RE: Neo Mode 7 Script by MGCaladtogel - buddysievers - 03-11-2012
great it works ^^
big thx
RE: Neo Mode 7 Script by MGCaladtogel - buddysievers - 03-26-2012
hi again can you help me out again ?!
i need a fix for zeriabs antilag system 1.2...
i asked him to make me an on off option but a real fix would be nice too.
thx in advance
RE: Neo Mode 7 Script by MGCaladtogel - MGC - 03-28-2012
I found a compatibility issue in the class Spriteset_Map, so paste this patch below the two scripts :
Content Hidden
Code:
#============================================================================
# ** Spriteset_Map
#============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Initialize Object
# Rewritten to call a map with neoM7
#--------------------------------------------------------------------------
def initialize
if !$game_system.neoM7
initialize_neoM7_spriteset_map
return
end
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# neoM7 map
@tilemap = Tilemap_neoM7.new(@viewport1, self)
@panorama = Plane.new(@viewport1)
# sprites drawn at the horizon's level have a negative z, and with a z value
# of -100000 the panorama is still below
@panorama.z = ($game_system.neoM7 ? -100000 : -1000)
@fog = Plane.new(@viewport1)
@fog.z = 3000
# Make character sprites
init_characters
# Make hero sprite
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
update if $game_system.neoM7_filter
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
if @tilemap.tileset != nil
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
end
@tilemap.dispose
@panorama.dispose
@fog.dispose
# Dispose of character sprites
for sprite in @character_event_sprites
sprite.dispose unless sprite.disposed?
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
if !$game_system.neoM7
update_neoM7_spriteset_map
return
end
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# update animated tiles each 20 frames
if Graphics.frame_count % 20 == 0 and $game_system.neoM7_animated
@tilemap.update_animated
end
@tilemap.update
# to have a fluent panorama scrolling
@panorama.ox = 6 * ((tilemap.theta * 4.0 / 3).to_i)
@panorama.oy = - $game_temp.neoM7_height_limit
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
# Update character sprites
update_character_sprites
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
I hope it will be sufficient.
RE: Neo Mode 7 Script by MGCaladtogel - buddysievers - 04-07-2012
thx a lot again!
it works well but it will bug the anemus baloon script but thats ok because i dont use it very often so its not very bad ^^
RE: Neo Mode 7 Script by MGCaladtogel - Taylor - 04-09-2012
Do you intend to add support for different screen sizes other than 640x480? (Or has that been done and I am slow. (Or has this already been asked.))
RE: Neo Mode 7 Script by MGCaladtogel - udivision - 05-08-2012
I was wondering what the TOS of your scripts (and this one in particular) for commercial and non-commercial use, MGC.
RE: Neo Mode 7 Script by MGCaladtogel - MGC - 05-09-2012
Taylor > I don't intend to modify this script any more (it's really old). But I'm sure I saw some projects using this script in a smaller window, so that should be possible.
udivision > I don't add TOS to my scripts because they're completely free : free to modify, free to use for commercial and non-commercial games. Just don't claim my work your own.
RE: Neo Mode 7 Script by MGCaladtogel - udivision - 05-09-2012
Thanks, I'll keep that in mind.
RE: Neo Mode 7 Script by MGCaladtogel - Zohran - 08-04-2012
Hello, i have problem, i would like to use this neo mode seven script in PSP DS by psp community but i don't do this, it's possible to help me please, because it's important for my pokemon project please !
PS: i have search solution in any post but i haven't find reply...
RE: Neo Mode 7 Script by MGCaladtogel - DerVVulfman - 09-29-2017
OPEN SOURCE CODE
FOR THE DLL NOW AVAILABLE
This isn't a conventional bump as no changes have been made to the system, either in the RGSS code nor the DLL. And just as he did for the HMode7 system, finalholylight contacted MGC who had uploaded the dll source code for the system. So like HMode7, the dll's source code is now available in this thread's first post and is now open source.