07-04-2011, 09:14 PM 
	
	
	
		Hello, I'm new here in the forum and wanted to know how can I put zoom in New Mode 7
  			
		
	
	
	
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#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (21/05/07)
#----------------------------------------------------------------------------
# Instructions :
# You must add to the map's name :
#- [M7]  : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y]   : Y-map looping
#- [X]   : X-map looping. This option needs resources (lower fps).
#- [A]   : animated autotiles (with 4 patterns). This option increases
#          significantly the loading time, so it may crash for large maps
#          (SystemStackError)
#- [C]   : to center the map on the hero (even for small maps)
#- [P]   : to have a fixed panorama
#- [H]   : to have a white horizon
#- [OV]  : Overworld Sprite Resize (a Mewsterus's script feature)
#
# OR :
# see the "$mode7_maps_settings" below (l.48) to prapare your settings
#----------------------------------------------------------------------------
# Other commands (for events) :
#- $scene.spriteset.tilemap.mode7_set(new_angle)
#  To redraw the map with the new_angle
#- $scene.spriteset.tilemap.mode7_set_p(new_angle)
#  To redraw progressively the map from the current angle to the new
#- $scene.spriteset.tilemap.mode7_redraw
#  To redraw the map (useful with the following commands)
#- $game_system.map_opacity = value
#  To define the opacity for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_opacity = value
#  To define a gradual opacity for Mode7 maps (it needs to redraw)
#  (it bugs with horizontal looping)
#- $game_system.map_tone = Color.new(Red, Green, Blue)
#  To define the tone for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
#  To define a gradual tone for Mode7 maps (it needs to redraw)
#- $game_system.horizon = value
#  To define the view's distance (default : 960) (it needs to redraw)
#- $game_system.reset
#  To initialize the previous options
#
#- To obtain flat events :
# just add a comment in the event's commands list with : "Flat"
# 
#- To handle the height of a vertical event :
# add a comment in the event's commands list with : "Heigth X", where X is the
# height value ("Heigth 2" will draw the event 64 pixels above its original
# position - you can use floats)
#============================================================================
# The map is drawn from all the tiles of the three layers that do not have a
# terrain_tag's value of 1 or 2.
# The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
# like the 3rd-layer elements in the old version.
# The 2 terrains ID used to form vertical elements
$terrain_tags_vertical_tiles = [1,2] # You can modify these values
# To access maps names
$data_maps = load_data("Data/MapInfos.rxdata")
$mode7_maps_settings = {}
# Prepare your own settings for mode7 maps
# Just put the first parameter in a map's name
# For example :
$mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]
# -> will  be called  when "Worldmap" is included in the name
$mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]
# Add any number of settings you want
#============================================================================
# ¦ Game_System
#----------------------------------------------------------------------------
# Add attributes to this class
#============================================================================
class Game_System
  attr_accessor :mode7 # false : normal map / true : mode 7
  attr_accessor :loop_x # true : horizontal-looping map
  attr_accessor :loop_y # true : vertical-looping map
  attr_accessor :always_scroll # true : to center the camera around the hero
  attr_accessor :map_tone # mode7 map's tone (Color)
  attr_accessor :map_opacity # mode7 map's opacity (0..255)
  attr_accessor :animated # true : animated autotiles for mode7 maps
  attr_accessor :white_horizon # true : white line horizon for mode7 maps
  attr_accessor :angle # mode7 map's slant angle (in degree)
  attr_accessor :horizon # horizon's distance
  attr_accessor :fixed_panorama # true : to fix the panorama (no scrolling any more)
  attr_accessor :ov # true : Overworld Sprite Resize (smaller hero's sprite)
  attr_accessor :ov_zoom # resize's value with ov
  attr_accessor :map_gradual_opacity # mode7 map's gradual opacity (0..255)
  attr_accessor :map_gradual_tone # mode7 map's gradual tone (Color)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_system initialize
  def initialize
    initialize_mode7_game_system
    self.mode7 = false
    self.loop_x = false
    self.loop_y = false
    self.always_scroll = false
    self.animated = false
    self.white_horizon = false
    self.angle = 0
    self.fixed_panorama = false
    self.ov = false
    self.ov_zoom = 0.7
    reset
  end
  #--------------------------------------------------------------------------
  # * Reset the values for opacity, tone and horizon's distance
  #--------------------------------------------------------------------------
  def reset
    self.map_opacity = 255
    self.map_tone = Color.new(0,0,0,0)
    self.horizon = 9999 # default value, equivalent to 30 tiles
    self.map_gradual_opacity = 0
    self.map_gradual_tone = Tone.new(0,0,0,0)
  end
end
#============================================================================
# ¦ Tilemap_mode7
#----------------------------------------------------------------------------
# This new Tilemap class handles the drawing of a mode7 map
#============================================================================
class Tilemap_mode7
  attr_accessor  :maps_list # contains map's graphics
  attr_accessor  :map_ground # original map's graphic to handle flat events
  attr_accessor  :tone_values # tone values for each line (Hash)
  attr_accessor  :opacity_values # opacity values for each line (Hash)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport  : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    @id = $game_map.map_id # map's ID : to load or save the map in Cache
    @maps_list = [] # contains map's drawings (Bitmap)
    @disp_y = $game_map.display_y # @disp_y : tilemap's display_y
    @disp_x = $game_map.display_x # @disp_x : tilemap's display_x
