How to use the High-Resolution .DLL

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EternalShadow

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@Sixth: Thanks again! Added its link to the performance section!
 

Susan

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Hi, can I suggest another script to add on to your collection?

Tsukihime's Battle Sprites Auto-Position :

http://himeworks.com/2013/02/battle-sprite-auto-position/

Basically, this script will calculate the ratio difference between the Troop Editor's resolution and the game's resolution, and allow you to set up battlers properly, regardless of the screen resolution.

It even works with side view battle scripts.

The only "conflict" is that it cannot be used concurrently with Yanfly's Ace Core Engine, unless you apply custom settings to it according to different screen resolutions.
 

EternalShadow

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For the performance drop under windows 8.1 and 10 in full screen, I found a solution.

When I use this script:

http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/?hl=high

Then I get 60 FPS in full screen. I wanted to let everyone know. ;) (\s/)
I had that installed - now you know why I was arguing so much with you about the performance, lol.

Hi, can I suggest another script to add on to your collection?

Tsukihime's Battle Sprites Auto-Position :

http://himeworks.com/2013/02/battle-sprite-auto-position/

Basically, this script will calculate the ratio difference between the Troop Editor's resolution and the game's resolution, and allow you to set up battlers properly, regardless of the screen resolution.

It even works with side view battle scripts.

The only "conflict" is that it cannot be used concurrently with Yanfly's Ace Core Engine, unless you apply custom settings to it according to different screen resolutions.
Then I will put this in with your note in the last sentence, thanks :D
 

Gothic Lolita

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I had that installed - now you know why I was arguing so much with you about the performance, lol.
First it didn't worked, but I installed Windows 10 RT a few weeks ago and final the Fullscreen++ works. :D

With the .dll I got now 20 FPS on 1080p, 720p = 45 FPS and below allways 60 FPS. :D (\s/)
 

Engr. Adiktuzmiko

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If you have money, there is something called Effectus around the internet... costs $20 but from their tests, it seems like it makes the games work seamless even with lots of events in the map
 

Hudell

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If you have money, there is something called Effectus around the internet... costs $20 but from their tests, it seems like it makes the games work seamless even with lots of events in the map
That Effectus surely promises a lot. I wonder if it really works that well.
 

Engr. Adiktuzmiko

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yeah, I wonder about that as well... 
 

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I am skeptical about Effectus...i don't know if really it's different from the other anti-lags scripts...it would be VERY nice to have +\-60 FPS with 720p or 1080p...i would pay many money if there is an engine easy, fast and friendly like RPG Maker with a good performance,like Unity.
 

sapiboong

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I encountered an error with galv message background.

It cut some of the bottom part of message background.

It doesn't cut that much, but still kinda annoying...

Any possible fix for this?

I've tried using picture as message background, too, and it encountered the exact same problem. 

Some of the bottom part got cut out. I have installed all the fix listed in the main page...

Can anyone help? 

EDIT: Nevermind... I retried using the 640 x 480 resolution (without high-res DLL) and still encountered the same problem. 
 
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EternalShadow

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I encountered an error with galv message background.

It cut some of the bottom part of message background.

It doesn't cut that much, but still kinda annoying...

Any possible fix for this?

I've tried using picture as message background, too, and it encountered the exact same problem. 

Some of the bottom part got cut out. I have installed all the fix listed in the main page...

Can anyone help? 

EDIT: Nevermind... I retried using the 640 x 480 resolution (without high-res DLL) and still encountered the same problem. 
Screenshot and list the other scripts you're using in Galv's script topic (or start a new topic)
 

Engr. Adiktuzmiko

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I am skeptical about Effectus...i don't know if really it's different from the other anti-lags scripts...it would be VERY nice to have +\-60 FPS with 720p or 1080p...i would pay many money if there is an engine easy, fast and friendly like RPG Maker with a good performance,like Unity.
At least judging from their tests, it was a lot different...

Though we would need to see games made it in to really decide
 

AriesFireTiger

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Damn! Thanks for this kick-ass guide!

