe - 12-10-2024 Is there any chance to optionally add SDK support to this? I tried to run the standard version of Mr. Moo ABS on this, but it is currently impossible due to the SDK. The problem is exactly the same on the XPAce engine version. The only question is whether it can be solved using this software or do I need to rewrite the Mr. Moo script? As for the smoothness of this engine, you have my approval. Good job! :) RE: HiddenChest RGSS Player Executable - DerVVulfman - 12-11-2024 The RPGMaker SDK has nothing to do with the incompatibility with HiddenChest, but the other scripts within that utilize the Win32API to handle keyboard and mouse interaction, let alone f0tz!baerchen's antilag. This is intentional as it is being designed cross-platform for both Windows and Linux environments, and Linux does not have any Win32 API. As such, neither f0tz!baerchen's antilag nor Aleworks input will function. I never saw an anti-lag that ever used the Win32API until I saw THIS thing. ![]() And insofar as input, HiddenChest has its own full keyboard and mouse support. So the actual "Mr.Mo's ABS V5.5" script you have is what needs adapting: From line 149 in your edition of MrMo... Code: # Defend key. to Code: # Defend key. And then continue throughout it with said updates. There is a list of the available 'Full Keyboard Support' keys on the first page of this thread. RE: HiddenChest RGSS Player Executable - Tepe - 12-11-2024 Still, there is a problem with the SDK, specifically with overriding methods via super functions instead of aliasing. HiddenChest super function is a main problem and I don't really know why. But yes with input is also problem to solved. So I must find a way to remove all SDK module and rewrite inputs. |