    @height = 32 * $game_map.height # @height : map's height (in pixel)
    @width = 32 * $game_map.width # @width : map's width (in pixel)
    $game_temp.height = @height
    # map's drawings are loaded if already in Cache
    if RPG::Cache_Carte.in_cache(@id)
      @map = RPG::Cache_Carte.load(@id)
      @maps_list.push(@map)
      @map_ground = RPG::Cache_Carte.load(@id, 4) # to handle flat events
      if $game_system.animated
        @map_2 = RPG::Cache_Carte.load(@id, 1)
        @map_3 = RPG::Cache_Carte.load(@id, 2)
        @map_4 = RPG::Cache_Carte.load(@id, 3)
        @maps_list.push(@map_2)
        @maps_list.push(@map_3)
        @maps_list.push(@map_4)
      end
    else # draw the map and save it in the Cache
      draw_map
    end
    # create vertical elements from tiles
    data_V = Data_Vertical_Sprites.new(viewport)
    # @sprites_V : list of vertical sprites (Sprite_V)
    @sprites_V = data_V.list_sprites_V
    # @sprites_V_animated : list of animated vertical sprites (Sprite_V)
    @sprites_V_animated = data_V.list_sprites_V_animated
    @angle = $game_system.angle # map's slant angle (in degree)
    @distance_h = 480 # distance between the map's center and the vanishing point
    @pivot = 256 # screenline's number of the slant's pivot
    @index_animated = 0 # 0..3 : index of animated tiles pattern
    @viewport = viewport
    @tone_values = {} # list of the tone values for each line
    @opacity_values = {} # list of the opacity values for each line
    init_sprites(@angle) # initialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    # dispose of @sprites (scanlines), @sprites_V (vertical_sprites), and
    # @sprites_loop_x (additional scanlines for horizontal looping)
    for sprite in @sprites + @sprites_V + @sprites_loop_x
      sprite.dispose
    end
    @sprites.clear
    @sprites_loop_x.clear
    @sprites_V.clear
    @sprites_V_animated.clear
    @maps_list.clear
    $game_system.angle = @angle
  end
  #--------------------------------------------------------------------------
  # * Increase slant's angle
  #--------------------------------------------------------------------------
  def increase_angle
    return if @angle == 88
    @angle = [@angle + 2, 88].min # angle's value between 0 and 88 degrees
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Decrease slant's angle
  #--------------------------------------------------------------------------
  def decrease_angle
    return if @angle == 0
    @angle = [@angle - 2, 0].max # angle's value between 0 and 88 degrees
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Slide from the current angle into the target value
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def mode7_set_p(value)
    while value > @angle
      increase_angle
      update
      Graphics.update
    end
    while value < @angle
      decrease_angle
      update
      Graphics.update
    end
  end
  #--------------------------------------------------------------------------
  # * Redraw the map instantaneously with the new slant angle's value
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def mode7_set(value)
    @angle = [[value, 0].max, 89].min
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
    update
    Graphics.update
  end
  #--------------------------------------------------------------------------
  # * Reinitialize screenlines sprites
  #--------------------------------------------------------------------------
  def mode7_redraw
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize scanlines
    update
    Graphics.update
  end
  #--------------------------------------------------------------------------
  # * Create sprites equivalent to scanlines
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def init_sprites(angle)
    @horizon = $game_system.horizon
    angle_rad = (Math::PI * angle) / 180 # angle in radian
    @sprites = [] # list of the scanlines sprites (Sprite)
    @sprites_loop_x = [] # list of the additionnal sprites (for X-looping)
    cos_angle = Math.cos(angle_rad)
    sin_angle = Math.sin(angle_rad)
    # save values in $game_temp
    $game_temp.distance_h = @distance_h
    $game_temp.pivot = @pivot
    $game_temp.cos_angle = cos_angle
    $game_temp.sin_angle = sin_angle
    # h0, z0 : intermediate values
    h0 = (- @distance_h * @pivot * cos_angle).to_f /
    (@distance_h + @pivot * sin_angle) + @pivot
    z0 = @distance_h.to_f / (@distance_h + @pivot * sin_angle)
    $game_temp.slope_value = (1.0 - z0) / (@pivot - h0)
    $game_temp.corrective_value = 1.0 - @pivot * $game_temp.slope_value
    last_line = - @pivot - @horizon # last_line : the highest line that is drawn
    height_limit = (@distance_h * last_line * cos_angle).to_f /
    (@distance_h - last_line * sin_angle) + @pivot # the line corresponding to
    # the last_line in the warped reference = horizon's line
    $game_temp.height_limit = height_limit
    # constant to handle gradual opacity
    k2lim = ((@distance_h * last_line).to_f /
      (@distance_h * cos_angle + last_line * sin_angle)).to_i
    # one sprite is created for each screenline
    for j in 0..479
      next if j < height_limit # if the line is further than the horizon's line,
      # no sprite is created
      i = j - @pivot # y-reference is the pivot's line
      sprite = Sprite.new(@viewport)
      sprite.x = 320 # x-reference is the vertical line in the middle of the screen
      sprite.y = j
      sprite.z = - 99999 # map must not mask vertical elements
      sprite.y_origin_bitmap = (@distance_h * i).to_f /
      (@distance_h * cos_angle + i * sin_angle) + @pivot
      sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
      sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
      sprite.zoom_x = $game_temp.slope_value * j + $game_temp.corrective_value
      sprite.length = 2 + (640.to_f / sprite.zoom_x).to_i
      sprite.x_origin_bitmap_i = ((642 - sprite.length) / 2)
      sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
      sprite.x_origin_bitmap = (sprite.x_origin_bitmap_i).to_f
      sprite.ox = sprite.length / 2
      sprite.bitmap = @map
      # horizontal translation to center around the hero