I installed all of the scripts listed in the first post and replaced my DLL in BOTH of my Ace folders before I got it to work okay....not great, but okay.

I had to tinker with the resolution a bit. Any resolution I set that was not divisible by 32 would cause the edges of the map to wrap around/loop (e.g.  If I was at the bottom of my map I could see the top row of tiles from my map). Setting the resolution numbers to something divisible by 32 completely eliminated this. I tried different map sizes with different resolutions, small maps were fine and would be centered but bigger ones kept bugging out if the resolution wasn't just so.

I'm on a CHEAP ASUS laptop (rocking a dual-core Intel processor and integrated graphics, wahoo!) using 1366x768 for my latptop's screen resolution.

Running the high-resolution DLL at 1280x768 in Fullscreen++

FPS doesn't seem phenomenal(not 60fps) but it seems like it is above 20....I still have another script to check out from this thread to increase performance (I'm running Windows 8) and will report my findings later in the day(I'm actually posting from work, slow day with lots of snow x.x)

I'm really excited to work with a 40x24 canvas instead of 17x13

To put this into perspective....
 

a 17x13 map allows 221 tiles to be displayed

a 40x24 map allows 960 tiles to be displayed!

4.3 tiles(or there about) for every ONE tile previously, that's AMAZING :D





Thanks a TON to all the folks that worked hard to put this thing together!
 
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EternalShadow

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I had to tinker with the resolution a bit. Any resolution I set that was not divisible by 32 would cause the edges of the map to wrap around/loop (e.g If I was at the bottom of my map I could see the top row of tiles from my map). Setting the resolution numbers to something divisible by 32 completely eliminated this. I tried different map sizes with different resolutions, small maps were fine and would be centered but bigger ones kept bugging out if the resolution wasn't just so.
The Yanfly Engine script snippet should fix that so the map shouldn't wrap around in the first place, though sometimes it does not eliminate the issue completely on giant maps. So yes, agreed - making the res divisible by 32 is often the best solution here.


Glad it's working well for you! More performance enhancements should be on the way.
 

AriesFireTiger

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The Yanfly Engine script snippet should fix that so the map shouldn't wrap around in the first place, though sometimes it does not eliminate the issue completely on giant maps. So yes, agreed - making the res divisible by 32 is often the best solution here.

Glad it's working well for you! More performance enhancements should be on the way.
Yeah, the YEA snippet on the first post didn't do anything about wrapping for me, but I don't see it as an issue, personally, since I already fixed it for me xD . I didn't have any other scripts installed while setting this up either (as scripts are completely new to RPG Maker for me and I know ZERO Ruby lol)

Edit: I guess I won't post 544x544 parallaxes cropped from my photos. I'll just release the original images for edit/use

I wasn't using any giant maps either, i would get the wrapping even if the map was one tile bigger than what could be displayed.
 
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EternalShadow

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I can't remember what Yanfly's criteria was for anti-wrapping, but I think it only applied if the map was smaller than the actual display which is obviously the opposite of what's happening here!


Some scripts don't require any ruby knowledge to implement.
 

EternalShadow

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Updated with a link to a post with a list of common resolutions in the "things to consider" section.

Remember that you don't have to go by this, but it would be a good thing to consider this list should you allow the customization of your resolution via scripts that allow you/the player to change the resolution mid-game. It is still recommended to go by the resolution option(s) closest to a multiple of 32, to allow tiles to display properly.

An example is 1344*768, instead of 1366*768. This is because the game displays properly in this resolution, and it allows all tiles intended in the map to display onscreen properly. However, should the player choose, they can play in the default 544*416 or even 640*480 - if scripts allow.
 

Hudell

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Remember that you don't have to go by this, but it would be a good thing to consider this list should you allow the customization of your resolution via scripts that allow you/the player to change the resolution mid-game. It is still recommended to go by the resolution option(s) closest to a multiple of 32, to allow tiles to display properly.
I will write a fix for the "not multiple of 32" problem tonight. I already found what causes it.
 
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