ForeverZer0 Custom Resolution + Littledrago's Zoom
#11
(10-23-2024, 06:37 AM)kyonides Wrote: I already tried NOT disposing the original map scene by keeping it stored in a variable, but that didn't work as intended. You could see the tiles on screen for just a brief moment and then... a big black nothing again. Indifferent It's not redrawing everything fast enough...

Indeed, you see tiles on the map... as shown here:

[Image: attachment.php?aid=2629]

But as I see it, the system is drawing the tiles based upon the original 640x480 settings.  And likewise, based on the native 1.0 zoom.  It is a pre-zoom render that appears before the map is erased.

The 'here" pop-up was something I added to the Spriteset_Map's update method just so I could see for a clean pause as I begin investigating.

How serious an investigation???

[Image: attachment.php?aid=%202630]

The Editor on the left is the project, now that I had literally taken the Resolution, Zoom and DragoCore and split them into their individual classes and methods so I can go back n forth and see what's what.  Yeah, it's doctored to show ALL of the individual classes present (and I swear, not all are needed for just this... the core is a catch-all for a lot of stuff like his own RMXP SDK).

The window on the right has base scripts as a "Control Test".

Attached right below is the WIP Project --- The scripts involved (I removed the UMS and etc)...

.rar   ProjectTest.rar (Size: 1,011.35 KB / Downloads: 2)

Since the resolution settings were 1024x576, I set the initial map to 32x18 tiles, which fills the res exactly.

I chose to use a monster instead of the basic 001-Fighter01 character to test priority sprites and drew a few test subject layer tiles for testing... see if it had issues like the other tilemap classes I experienced.  Nope.. THAT works perfectly.

002-Figher02 (the blue swordsman) tests both fog and weather to make sure they FILL the area.  (FINE!)  I didn't test for the panorama that appears under the ground layer, but it prolly works fine too.

THE SLIM SHADY GUY.   Well, I wanted to see if refreshing the map worked AFTER it loaded.  That was a big nope.


Attached Files Thumbnail(s)
       
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#12
(10-23-2024, 05:45 AM)DerVVulfman Wrote: Ya don't seem to understand.  This is a leap forward for me... just to figure out the spritesheet refresh, according to you, is the issue.

Oh I most definitely don't understand most of what you guys talk about, it's all greek to me! Happy with a sweat But I try to follow along as best I can. I hope the investigation is yielding many helpful results though! xD

EDIT: On the plus side, it's very atmospheric.

[Image: emodragon.png]
I don't know about you guys, but I'm deeply engrossed in what this emo dragon is thinking about as he wanders in the rain.
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#13
[Image: emodragon2.png]
Emotions.
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#14
Well, I know you guys are still looking for a solution to the script issues, but luckily in the meantime, it seems I was able to rig something suitable to my particular purposes for the time being.

I set up a non-default menu through events (which works better anywho, as I was going to already have a device menu for story reasons in this game. So, just as well combine the two!) So I don't have to load menu scene anymore:

[Image: therigmenu.png]
I know it's beautiful, but hold your applause.

I also found a... "solution" for changing maps.

[Image: therig1.png]

[Image: therig.png]

Challenges breed creativity.

So with this, map transitions look smooth as silk.

HOWEVER!! I still have the issue of saving. I have yet to find a script online that allows some kind of save function without opening another scene. There might be menu systems with something similar to what I need attached, but I don't want to add a whole new menu system. If someone knows of a save script call or something that I could use in an event for my jury-rig, that would be really awesome.
I was hoping I could just have something simple like a text box that says "u wanna sav?" or something, and then a choice box that leads to a script call that saves to the first slot automatically without changing scenes. (I'm not really sure if anything like that is even possible in the default game though, (I really hope it is)  I've been hunting for scripts the last couple of days that fit those parameters but haven't found anything.) But anyway, thanks again for the help guys. PEACEEE!!
EDIT: AH-HAH! ACTUALLY I THINK I FOUND A SOLUTION WITH THIS POST -- > link
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#15
When you said you found a solution... I guess you meant forced save and not the tilemap issue. Laughing + Tongue sticking out
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#16
I can safely say that the PLANE class rewrite that is incorporated into ForeverZer0's Res package is based upon the 2006 "Plane Hidden Class" script by Selwyn:

[Image: attachment.php?aid=2677]
On the left 'my' rewrite of Selwyn's .  On the right, his rewrite of the class.

His edition will not execute the bitmap function if the tile passed into it is the currently loaded @bitmap instance variable. And there's a few other differences here and there.  But none of the changes here affected the display (or lack thereof ) of the map tiles as being experienced.

On a side note, I find no reason that the class is actually named CRPlane.  My work on a resolution/zoom hybrid had no issue with it so named the Plane class, replacing/overwriting methods of the original without any issue.


Attached Files Thumbnail(s)
   
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#17
Know what?

I'll continue working on MINE:
https://www.save-point.org/images/2024-1...-08-32.mp4

I know I got the tiles, the priorities, and the zoom stable enough.  I just need to get the CENTERING working when zooming in or out.  Indeed, OUT too.

Not sure I can get it to properly continue centering whilst zooming, or need to just do a calculation and then do a flash zoom instead of a gradual zoom.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#18
(10-26-2024, 03:13 AM)DerVVulfman Wrote: When you said you found a solution...  I guess you meant forced save and not the tilemap issue. Laughing + Tongue sticking out

Oh yes yes, that's why I crossed out the save-related ask I had in that message haha. Unfortunately no technical-related discoveries from any searches.

The plot thickens though!! That's good. So, if I understand what you're saying is you were able to confirm this plane class isn't the thing that's causing issues?
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#19
(10-27-2024, 08:53 PM)DerVVulfman Wrote: Know what?

I'll continue working on MINE:
https://www.save-point.org/images/2024-1...-08-32.mp4

I know I got the tiles, the priorities, and the zoom stable enough.  I just need to get the CENTERING working when zooming in or out.  Indeed, OUT too.

Not sure I can get it to properly continue centering whilst zooming, or need to just do a calculation and then do a flash zoom instead of a gradual zoom.

Okay! Sounds good :D

Is the centering while zooming the only issue?
It at least looks like it correctly follows the character once it's zoomed though! That's good. (Am I seeing that correct?)
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#20
You are indeed...

[Image: attachment.php?aid=2678]

And the script list is comparatively smaller too.

USERS (aka like you) would need to be aware that this is based upon the RMXP SDK, a project that did rework the default scripts and sliced them into bite-sized chunks. I mean, if you looked at the 'update' method of the Sprite_Battler class... its 100 lines long! Hard to put any new code into the center of it to manage battler opacities without a full rewrite or something.

So 'lessons' on what's what in the package will be given too.

The designers of the SDK meant good but had lousy marketing (constantly rewriting and making upgrades that made scripts for prev versions obsolete)... but that's a different story.


Attached Files Thumbnail(s)
   
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


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