      if @disp_x != 0
        sprite.x_origin_bitmap += @disp_x / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
      end
      # vertical translation to center around the hero
      if @disp_y != 0
        sprite.y_origin_bitmap += @disp_y / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
      end
      # handle opacity and tone
      k2 = ((@distance_h * i).to_f /
      (@distance_h * cos_angle + i * sin_angle)).to_i
      k2 = 0 if k2 > 0
      k_red = (- k2.to_f/k2lim * $game_system.map_gradual_tone.red).to_i
      k_green = (- k2.to_f/k2lim * $game_system.map_gradual_tone.green).to_i
      k_blue = (- k2.to_f/k2lim * $game_system.map_gradual_tone.blue).to_i
      k_gray = (- k2.to_f/k2lim * $game_system.map_gradual_tone.gray).to_i
      k2 = (- k2.to_f/k2lim * $game_system.map_gradual_opacity).to_i
      sprite.tone = Tone.new(k_red, k_green, k_blue, k_gray)
      sprite.opacity = 255 - k2
      sprite.opacity *= ($game_system.map_opacity).to_f / 255
      sprite.color = $game_system.map_tone
      # white horizon's line
      k = j - height_limit
      k = 500 / k
      if $game_system.white_horizon
        tone_red = sprite.tone.red + k
        tone_green = sprite.tone.green + k
        tone_blue = sprite.tone.blue + k
        tone_gray = sprite.tone.gray + k
        sprite.tone = Tone.new(tone_red, tone_green, tone_blue, tone_gray)
      end
      @tone_values[j] = sprite.tone
      @opacity_values[j] = sprite.opacity
      # set sprite's graphics
      sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
      sprite.length, 1)
      @sprites.push(sprite)
      if $game_system.loop_x and j < @pivot
        # additional sprite to handle horizontal looping
        sprite2 = Sprite.new(@viewport)
        sprite2.x = 320
        sprite2.y = j
        sprite2.z = - 99999
        sprite2.y_origin_bitmap = sprite.y_origin_bitmap
        sprite2.y_origin_bitmap_i = sprite.y_origin_bitmap_i
        sprite2.zoom_x = sprite.zoom_x
        sprite2.length = sprite.length
        sprite2.x_origin_bitmap_i = sprite.x_origin_bitmap_i - @width
        sprite2.x_origin_bitmap = sprite.x_origin_bitmap_i - @width
        sprite2.ox = sprite.ox
        sprite2.bitmap = @map
        sprite2.opacity = sprite.opacity
        sprite2.color = sprite.color
        sprite2.tone = sprite.tone
        sprite2.src_rect.set(sprite2.x_origin_bitmap_i, sprite2.y_origin_bitmap_i,
        sprite2.length, 1)
        @sprites_loop_x.push(sprite2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update the screenlines sprites and the vertical sprites
  #   compare tilemap's display with map's display
  #--------------------------------------------------------------------------
  def update
    # update screenlines sprites
    if @disp_y < $game_map.display_y
      difference = $game_map.display_y - @disp_y
      @disp_y += difference
      for sprite in @sprites + @sprites_loop_x
        sprite.y_origin_bitmap += difference.to_f / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_y > $game_map.display_y
      difference = @disp_y - $game_map.display_y
      @disp_y -= difference
      for sprite in @sprites + @sprites_loop_x
        sprite.y_origin_bitmap -= difference.to_f / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_x < $game_map.display_x
      difference = $game_map.display_x - @disp_x
      @disp_x += difference
      for sprite in @sprites
        sprite.x_origin_bitmap += difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
      for sprite in @sprites_loop_x
        sprite.x_origin_bitmap += difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width
        sprite.x_origin_bitmap_i -= @width
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_x > $game_map.display_x
      difference = @disp_x - $game_map.display_x
      @disp_x -= difference
      for sprite in @sprites
        sprite.x_origin_bitmap -= difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
      for sprite in @sprites_loop_x
        sprite.x_origin_bitmap -= difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width
        sprite.x_origin_bitmap_i -= @width
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    # update vertical sprites
    for sprite in @sprites_V
      sprite.update
    end
  end
  #--------------------------------------------------------------------------
  # * Update animation for animated tiles
  #--------------------------------------------------------------------------
  def update_animated
    @index_animated += 1
    @index_animated %= 4
    map = @maps_list[@index_animated]
    # update screenlines sprites
    for sprite in @sprites + @sprites_loop_x
      sprite.bitmap = map
      sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
      sprite.length, 1)
    end
    # update vertical sprites
    for sprite in @sprites_V_animated
      sprite.update_animated(@index_animated)
    end
  end
  #--------------------------------------------------------------------------
  # * Create bitmaps representing the map
  #--------------------------------------------------------------------------
  def draw_map
    data = $game_map.data
    # Table where animated tiles are flagged
    data_animated = Table.new($game_map.width, $game_map.height)
    # bigger maps to handle horizontal looping
    offset = ($game_system.loop_x ? 640 : 0)
    @map = Bitmap.new(@width + offset, @height)
    @maps_list.push(@map)
    rect = Rect.new(0, 0, 32, 32)
    # create autotiles graphics
    RPG::Cache.clear
    @autotiles = []
    for i in 0..6
      autotile_name = $game_map.autotile_names
      fichier = RPG::Cache.autotile(autotile_name)
      for l in 0..3
        data_autotile = Data_Autotiles.new(fichier,l)
        data_autotile.number = 4*i + l
        RPG::Cache.save_autotile(data_autotile, data_autotile.number)
        @autotiles.push(data_autotile)
      end
    end
    # scan map's data to draw it
    for i in 0...$game_map.height
      for j in 0...$game_map.width
        data_animated[j, i] = 0
        # tile's ID for the first layer
        value1 = data[j, i, 0].to_i
        # prevent from drawing a vertical tile
        value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
        0 : value1)
