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.