        # value1 != 0
        if value1 != 0
          # tile's ID for the second layer
          value2 = data[j, i, 1].to_i
          # prevent from drawing a vertical tile
          value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
          0 : value2)
          # tile's ID for the third layer
          value3 = data[j, i, 2].to_i
          # prevent from drawing a vertical tile
          value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
          0 : value3)
          # value1 != 0, value2 = 0
          if value2 == 0
            # value1 != 0, value2 = 0, value3 = 0
            if value3 == 0
              # value1 associated with a normal autotile
              if value1 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value1, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value1 associated with an autotile
              else
                num = 4*((value1 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value1)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            # value1 != 0, value2 = 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load(value1, value3)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          # value1 != 0, value2 != 0
          else
            # value1 != 0, value2 != 0, value3 = 0
            if value3 == 0
              bitmap = RPG::Cache_Tile.load(value1, value2)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            # value1 != 0, value2 != 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load2(value1, value2, value3)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          end
        # value1 = 0
        else
          value2 = data[j, i, 1].to_i
          value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
          0 : value2)
          value3 = data[j, i, 2].to_i
          value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
          0 : value3)
          # value1 = 0, value2 = 0
          if value2 == 0
            # value1 = 0, value2 = 0, value3 != 0
            if value3 != 0
              # value3 associated with a normal tile
              if value3 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value3, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value3 associated with an autotile
              else
                num = 4*((value3 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value3)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            end
          # value1 = 0, value2 != 0
          else
            # value1 = 0, value2 != 0, value3 = 0
            if value3 == 0
              # value2 associated with a normal tile
              if value2 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value2, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value2 associated with an autotile
              else
                num = 4*((value2 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value2)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            # value1 = 0, value2 != 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load(value2, value3)
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          end
        end
      end
    end
    # save the map's drawing in the Cache
    RPG::Cache_Carte.save(@id, @map)
    @map_ground = @map.clone
    # save a copy of the map to handle flat events
    RPG::Cache_Carte.save(@id, @map_ground, 4)
    return if !$game_system.animated
    # create 3 other maps in case of animated tiles
    @map_2 = @map.clone
    @map_3 = @map.clone
    @map_4 = @map.clone
    @maps_list.push(@map_2)
    @maps_list.push(@map_3)
    @maps_list.push(@map_4)
    for i in 0...$game_map.height
      for j in 0...$game_map.width
        next if data_animated[j, i].to_i == 0
        # modify the tile if it is flagged as animated
        value1 = data[j, i, 0].to_i
        value2 = data[j, i, 1].to_i
        value3 = data[j, i, 2].to_i
        # prevent from drawing a vertical tile
        value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        if value1 != 0
          if value2 == 0
            if value3 == 0
              num = 4*((value1 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value1)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value1)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value1)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load(value1, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load(value1, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load(value1, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          else
            if value3 == 0
              bitmap_2 = RPG::Cache_Tile.load(value1, value2, 1)
              bitmap_3 = RPG::Cache_Tile.load(value1, value2, 2)
              bitmap_4 = RPG::Cache_Tile.load(value1, value2, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load2(value1, value2, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load2(value1, value2, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load2(value1, value2, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          end
        else
          if value2 != 0
            if value3 == 0
              num = 4*((value2 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value2)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value2)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value2)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load(value2, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load(value2, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load(value2, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          else
            if value3 != 0
              num = 4*((value3 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value3)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value3)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          end
        end
      end
    end
    # save the three additional maps in the Cache
    RPG::Cache_Carte.save(@id, @map_2, 1)
    RPG::Cache_Carte.save(@id, @map_3, 2)
    RPG::Cache_Carte.save(@id, @map_4, 3)
  end
end
#============================================================================
# ¦ Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================
class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_down_mode7_game_map scroll_down
  def scroll_down(distance)
    if !$game_system.mode7
      scroll_down_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y + distance # always scroll
    else
      @display_y = [@display_y + distance, (self.height - 15) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Left
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_left_mode7_game_map scroll_left
  def scroll_left(distance)
    if !$game_system.mode7
      scroll_left_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x - distance # always scroll
    else
      @display_x = [@display_x - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_right_mode7_game_map scroll_right
  def scroll_right(distance)
    if !$game_system.mode7
      scroll_right_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x + distance # always scroll
    else
      @display_x = [@display_x + distance, (self.width - 20) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Up
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_up_mode7_game_map scroll_up
  def scroll_up(distance)
    if !$game_system.mode7
      scroll_up_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y - distance # always scroll
    else
      @display_y = [@display_y - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Valid Coordinates
  #     x          : x-coordinate
  #     y          : y-coordinate
  #   Allow the hero to go out of the map when map looping
  #--------------------------------------------------------------------------
  alias valid_mode7_game_map? valid?
  def valid?(x, y)
    if !$game_system.mode7
      return (valid_mode7_game_map?(x, y))
    end
    if $game_system.loop_x
      if $game_system.loop_y
        return true
      else
        return (y >= 0 and y < height)
      end
    elsif $game_system.loop_y
      return (x >= 0 and x < width)
    end
    return (x >= 0 and x < width and y >= 0 and y < height)
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x          : x-coordinate
  #     y          : y-coordinate
  #     d          : direction (0,2,4,6,8,10)
  #                  *  0,10 = determine if all directions are impassable
  #     self_event : Self (If event is determined passable)
  #--------------------------------------------------------------------------
  alias passable_mode7_game_map? passable?
  def passable?(x, y, d, self_event = nil)
    if !$game_system.mode7
      passable_mode7_game_map?(x, y, d, self_event)
      return(passable_mode7_game_map?(x, y, d, self_event))
    end
    unless valid?(x, y)
      return false
    end
    bit = (1 << (d / 2 - 1)) & 0x0f
    for event in events.values
      if event.tile_id >= 0 and event != self_event and
         event.x == x and event.y == y and not event.through
        if @passages[event.tile_id] & bit != 0
          return false
        elsif @passages[event.tile_id] & 0x0f == 0x0f
          return false
        elsif @priorities[event.tile_id] == 0
          return true
        end
      end
    end
    for i in [2, 1, 0]
      tile_id = data[x % width, y % height, i] # handle map looping
      if tile_id == nil
        return false
      elsif @passages[tile_id] & bit != 0
        return false
      elsif @passages[tile_id] & 0x0f == 0x0f
        return false
      elsif @priorities[tile_id] == 0
        return true
      end
    end
    return true
  end
end
#============================================================================
# ¦ Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================
class Game_Character
  attr_accessor :x
  attr_accessor :y
  attr_accessor :real_x
  attr_accessor :real_y
  attr_reader   :flat
  attr_reader   :height
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_character initialize
  def initialize
    initialize_mode7_game_character
    @flat = false
    @height = 0.0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_game_character update
  def update
    if !$game_system.mode7
      update_mode7_game_character
      return
    end
    # if x-coordinate is out of the map
    if !(x.between?(0, $game_map.width - 1))
      difference = 128 * x - real_x
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_x += difference / (difference.abs)
      end
      # x-coordinate is equal to its equivalent in the map
      self.x %= $game_map.width
      self.real_x = 128 * x - difference
    end
    # if y-coordinate is out of the map
    if !(y.between?(0, $game_map.height - 1))
      difference = 128 * y - real_y
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_y += difference / (difference.abs)
      end
      # y-coordinate is equal to its equivalent in the map
      self.y %= $game_map.height
      self.real_y = 128 * y - difference
    end
    update_mode7_game_character
  end
end
#==============================================================================
# ¦ Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * scan the event's commands list
  #     page : the scanned page (RPG::Event::Page)
  #--------------------------------------------------------------------------
  def check_commands(page)
    @height = 0.0
    command_list = page.list
    for k in 0..command_list.length - 2
      command = command_list[k]
      if (command.parameters[0].to_s).include?("Height")
        @height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
      end
      @flat = (command.parameters[0].to_s).include?("Flat")
    end
  end
  #--------------------------------------------------------------------------
  # * scan the event's commands list of the current page when refreshed
  #--------------------------------------------------------------------------
  alias refresh_mode7_game_character refresh
  def refresh
    refresh_mode7_game_character
    check_commands(@page) if @page != nil
  end
end
#============================================================================
# ¦ Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================
class Game_Player < Game_Character
  attr_accessor :map_number_x # map's number with X-looping
  attr_accessor :map_number_y # map's number with Y-looping
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_player initialize
  def initialize
    initialize_mode7_game_player
    self.map_number_x = 0
    self.map_number_y = 0
  end
  #--------------------------------------------------------------------------
  # * Handle the option : center around the hero
  #--------------------------------------------------------------------------
  alias center_mode7_game_player center
  def center(x, y)
    if !$game_system.mode7
      center_mode7_game_player(x, y)
      return
    end
    $game_map.display_x = x * 128 - CENTER_X
    $game_map.display_y = y * 128 - CENTER_Y
  end
end
#============================================================================
# ¦ Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================
class Sprite
  attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :length # sprite's width
end
#============================================================================
# ¦ Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map 
#============================================================================
class Sprite_Character < RPG::Sprite
  attr_reader   :flat_indicator # true if the event is flat-drawn
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_sprite_character initialize
  def initialize(viewport, character = nil)
    @flat_indicator = false
    initialize_mode7_sprite_character(viewport, character)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_sprite_character update
  def update
    if !$game_system.mode7
      update_mode7_sprite_character
      return
    end
    if @flat_indicator
      if (!@character.flat or @character.moving? or
        @tile_id != @character.tile_id or
        @character_name != @character.character_name or
        @character_hue != @character.character_hue)
        @flat_indicator = @character.flat
        # redraw the original ground
        maps_list = $scene.spriteset.tilemap.maps_list
        map_ground = $scene.spriteset.tilemap.map_ground
        rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
        for map in maps_list
          map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
          if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
            map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
            rect)
          end
        end
      else
        return
      end
    end
    super
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
        # pivot correction (intersection between the map and this sprite)
        self.oy -= 4
      end
    end
    self.visible = (not @character.transparent)
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    if @character.flat # event must be flat drawn
      return if $scene.spriteset == nil
      if @tile_id == 0
        @flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
        @flat_y_map = @character.real_y / 4 - @ch + 32
        @flat_x0 = sx
        @flat_y0 = sy
        @flat_width = @cw
        @flat_height = @ch
      else
        @flat_x_map = @character.real_x / 4
        @flat_y_map = @character.real_y / 4
        @flat_x0 = 0
        @flat_y0 = 0
        @flat_width = 32
        @flat_height = 32
      end
      # modify the maps graphics
      maps_list = $scene.spriteset.tilemap.maps_list
      rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
      for map in maps_list
        map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
        if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
          map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
          @character.opacity)
        end
      end
      @flat_indicator = true
      self.opacity = 0
      return
    end
    x_intermediate = @character.screen_x
    y_intermediate = @character.screen_y
    y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
    # if vertical looping
    if $game_system.loop_y
      h = 32 * $game_map.height
      y_intermediate = (y_intermediate + h / 2) % h - h / 2
    end
    # coordinates in a mode7 map
    self.y = (($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot)
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    self.x = 320 + zoom_x * (x_intermediate - 320)
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * zoom_x
      self.x = (x + offset) % l - offset
    end
    if @character.is_a?(Game_Player)
      # Overworld Sprite Resize
      if $game_system.ov
        self.zoom_x *= $game_system.ov_zoom
        self.zoom_y *= $game_system.ov_zoom
      end
    end    
    self.z = @character.screen_z(@ch)
    # hide the sprite if it is beyond the horizon's line
    self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
#    self.y -= 32 * @character.height * zoom_y # height correction
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end
#============================================================================
# ¦ Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
#  Sprites corresponding to the vertical elements formed by tiles
#============================================================================
class Sprite_V < Sprite
  attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
  attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
  attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
  attr_accessor :priority # sprite's priority
  attr_accessor :animated # True if animated
  attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    square_y_corrected = square_y
    y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
    y_intermediate_reference = y_intermediate
    # if vertical looping
    if $game_system.loop_y
      y_intermediate = (y_intermediate + $game_temp.height / 2) %
      $game_temp.height - $game_temp.height / 2
      if y_intermediate_reference < y_intermediate
        square_y_corrected = square_y + $game_map.height
      elsif y_intermediate_reference > y_intermediate
        square_y_corrected = square_y - $game_map.height
      end
    end
    self.y = ($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot
    if y < $game_temp.height_limit
      # hide the sprite if it is beyond the horizon's line
      self.opacity = 0
      return
    end
    self.opacity = 255
    if $scene.spriteset != nil
      opacity_values = $scene.spriteset.tilemap.opacity_values
      tone_values = $scene.spriteset.tilemap.tone_values
      if opacity_values.has_key?(y)
        self.opacity = opacity_values[y]
        self.tone = tone_values[y]
      end
    end
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    x_intermediate = 32 * x_map - $game_map.display_x / 4
    self.x = 320 + (zoom_x * (x_intermediate - 320))
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * self.zoom_x
      self.x = (self.x + offset) % l - offset
    end
    self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
    32 + 32 * priority
    return
  end
  #--------------------------------------------------------------------------
  # * Update bitmap for animation
  #     index  : 0..3 : animation's index
  #--------------------------------------------------------------------------
  def update_animated(index)
    self.bitmap = @list_bitmap[index]
  end
end
#============================================================================
# ¦ Spriteset_Map
#----------------------------------------------------------------------------
#  Modifications to call a mode7 map
#============================================================================
class Spriteset_Map
  attr_accessor :tilemap # just to be able to access the tilemap
  #--------------------------------------------------------------------------
  # * Defines map's options from its name
  # Refer to Game_System class
  #--------------------------------------------------------------------------
  def init_options
    map_data = $data_maps[$game_map.map_id]
    for keyword in $mode7_maps_settings.keys
      if map_data.name2.include?(keyword)
        command_list = $mode7_maps_settings[keyword]
        $game_system.mode7 = true
        $game_system.loop_x = command_list.include?("X")
        $game_system.loop_y = command_list.include?("Y")
        $game_system.always_scroll = command_list.include?("C")
        $game_system.animated = command_list.include?("A")
        $game_system.white_horizon = command_list.include?("H")
        $game_system.fixed_panorama = command_list.include?("P")
        $game_system.ov = command_list.include?("OV")
        for command in command_list
          if command.include?("#")
            $game_system.angle = (command.slice(1, 2)).to_i
            $game_system.angle = [[$game_system.angle, 0].max, 89].min
            break
          end
        end
        return
      end
    end
    $game_system.mode7 = map_data.name2.include?("[M7]")
    $game_system.loop_x = map_data.name2.include?("[X]")
    $game_system.loop_y = map_data.name2.include?("[Y]")
    $game_system.always_scroll = map_data.name2.include?("[C]")
    $game_system.animated = map_data.name2.include?("[A]")
    $game_system.white_horizon = map_data.name2.include?("[H]")
    $game_system.fixed_panorama = map_data.name2.include?("[P]")
    $game_system.ov = map_data.name2.include?("[OV]")
    if $game_system.mode7
      map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
      $game_system.angle = $1.to_i
      $game_system.angle = [[$game_system.angle, 0].max, 89].min
    end
  end
  #--------------------------------------------------------------------------
  # * Initialize Object
  #   Rewritten to call a map with mode7
  #--------------------------------------------------------------------------
  alias initialize_mode7_spriteset_map initialize
  def initialize
    init_options
    if !$game_system.mode7
      initialize_mode7_spriteset_map
      return
    end
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 200
    @viewport3.z = 5000
    # mode7 map
    @tilemap = Tilemap_mode7.new(@viewport1)
    @panorama = Plane.new(@viewport1)
    # sprites drawn at the horizon's level have a negative z, and with a z value
    # of -100000 the panorama is still below
    @panorama.z = ($game_system.mode7 ? -100000 : -1000)
    @fog = Plane.new(@viewport1)
    @fog.z = 3000
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events)
      @character_sprites.push(sprite)
    end
    @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,
        $game_screen.pictures))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  alias dispose_mode7_spriteset_map dispose
  def dispose
    if !$game_system.mode7
      dispose_mode7_spriteset_map
      return
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    for sprite in @character_sprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_spriteset_map update
  def update
    if !$game_system.mode7
      update_mode7_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.animated
      @tilemap.update_animated
    end
    @tilemap.update
    # if the panorama is fixed
    if $game_system.fixed_panorama
      @panorama.ox = 0
      @panorama.oy = 0
    # if it is a mode7 map
    else
      # to have a fluent panorama scrolling
      @panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
      $game_player.real_x) / 8
      @panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
      $game_player.real_y) / 32
    end
    @fog.zoom_x = $game_map.fog_zoom / 200.0
    @fog.zoom_y = $game_map.fog_zoom / 200.0
    @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
    for sprite in @character_sprites
      sprite.update
    end
    @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
#============================================================================
# ¦ Scene_Map
#============================================================================
class Scene_Map
  attr_accessor :spriteset # just need to access the spriteset
end
#============================================================================
# ¦ Data_Autotiles
#----------------------------------------------------------------------------
# Creates the set of tiles from an autotile's file
#============================================================================
class Data_Autotiles < Bitmap
  # data list to form tiles from an atotiles file
  Data_creation = [[27,28,33,34],[5,28,33,34],[27,6,33,34],[5,6,33,34],
  [27,28,33,12],[5,28,33,12],[27,6,33,12],[5,6,33,12],[27,28,11,34],
  [5,28,11,34],[27,6,11,34],[5,6,11,34],[27,28,11,12],[5,28,11,12],
  [27,6,11,12],[5,6,11,12],[25,26,31,32],[25,6,31,32],[25,26,31,12],
  [25,6,31,12],[15,16,21,22],[15,16,21,12],[15,16,11,22],[15,16,11,12],
  [29,30,35,36],[29,30,11,36],[5,30,35,36],[5,30,11,36],[39,40,45,46],
  [5,40,45,46],[39,6,45,46],[5,6,45,46],[25,30,31,36],[15,16,45,46],
  [13,14,19,20],[13,14,19,12],[17,18,23,24],[17,18,11,24],[41,42,47,48],
  [5,42,47,48],[37,38,43,44],[37,6,43,44],[13,18,19,24],[13,14,43,44],
  [37,42,43,48],[17,18,47,48],[13,18,43,48],[13,18,43,48]]
  attr_accessor :number # autotile's number to identify it
  attr_accessor :animated # TRUE if the autotile is animated
  #--------------------------------------------------------------------------
  # * Initialize Object
  #     file   : autotiles file's bitmap (Bitmap)
  #     l      : 0..3 : pattern's number for animated autotiles
  #--------------------------------------------------------------------------
  def initialize(file, l)
    super(8*32, 6*32)
    create(file, l)
  end
  #--------------------------------------------------------------------------
  # * Create the tiles set
  #     file   : autotiles file's bitmap (Bitmap)
  #     l      : 0..3 : pattern's number for animated autotiles
  #--------------------------------------------------------------------------
  def create(file, l)
    l = (file.width > 96 ? l : 0)
    self.animated = (file.width > 96)
    for i in 0..5
      for j in 0..7
        data = Data_creation[8 * i + j]
        for number in data
          number -= 1
          m = 16 * (number % 6)
          n = 16 * (number / 6)
          blt(32 * j + m % 32, 32 * i + n % 32, file,
          Rect.new(m + 96 * l, n, 16, 16))
        end
      end
    end
  end
end
#============================================================================
# ¦ Data_Vertical_Sprites
#----------------------------------------------------------------------------
# Create a list of vertical sprites for the three layers of a map
# "V" for "Vertical" in the script
# "num" for "number"
#============================================================================
class Data_Vertical_Sprites
  attr_accessor  :list_sprites_V # list of vertical sprites
  attr_accessor  :list_sprites_V_animated # list of animated vertical sprites
  #--------------------------------------------------------------------------
  # * A little method to compare terrain_tags
  #     value  : tile's ID
  #     num    : reference terrain_tag's value
  #--------------------------------------------------------------------------
  def suitable?(value, num)
    return ($game_map.terrain_tags[value] == num)
  end
  #--------------------------------------------------------------------------
  # * This algorithm scans each layer and create a sprites formed by tiles
  #   in contact
  #     viewport : Viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    @viewport = viewport
    # lists initialization
    self.list_sprites_V = []
    self.list_sprites_V_animated = []
    # @num_tiles : list of tiles coordinates that form a vertical sprite
    @num_tiles = []
    # create copy of map's data
    @dataV = ($game_map.data).clone
    # scan each layer
    for h in 0..2
      # scan each row
      for i in 0..$game_map.height
        # scan each column
        for j in 0..$game_map.width
          value = @dataV[j, i, h].to_i
          # if tile's terrain tag is declared to give vertical sprites
          if $terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value])
            @reference_terrain_tag = $game_map.terrain_tags[value]
            @num_tiles.push([j, i])
            # the following algorithm is so complex that I really don't know how
            # it works exactly
            list_end = 0
            length = 0
            while j + length + 1 < $game_map.width and
              suitable?(@dataV[j +length+ 1, i, h].to_i, @reference_terrain_tag)
              @num_tiles.push([j + length+ 1,i])
              length += 1
            end
            list_start = j
            list_end = length + j
            indicator = true
            row = 0
            j2 = j
            while indicator
              row += 1
              break if (i + row) == $game_map.height
              list_start2 = j2
              length2 = 0
              indicator = false
              if length >= 2
                for k in (j2 + 1)..(j2 + length -1)
                  if suitable?(@dataV[k, i + row, h].to_i,
                    @reference_terrain_tag)
                    if !indicator
                      list_start2 = k
                    else
                      length2 = k - list_start2
                    end
                    indicator = true
                    @num_tiles.push([k, i + row])
                  elsif !indicator
                    length2 -= 1
                  end
                end
              end
              if suitable?(@dataV[j2 + length, i + row, h].to_i,
                @reference_terrain_tag)
                length2 = j2 + length - list_start2
                indicator = true
                @num_tiles.push([j2 + length, i + row])
                length3 = 1
                while j2 + length + length3 < $game_map.width and
                  suitable?(@dataV[j2 + length + length3, i + row, h].to_i,
                  @reference_terrain_tag)
                  @num_tiles.push([j2 + length + length3, i + row])
                  length3 += 1
                  length2 += 1
                  if j2 + length + length3 > list_end
                    list_end = j2 + length + length3
                  end
                end
              end
              if suitable?(@dataV[j2, i + row, h].to_i, @reference_terrain_tag)
                list_start3 = list_start2 - j2
                length2 = length2 + list_start3
                list_start2 = j2
                indicator = true
                @num_tiles.push([j2, i + row])
                length3 = 1
                while j2 - length3 >= 0 and
                  suitable?(@dataV[j2 - length3, i + row, h].to_i,
                  @reference_terrain_tag)
                  @num_tiles.push([j2 - length3, i + row])
                  le
 
 
 How would I put the new zoom mode 7?
 How would I put the new zoom mode 7?
 

 

